Browse Source

Merge branch 'master' of http://10.108.64.190:3000/gfg/client

guodong 2 years ago
parent
commit
693aa9aeee

+ 9 - 21
GameClient/Assets/Game/HotUpdate/Data/PoemPhotoDataManager.cs

@@ -39,8 +39,9 @@ namespace GFGGame
             {
                 poemPhotoDatas = WsqsPhotoInfos;
             }
+            
             poemPhotoDatas.Add(photoData);
-            SortInfos(poemPhotoDatas);
+            poemPhotoDatas.SortInfos();
         }
         public void Remove(List<long> pictureIds, int sourceType)
         {
@@ -66,7 +67,8 @@ namespace GFGGame
                     }
                 }
             }
-            SortInfos(poemPhotoDatas);
+            
+            poemPhotoDatas.SortInfos();
         }
 
         public void ChangeLockingState(long pictureId, bool state, int sourceType)
@@ -88,8 +90,8 @@ namespace GFGGame
                     break;
                 }
             }
-            SortInfos(poemPhotoDatas);
-
+            
+            poemPhotoDatas.SortInfos();
         }
 
 
@@ -112,24 +114,10 @@ namespace GFGGame
                     break;
                 }
             }
-            SortInfos(poemPhotoDatas);
-
-        }
-        private List<PoemPhotoData> SortInfos(List<PoemPhotoData> photoInfos)
-        {
-            photoInfos.Sort((PoemPhotoData a, PoemPhotoData b) =>
-            {
-                if (a.ToppingStatus && !b.ToppingStatus) return -1;
-                if (b.ToppingStatus && !a.ToppingStatus) return 1;
-
-                if (a.CreationTime < b.CreationTime) return 1;
-                if (a.CreationTime > b.CreationTime) return -1;
-
-                return 0;
-            });
-
-            return photoInfos;
+            
+            poemPhotoDatas.SortInfos();
         }
+        
         public PoemPhotoData GetPersonalPhotoDataById(long pictureId)
         {
             for (int i = 0; i < PersonalPhotoInfos.Count; i++)

+ 8 - 0
GameClient/Assets/Game/HotUpdate/Data/RoleDataManager.cs

@@ -205,6 +205,14 @@ namespace GFGGame
             }
         }
 
+        /// <summary>
+        /// 万水千山最大存储量
+        /// </summary>
+        public static int WanShuiQianShanMaxStorageCount
+        {
+            get { return GameGlobal.myNumericComponent.GetAsInt(NumericType.WanShuiQianShanMaxStorageCount); }
+        }
+
         public static bool CheckPowerFull()
         {
             return RoleDataManager.power >= powerLimit;

+ 0 - 90
GameClient/Assets/Game/HotUpdate/Utils/ListUtil.cs

@@ -1,90 +0,0 @@
-using System.Collections.Generic;
-
-namespace GFGGame
-{
-    public class ListUtil
-    {
-        /// <summary>
-        /// 用来做泛型数据切换,上一条,下一条...
-        /// </summary>
-        /// <param name="list"></param>
-        /// <param name="type"></param>
-        /// <param name="currentIndex">当前处于的索引</param>
-        /// <param name="newIndex">操作数据之后返回的数据的索引,也就是最新的索引</param>
-        /// <typeparam name="T"></typeparam>
-        /// <returns></returns>
-        public static T Navigate<T>(List<T> list, NavigateType type, int currentIndex, out int newIndex) where T : new()
-        {
-            if (type == NavigateType.Previous)
-            {
-                //如果已经是最前面的一条数据,则切换到最后一条数据,形成一个切换循环
-                if (currentIndex <= 0)
-                {
-                    currentIndex = list.Count - 1;
-                    newIndex = currentIndex;
-                    return list[currentIndex];
-                }
-            }
-            else if (type == NavigateType.Next)
-            {
-                //如果已经是最后一条数据,则切换到第一条数据,形成一个切换循环
-                if (currentIndex >= list.Count - 1)
-                {
-                    currentIndex = 0;
-                    newIndex = currentIndex;
-                    return list[currentIndex];
-                }
-            }
-            else
-            {
-                newIndex = currentIndex;
-                return list[currentIndex];
-            }
-
-            int previousIndex = currentIndex - 1;
-            int nextIndex = currentIndex + 1;
-
-            if (previousIndex < 0 && nextIndex >= list.Count)
-            {
-                newIndex = currentIndex;
-                return list[currentIndex];
-            }
-
-            if (type == NavigateType.Previous && previousIndex >= 0)
-            {
-                newIndex = previousIndex;
-                return list[previousIndex];
-            }
-
-            if (type == NavigateType.Next && nextIndex < list.Count)
-            {
-                newIndex = nextIndex;
-                return list[nextIndex];
-            }
-
-            newIndex = currentIndex;
-            return list[currentIndex];
-        }
-
-        /// <summary>
-        /// 动作枚举
-        /// </summary>
-        public enum NavigateType
-        {
-            /// <summary>
-            /// 不作切换动作,返回当前索引的数据
-            /// </summary>
-            None = 0,
-
-            /// <summary>
-            /// 上一条
-            /// </summary>
-            Previous = 1,
-
-            /// <summary>
-            /// 下一条
-            /// </summary>
-            Next = 2
-        }
-    }
-}

