Browse Source

Merge branch 'master' of http://git.gfggame.com:3000/gfg/client

guodong 3 years ago
parent
commit
1bfce34f65

+ 0 - 2
GameClient/Assets/Game/HotUpdate/HotUpdateEntry.cs

@@ -14,8 +14,6 @@ namespace GFGGame.HotUpdate
             //ET
             //ET
             try
             try
             {
             {
-                Screen.sleepTimeout = SleepTimeout.NeverSleep;
-
                 HotUpdateProxy.Instance.update = Game.Update;
                 HotUpdateProxy.Instance.update = Game.Update;
                 HotUpdateProxy.Instance.lateUpdate = Game.LateUpdate;
                 HotUpdateProxy.Instance.lateUpdate = Game.LateUpdate;
                 HotUpdateProxy.Instance.onApplicationQuit = Game.Close;
                 HotUpdateProxy.Instance.onApplicationQuit = Game.Close;

+ 12 - 0
GameClient/Assets/Game/HotUpdate/Views/MainStory/InstanceZonesController.cs

@@ -22,10 +22,22 @@ namespace GFGGame
             StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
             StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
             if (levelCfg.fightID.Length > 0)
             if (levelCfg.fightID.Length > 0)
             {
             {
+                StoryFightCfg storyFightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
+                if (storyFightCfg == null)
+                {
+                    Debug.LogError(string.Format("战斗id:{0}  无配置", levelCfg.fightID));
+                    return;
+                }
                 ViewManager.Show(ViewName.STORY_LEVEL_INFO_VIEW, levelCfgId);
                 ViewManager.Show(ViewName.STORY_LEVEL_INFO_VIEW, levelCfgId);
             }
             }
             else if (!string.IsNullOrEmpty(levelCfg.storyStartID))
             else if (!string.IsNullOrEmpty(levelCfg.storyStartID))
             {
             {
+                List<StoryDialogCfg> storyDialogCfg = StoryDialogCfgArray.Instance.GetCfgs(levelCfg.storyStartID);
+                if (storyDialogCfg.Count <= 0)
+                {
+                    Debug.LogError(string.Format("剧情id:{0}  无配置", levelCfg.storyStartID));
+                    return;
+                }
                 bool skipable = MainStoryDataManager.CheckCurrentLevelPass();
                 bool skipable = MainStoryDataManager.CheckCurrentLevelPass();
                 ViewManager.Show(ViewName.STORY_DIALOG_VIEW, new object[] { levelCfg.storyStartID, skipable, new OnCompleteStoryDialogCall(OnCompleteChapterStoryDialog) }, null, true);
                 ViewManager.Show(ViewName.STORY_DIALOG_VIEW, new object[] { levelCfg.storyStartID, skipable, new OnCompleteStoryDialogCall(OnCompleteChapterStoryDialog) }, null, true);
             }
             }

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryCardChoose.cs

@@ -67,7 +67,7 @@ namespace GFGGame
             int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillId);
             int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillId);
             PassivitySkillLvlCfg skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLv, skillId);
             PassivitySkillLvlCfg skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLv, skillId);
             _ui.m_txtName.text = cfg.name;
             _ui.m_txtName.text = cfg.name;
-            _ui.m_txtDiscribe.text = string.Format(cfg.describe, skillLvCfg.probability, skillLvCfg.count);
+            _ui.m_txtDiscribe.text = string.Format(cfg.describe, skillLvCfg.probability, ((float)skillLvCfg.count / 10000f * 100));
         }
         }
         private void RenderListCardItem(int index, GObject obj)
         private void RenderListCardItem(int index, GObject obj)
         {
         {

+ 1 - 0
GameClient/Assets/Game/Launcher/GameLauncher.cs

@@ -7,6 +7,7 @@ public class GameLauncher : MonoBehaviour
 {
 {
     private void Awake()
     private void Awake()
     {
     {
+        Screen.sleepTimeout = SleepTimeout.NeverSleep;
         Application.runInBackground = true;
         Application.runInBackground = true;
         //ET
         //ET
         System.AppDomain.CurrentDomain.UnhandledException += (sender, e) =>
         System.AppDomain.CurrentDomain.UnhandledException += (sender, e) =>

BIN
GameClient/Assets/ResIn/Config/excelConfig.sqlite.bytes


+ 9 - 2
GameClient/Assets/ThirdParty/Xasset/Runtime/Loadables/Bundles/LocalBundle.cs

@@ -8,8 +8,15 @@ namespace VEngine
 
 
         protected override void OnLoad()
         protected override void OnLoad()
         {
         {
-            var encrpytData = EncryptHelper.GetDecryptData(pathOrURL, EncryptHelper.resKeyChars);
-            request = AssetBundle.LoadFromMemoryAsync(encrpytData);
+            if(EncryptHelper.resKeyChars == null)
+            {
+                request = AssetBundle.LoadFromFileAsync(pathOrURL);
+            }
+            else
+            {
+                var encrpytData = EncryptHelper.GetDecryptData(pathOrURL, EncryptHelper.resKeyChars);
+                request = AssetBundle.LoadFromMemoryAsync(encrpytData);
+            }
         }
         }
 
 
         public override void LoadImmediate()
         public override void LoadImmediate()

+ 1 - 1
GameClient/ProjectSettings/ProjectSettings.asset

@@ -145,7 +145,7 @@ PlayerSettings:
     16:10: 1
     16:10: 1
     16:9: 1
     16:9: 1
     Others: 1
     Others: 1
-  bundleVersion: 1.1
+  bundleVersion: 1.2
   preloadedAssets: []
   preloadedAssets: []
   metroInputSource: 0
   metroInputSource: 0
   wsaTransparentSwapchain: 0
   wsaTransparentSwapchain: 0