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战斗结算

zhaoyang 2 years ago
parent
commit
28efc61df7

+ 1 - 1
FGUIProject/assets/DressUp/components/PartsListItem.xml

@@ -3,7 +3,7 @@
   <displayList>
     <image id="n4_qsvd" name="iconSelected" src="qsvd2l" fileName="images/hz_xzyfxz.png" xy="33,0"/>
     <loader id="n9_94m1" name="loaBorder" xy="39,0" size="178,178" visible="false" url="ui://mbo439wb94m1dl" autoSize="true"/>
-    <loader id="n1_k6he" name="icon" xy="85,34" pivot="0.5,0.5" size="110,110" aspect="true" url="ui://mbo439wbk6he1z" align="center" vAlign="middle" fill="scale" clearOnPublish="true">
+    <loader id="n1_k6he" name="icon" xy="68,35" pivot="0.5,0.5" size="122,122" aspect="true" url="ui://mbo439wbk6he1z" align="center" vAlign="middle" fill="scale" clearOnPublish="true">
       <relation target="" sidePair="center-center,middle-middle"/>
     </loader>
     <loader id="n7_d4iw" name="rarity" xy="184,10" size="44,94" url="ui://eg2y0ldpd4iw52" autoSize="true"/>

+ 1 - 1
GameClient/Assets/Game/HotUpdate/DressUp/DressUpObjDataCache.cs

@@ -43,7 +43,7 @@ namespace GFGGame
         }
 
         public byte[] FightRoleRes { get; set; }
-        public Texture RoleTextuex { get; set; }
+        public Texture2D RoleTextuex { get; set; }
 
         private List<int> _equipDatas = new List<int>();
         public List<int> equipDatas

+ 3 - 3
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryFightSingleScoreView.cs

@@ -19,7 +19,7 @@ namespace GFGGame
         private double _mainScore;//总主属性分
         private const int _range = 100;//圆圈随机范围
         private const float _prefectScale = 60f;//完美缩放比
-
+        private Texture _texture;
         private bool _stopFight = false;
 
         // private GameObject _gameObject0;
@@ -80,7 +80,7 @@ namespace GFGGame
 
             _ui.m_comClickCircle.target.touchable = false;
             NTexture nTexture = new NTexture(EquipDataCache.cacher.RoleTextuex);
-            // _ui.m_loaRole.texture = nTexture;// EquipDataCache.cacher.FightRoleRes;
+            _ui.m_loaRole.texture = nTexture;// EquipDataCache.cacher.FightRoleRes;
 
             _ui.m_btnSpeedUp.visible = EquipDataCache.cacher.autoPlay;
             _ui.m_btnSpeedUp.title = "x" + EquipDataCache.cacher.fightSpeed;
@@ -191,7 +191,7 @@ namespace GFGGame
             {
                 GetCurStar(out int star, out Transition transition);
                 NTexture nTexture = new NTexture(EquipDataCache.cacher.RoleTextuex);
-                // _ui.m_comRoleResult.m_comRole.m_loaRole.texture = nTexture;
+                _ui.m_comRoleResult.m_comRole.m_loaRole.texture = nTexture;
                 _ui.m_comRoleResult.m_c1.selectedIndex = 0;
                 _ui.m_LoaMask.touchable = true;
                 _ui.m_t3.Play();

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

@@ -81,7 +81,7 @@ namespace GFGGame
 
             GLoader loaRole = _ui.m_ComRoleResult.m_comRole.m_loaRole;
             NTexture nTexture = new NTexture(EquipDataCache.cacher.RoleTextuex);
-            // loaRole.texture = nTexture;
+            loaRole.texture = nTexture;
             loaRole.alpha = 1;
 
             // loaRole.SetSize(loaRole.width, loaRole.texture.height * loaRole.width / loaRole.texture.width);