+ 0 - 3
GameClient/Assets/Game/HotUpdate/Utils/ListUtil.cs.meta

@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: 250cd1df042041008c95c9cad474dbcb
-timeCreated: 1685762914

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/LuckyBox/LuckyBoxView.cs

@@ -440,8 +440,8 @@ namespace GFGGame
         {
             if (!ViewManager.CheckIsTopView(this.viewCom)) return;
             GObject gObject = _ui.m_listBg.GetChildAt(_curIndex);
-            if (gObject == null) return;
-            GButton btnBuyTen = gObject.asCom.GetChild("btnBuyTen").asButton;
+            if (gObject == null) return; 
+           GButton btnBuyTen = gObject.asCom.GetChild("comLuckBoxBtn").asCom.GetChild("btnBuyTen").asButton;
 
             GuideController.TryGuide(null, ConstGuideId.LUCKY_BOX, 1, "“摘星”里可以通过星辰的力量获得服饰。", -1, true, _ui.target.height - 600);
             GuideController.TryGuide(btnBuyTen, ConstGuideId.LUCKY_BOX, 2, "点击摘取十次。");

+ 14 - 14
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryDialogView.cs

@@ -18,15 +18,15 @@ namespace GFGGame
         private EffectUI _effectUI1;
         private DressUpObjUI _dressUpObjUI;
         private GTextField _wordTextField;
-        //剧情完成回调
+        //鍓ф儏瀹屾垚鍥炶皟
         private OnCompleteStoryDialogCall _onCompleteStoryDialogCall;
         private object _onCompleteStoryDialogCallParam;
-        //回顾
+        //鍥為【
         private List<string> _dialogListLookBack;
-        //自动播放
+        //鑷�姩鎾�斁
         private int _speedAutoPlay = 1;
         private bool _autoPlay = false;
-        //剧情状态
+        //鍓ф儏鐘舵€�
         private List<StoryDialogCfg> _stepListToRead;
         private StoryDialogCfg _currentStepCfg;
         private string _nextStepId;
@@ -36,7 +36,7 @@ namespace GFGGame
         private string _currentWords;
         private string _stroyStartID;
 
-        //屏幕效果中
+        //灞忓箷鏁堟灉涓�
         private Action<object> _onScreenEffectComplete;
 
 
@@ -123,7 +123,7 @@ namespace GFGGame
             }
             if (LauncherConfig.netType == LauncherConfig.EnumNetType.TEMP && !InstanceZonesDataManager.CheckLevelPass(MainStoryDataManager.currentLevelCfgId))
             {
-                // 临时设置都可以跳过对话
+                // 涓存椂璁剧疆閮藉彲浠ヨ烦杩囧�璇�
                 skipable = false;
             }
             else
@@ -220,7 +220,7 @@ namespace GFGGame
 
