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@@ -14,6 +14,7 @@ namespace GFGGame
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private GameObject _sceneObject;
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private GameObject _sceneObject;
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private FightData roleData;
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private FightData roleData;
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private int _partId;//当前评分part
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private int _partId;//当前评分part
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+ private int _curIndex;//当前评分index
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private int _score;//当前总分数
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private int _score;//当前总分数
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private int _skillScore = 0;//当前卡牌技能分
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private int _skillScore = 0;//当前卡牌技能分
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private int _partScore = 0;//当前部件分+技能评分(_skillScore)
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private int _partScore = 0;//当前部件分+技能评分(_skillScore)
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@@ -208,6 +209,7 @@ namespace GFGGame
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_currentTime = BeginTime.PART_ALL_FIGHT_BEGIN;
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_currentTime = BeginTime.PART_ALL_FIGHT_BEGIN;
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// _stopFight = false;
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// _stopFight = false;
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_partId = FightScoreCfgArray.Instance.dataArray[0].id;
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_partId = FightScoreCfgArray.Instance.dataArray[0].id;
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+ _curIndex = 0;
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_score = 0;
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_score = 0;
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_skillScore = 0;//技能附加分
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_skillScore = 0;//技能附加分
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_mainScore = ScoreSystemData.Instance.GetMainScore(roleData);
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_mainScore = ScoreSystemData.Instance.GetMainScore(roleData);
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@@ -216,7 +218,7 @@ namespace GFGGame
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if (GuideDataManager.IsGuideFinish(ConstGuideId.START_FIGHT) > 0)
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if (GuideDataManager.IsGuideFinish(ConstGuideId.START_FIGHT) > 0)
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{
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{
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- _ui.m_comClick.target.touchable = true;
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+ // _ui.m_comClick.target.touchable = true;
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_ui.m_btnBack.visible = true;
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_ui.m_btnBack.visible = true;
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Timers.inst.Add(0.5f, 1, SkillScoreStart);//评分结束
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Timers.inst.Add(0.5f, 1, SkillScoreStart);//评分结束
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}
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}
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@@ -269,7 +271,9 @@ namespace GFGGame
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}
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}
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private void PartScoreStart()
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private void PartScoreStart()
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{
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{
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+ if (_curIndex == _partId) return;
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_ui.m_comClick.target.touchable = !FightDataManager.Instance.autoPlay;
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_ui.m_comClick.target.touchable = !FightDataManager.Instance.autoPlay;
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+ _curIndex = _partId;
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Vector2 pos = (_ui.m_comClick.target.GetChild("grh_" + (_partId - 1)).asGraph).xy;
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Vector2 pos = (_ui.m_comClick.target.GetChild("grh_" + (_partId - 1)).asGraph).xy;
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float x = 0f;
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float x = 0f;
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