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卡牌分类改成风花雪月

zhaoyang 3 år sedan
förälder
incheckning
36bd010a09

+ 4 - 4
FGUIProject/assets/Card/CardDetailUI.xml

@@ -25,16 +25,16 @@
         <property target="title" propertyId="0" value="全部"/>
       </item>
       <item url="ui://7l6lvkayojlz6">
-        <property target="title" propertyId="0" value=""/>
+        <property target="title" propertyId="0" value=""/>
       </item>
       <item url="ui://7l6lvkayojlz6">
-        <property target="title" propertyId="0" value=""/>
+        <property target="title" propertyId="0" value=""/>
       </item>
       <item url="ui://7l6lvkayojlz6">
-        <property target="title" propertyId="0" value=""/>
+        <property target="title" propertyId="0" value=""/>
       </item>
       <item url="ui://7l6lvkayojlz6">
-        <property target="title" propertyId="0" value=""/>
+        <property target="title" propertyId="0" value=""/>
       </item>
     </list>
     <list id="n4_ojlz" name="listCard" xy="32,342" size="1015,1554" layout="flow_hz" overflow="scroll" lineGap="63" colGap="20" defaultItem="ui://7l6lvkayojlzi" autoClearItems="true">

+ 6 - 6
GameClient/Assets/Game/HotUpdate/Data/CardDataManager.cs

@@ -48,12 +48,12 @@ namespace GFGGame
             {
                 _cardDicByType[0] = new Dictionary<int, CardData>();
             }
-            if (_cardDicByType.ContainsKey(cardData.itemCfg.rarity) == false)
+            if (_cardDicByType.ContainsKey(cardData.itemCfg.mainScore) == false)
             {
-                _cardDicByType[cardData.itemCfg.rarity] = new Dictionary<int, CardData>();
+                _cardDicByType[cardData.itemCfg.mainScore] = new Dictionary<int, CardData>();
             }
             _cardDicByType[0][cardData.id] = cardData;
-            _cardDicByType[cardData.itemCfg.rarity][cardData.id] = cardData;
+            _cardDicByType[cardData.itemCfg.mainScore][cardData.id] = cardData;
 
         }
 
@@ -104,11 +104,11 @@ namespace GFGGame
         /// <summary>
         /// 根据男主类型获取卡牌列表
         /// </summary>
-        public static List<CardData> GetCardListByRarity(int rarity)
+        public static List<CardData> GetCardListByRarity(int mainScore)
         {
-            if (_cardDicByType.ContainsKey(rarity))
+            if (_cardDicByType.ContainsKey(mainScore))
             {
-                Dictionary<int, CardData> cardDic = _cardDicByType[rarity];
+                Dictionary<int, CardData> cardDic = _cardDicByType[mainScore];
                 CardData[] cardArray = new CardData[cardDic.Count];
                 cardDic.Values.CopyTo(cardArray, 0);
 

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

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

+ 3 - 3
GameClient/Assets/Game/HotUpdate/Views/Card/CardDetailView.cs

@@ -58,10 +58,10 @@ namespace GFGGame
             this.UpdateCardList((int)_ui.m_listRole.GetChildAt(_ui.m_listRole.selectedIndex).data);
 
         }
-        private void UpdateCardList(int rarity = 0)
+        private void UpdateCardList(int mainScore = 0)
         {
 
-            List<CardData> cardList = CardDataManager.GetCardListByRarity(rarity);
+            List<CardData> cardList = CardDataManager.GetCardListByRarity(mainScore);
             if (CardDataManager._selectList.Keys.Count > 0)
             {
                 //筛选
@@ -99,7 +99,7 @@ namespace GFGGame
         }
         private void RenderListRoleItem(int index, GObject obj)
         {
-            obj.data = index == 0 ? 0 : listRoleCount - index;
+            obj.data = index == 0 ? 0 : index;
         }
         private void OnClickListRoleItem(EventContext context)
         {

BIN
GameClient/Assets/ResIn/UI/Card/Card_fui.bytes