         private void OnClickBtnSpeedUp()
         {
-            //如果没有自动播放先开始自动播放
+            //濡傛灉娌℃湁鑷�姩鎾�斁鍏堝紑濮嬭嚜鍔ㄦ挱鏀�
             if (!_autoPlay)
             {
                 _ui.m_btnAutoPlay.selected = true;
@@ -275,7 +275,7 @@ namespace GFGGame
             _ui.m_dialogName.target.visible = false;
             _ui.m_dialogHead.target.visible = false;
             float delay = 0;
-            //屏幕效果
+            //灞忓箷鏁堟灉
             if (_currentStepCfg != null)
             {
                 if (_currentStepCfg.blackScreenDur > 0)
@@ -291,7 +291,7 @@ namespace GFGGame
             }
             if (delay > 0)
             {
-                //转换成秒
+                //杞�崲鎴愮�
                 delay = delay / 1000f;
                 _onScreenEffectComplete = OnScreenEffectComplete;
                 Timers.inst.Add(delay, 1, OnScreenEffectComplete);
@@ -382,14 +382,14 @@ namespace GFGGame
             {
                 roleName = RoleDataManager.roleName;
             }
-            //回顾
+            //鍥為【
             if (roleName != null)
             {
                 _dialogListLookBack.Add("[color=#FDA2B1]" + roleName + "[/color]");
             }
             if (!string.IsNullOrEmpty(headAniRes) || storyDialogCfg.suitId > 0)
             {
-                //显示对话框半身像
+                //鏄剧ず瀵硅瘽妗嗗崐韬�儚
                 _ui.m_dialogText.target.visible = false;
                 _ui.m_dialogName.target.visible = false;
                 _ui.m_dialogHead.target.visible = true;
@@ -400,14 +400,14 @@ namespace GFGGame
                 var headAniCfg = HeadAniCfgArray.Instance.GetCfg(headAniRes);
                 if (headAniCfg != null && !string.IsNullOrEmpty(headAniCfg.headAni))
                 {
-                    //独立动画
+                    //鐙�珛鍔ㄧ敾
                     _ui.m_dialogHead.m_compDressUp.target.visible = false;
                     _ui.m_dialogHead.m_comphead.target.visible = true;
                     _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_dialogHead.m_comphead.m_holder, "ui_nzbq", headAniCfg.headAni);
                 }
                 else
                 {
-                    //换装
+                    //鎹㈣�
                     _ui.m_dialogHead.m_compDressUp.target.visible = true;
                     _ui.m_dialogHead.m_comphead.target.visible = false;
                     _dressUpObjUI.ResetSceneObj(80, true, false, null, false);
@@ -426,7 +426,7 @@ namespace GFGGame
                     }
                     if (headAniCfg != null && headAniCfg.faceId > 0)
                     {
-                        //表情
+                        //琛ㄦ儏
                         _dressUpObjUI.dressUpObj.AddOrRemove(headAniCfg.faceId, false);
                         _dressUpObjUI.UpdateWrapper(_ui.m_dialogHead.m_compDressUp.m_holder);
                     }

+ 3 - 3
GameClient/Assets/Game/HotUpdate/Views/Poem/PoemPhotoView.cs

@@ -119,7 +119,7 @@ namespace GFGGame
                 _photoInfos = PoemPhotoDataManager.Instance.PersonalPhotoInfos;
                 _sourceType = (int)PictureSourceType.PersonalAlbum;
                 _ui.m_list.numItems = _photoInfos.Count;
-
+                _ui.m_txtCount.text = string.Format("({0}/{1})", _photoInfos.Count, GlobalCfgArray.globalCfg.maxPhotoCount);
             }
             else
             {
@@ -128,10 +128,10 @@ namespace GFGGame
                 _photoInfos = PoemPhotoDataManager.Instance.WsqsPhotoInfos;
                 _sourceType = (int)PictureSourceType.WanShuiQianShan;
                 _ui.m_listTravel.numItems = _photoInfos.Count;
-
+                _ui.m_txtCount.text = string.Format("({0}/{1})", _photoInfos.Count, RoleDataManager.WanShuiQianShanMaxStorageCount);
             }
 
-            _ui.m_txtCount.text = string.Format("({0}/{1})", _photoInfos.Count, GlobalCfgArray.globalCfg.maxPhotoCount);
+           
             _ui.m_btnConfirmDelete.m_txtTitle.text = string.Format("删除({0}/{1})", _listDelete.Count, _photoInfos.Count);
         }
 

+ 14 - 7
GameClient/Assets/Game/HotUpdate/Views/Travel/TravelView.cs

@@ -17,11 +17,13 @@ namespace GFGGame
                 _valueBarController.Dispose();
                 _valueBarController = null;
             }
+
             if (_ui != null)
             {
                 _ui.Dispose();
                 _ui = null;
             }
+
             base.Dispose();
         }
 
@@ -43,8 +45,8 @@ namespace GFGGame
             _ui.m_btnFieldGuide.onClick.Add(OnBtnFieldGuideClick);
 
             _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("xc_bjbj");
-
         }
+
         protected override void AddEventListener()
         {
             base.AddEventListener();
@@ -78,7 +80,7 @@ namespace GFGGame
 
         private void UpdateView()
         {
-            _ui.m_c1.selectedIndex = TravelDataManager.Instance.TravelData.Status;
+            _ui.m_c1.selectedIndex = TravelDataManager.Instance.TravelData?.Status ?? 0;
             if (_ui.m_c1.selectedIndex == (int)TravelGuideType.NoTravel)
             {
                 ItemCfg cfg = ItemCfgArray.Instance.GetCfg(GlobalCfgArray.globalCfg.travelCostArr[0]);
@@ -105,11 +107,11 @@ namespace GFGGame
                 TravelDataManager.Instance.TravelData.Status = (int)TravelGuideType.TravelComplete;
                 _ui.m_txtTime.text = "";
                 UpdateView();
-
             }
-            _ui.m_txtTime.text = string.Format("大约{0}后归来", TimeUtil.FormattingTime(curTime, endTime));
 
