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换装优化

guodong 2 年之前
父节点
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4a36d6c378

+ 17 - 4
GameClient/Assets/Game/HotUpdate/DressUp/DressUpObjDataCache.cs

@@ -418,6 +418,19 @@ namespace GFGGame
                 return false;
             }
         }
+        public void UpdateRole()
+        {
+            var tempEquipDatas = equipDatas.GetRange(0, equipDatas.Count);
+            TakeOffAll(false);
+            int count = tempEquipDatas.Count;
+            for (int i = 0; i < count; i++)
+            {
+                int itemID = (int)equipDatas[i];
+                AddOrRemove(itemID, false, true);
+            }
+            checkDefaultItem();
+            UpdatePicAction();
+        }
 
         /// <summary>
         /// 尝试穿戴配置套装
@@ -470,17 +483,17 @@ namespace GFGGame
             UpdatePicAction();
         }
         
-        public void PutOnSuitSaved(int index)
+        public void PutOnSuitSavedByPos(int index, bool showBg = true)
         {
 
             CustomSuitData suitSavedData = CustomSuitDataManager.GetSuitList(index);
-            PutOnSuitMemory(suitSavedData);
+            PutOnSuitSavedByData(suitSavedData, showBg);
         }
 
-        public void PutOnSuitMemory(CustomSuitData suitSavedData)
+        public void PutOnSuitSavedByData(CustomSuitData suitSavedData, bool showBg = true)
         {
             TakeOffAll(false);
-            if (suitSavedData.bg > 0)
+            if (showBg && suitSavedData.bg > 0)
             {
                 AddOrRemove(suitSavedData.bg, false);
             }

+ 0 - 1
GameClient/Assets/Game/HotUpdate/DressUp/DressUpUtil.cs

@@ -16,7 +16,6 @@ namespace GFGGame
         public const string FORMAT_SPRITE_NAME = "T{0}_s{1}";
         private const string FORMAT_ANIMATION_NAME = "T{0}_a{1}";
         private const string FORMAT_EFFECT_OBJ_NAME = "T{0}_eff";
-        private const string FORMAT_LAYER_RES_NAME_WITH_T = "{0}_t";
 
         public static void AddItem(int itemID, GameObject sceneObj, bool needSetMask = false, bool showAni = true, GameObject parentObj = null, int resLayer = 0)
         {

+ 2 - 11
GameClient/Assets/Game/HotUpdate/DressUp/SceneController.cs

@@ -41,17 +41,8 @@ namespace GFGGame
             spr1.sprite = sp1;
             //角色
             CustomSuitData suitSavedData = CustomSuitDataManager.GetCurrentSuitList();
-            List<int> equipDatas = suitSavedData.equipDatas;
-            UpdateRole(equipDatas, sceneObj, false, null, true, null, false);
-            if (suitSavedData.pic && suitSavedData.suitId > 0)
-            {
-                SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(suitSavedData.suitId);
-                DressUpUtil.UpdateBody(suitCfg.picRes, sceneObj, !string.IsNullOrEmpty(suitCfg.aniRes), suitCfg.effRes);
-            }
-            else
-            {
-                DressUpUtil.UpdateBody(null, sceneObj);
-            }
+            EquipDataCache.cacher.setSceneObj(sceneObj);
+            EquipDataCache.cacher.PutOnSuitSavedByData(suitSavedData, false);
         }
 
 

+ 4 - 4
GameClient/Assets/Game/HotUpdate/Views/DressUp/DressUpView.cs

@@ -133,7 +133,7 @@ namespace GFGGame
                 EquipDataCache.cacher.setSceneObj(_sceneObject);
             }
             _ui.m_comboBox.selectedIndex = CustomSuitDataManager.currentIndex;
-            EquipDataCache.cacher.PutOnSuitSaved(CustomSuitDataManager.currentIndex);
+            EquipDataCache.cacher.PutOnSuitSavedByPos(CustomSuitDataManager.currentIndex);
             // UpdateStepBtn();
             // AddMemoryDressup();
             Timers.inst.AddUpdate(CheckGuide);
@@ -186,7 +186,7 @@ namespace GFGGame
         {
             if (_stepIndex - 1 < 0) return;
             _stepIndex--;
-            EquipDataCache.cacher.PutOnSuitMemory(_dressMemory[_stepIndex]);
+            EquipDataCache.cacher.PutOnSuitSavedByData(_dressMemory[_stepIndex]);
             _ui.m_comboBox.selectedIndex = _dressMemory[_stepIndex].pos;
             UpdateStepBtn();
         }
@@ -194,14 +194,14 @@ namespace GFGGame
         {
             if (_stepIndex + 1 >= MAX_MEMORY_STEP) return;
             _stepIndex++;
-            EquipDataCache.cacher.PutOnSuitMemory(_dressMemory[_stepIndex]);
+            EquipDataCache.cacher.PutOnSuitSavedByData(_dressMemory[_stepIndex]);
             _ui.m_comboBox.selectedIndex = _dressMemory[_stepIndex].pos;
             UpdateStepBtn();
 
         }
         private void OnComboBoxChanged()
         {
-            EquipDataCache.cacher.PutOnSuitSaved(_ui.m_comboBox.selectedIndex);
+            EquipDataCache.cacher.PutOnSuitSavedByPos(_ui.m_comboBox.selectedIndex);
         }
 
         private void OnClickListType1Item(EventContext context)

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/Friend/FriendView.cs

@@ -277,7 +277,7 @@ namespace GFGGame
 
             if (suitSavedData != null)
             {
-                _dressUpObjDataCache.PutOnSuitMemory(suitSavedData);
+                _dressUpObjDataCache.PutOnSuitSavedByData(suitSavedData);
                 _ui.m_txtName.text = string.Format("我的套装{0}", NumberUtil.GetChiniseNumberText(suitSavedData.pos + 1));
 
             }