+            _ui.m_txtTime.text = string.Format("大约{0}后归来", TimeUtil.FormattingTime(curTime, endTime));
         }
+
         private void OnBtnBackClick()
         {
             ViewManager.GoBackFrom(typeof(TravelView).FullName);
@@ -122,17 +124,19 @@ namespace GFGGame
 
         private void OnBtnGoClick()
         {
-            if (PoemPhotoDataManager.Instance.WsqsPhotoInfos.Count >= GlobalCfgArray.globalCfg.maxTravelCount)
+            if (PoemPhotoDataManager.Instance.WsqsPhotoInfos.Count >= RoleDataManager.WanShuiQianShanMaxStorageCount)
             {
                 PromptController.Instance.ShowFloatTextPrompt("明信片装不下了,先删除一些再去游历吧");
                 return;
             }
+
             long hasCount = ItemDataManager.GetItemNum(GlobalCfgArray.globalCfg.travelCostArr[0]);
             if (hasCount < GlobalCfgArray.globalCfg.travelCostArr[1])
             {
                 PromptController.Instance.ShowFloatTextPrompt("消耗不足");
                 return;
             }
+
             ViewManager.Show<TravelDressupView>(null, new object[] { typeof(TravelView).FullName, this.viewData });
         }
 
@@ -143,7 +147,8 @@ namespace GFGGame
 
         private void OnBtnPhotoClick()
         {
-            ViewManager.Show<PoemPhotoView>(PictureSourceType.WanShuiQianShan, new object[] { typeof(TravelView).FullName, this.viewData });
+            ViewManager.Show<PoemPhotoView>(PictureSourceType.WanShuiQianShan,
+                new object[] { typeof(TravelView).FullName, this.viewData });
         }
 
         private void OnBtnFieldGuideClick()
@@ -162,11 +167,13 @@ namespace GFGGame
                 Timers.inst.Remove(CheckGuide);
             }
         }
+
         protected override void UpdateToCheckGuide(object param)
         {
             if (!ViewManager.CheckIsTopView(this.viewCom)) return;
 
-            GuideController.TryGuide(null, ConstGuideId.TRAVEL, 1, "四方关津已经打通,带上心仪的服饰,就可以外出游历啦!", -1, true, _ui.m_btnPhoto.y + _ui.m_btnPhoto.height + 100);
+            GuideController.TryGuide(null, ConstGuideId.TRAVEL, 1, "四方关津已经打通,带上心仪的服饰,就可以外出游历啦!", -1, true,
+                _ui.m_btnPhoto.y + _ui.m_btnPhoto.height + 100);
             GuideController.TryCompleteGuide(ConstGuideId.TRAVEL, 1);
         }
     }

BIN
GameClient/Assets/ResIn/Fight/bg_fhl.png


+ 96 - 0
GameClient/Assets/ResIn/Fight/bg_fhl.png.meta

@@ -0,0 +1,96 @@
+fileFormatVersion: 2
+guid: 254c216408839284cabe7fc079489830
+TextureImporter:
+  internalIDToNameTable: []
+  externalObjects: {}
+  serializedVersion: 11
+  mipmaps:
+    mipMapMode: 0
+    enableMipMap: 0
+    sRGBTexture: 1
+    linearTexture: 0
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+    borderMipMap: 0
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+    alphaTestReferenceValue: 0.5
+    mipMapFadeDistanceStart: 1
+    mipMapFadeDistanceEnd: 3
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+    heightScale: 0.25
+    normalMapFilter: 0
+  isReadable: 0
+  streamingMipmaps: 0
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+  vTOnly: 0
+  grayScaleToAlpha: 0
+  generateCubemap: 6
+  cubemapConvolution: 0
+  seamlessCubemap: 0
+  textureFormat: 1
+  maxTextureSize: 2048
+  textureSettings:
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+    filterMode: 1
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+    mipBias: 0
+    wrapU: 1
+    wrapV: 1
+    wrapW: 1
+  nPOTScale: 0
+  lightmap: 0
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+  spriteExtrude: 1
+  spriteMeshType: 1
+  alignment: 0
+  spritePivot: {x: 0.5, y: 0.5}
+  spritePixelsToUnits: 100
+  spriteBorder: {x: 0, y: 0, z: 0, w: 0}
+  spriteGenerateFallbackPhysicsShape: 1
+  alphaUsage: 1
+  alphaIsTransparency: 1
+  spriteTessellationDetail: -1
+  textureType: 8
+  textureShape: 1
+  singleChannelComponent: 0
+  flipbookRows: 1
+  flipbookColumns: 1
+  maxTextureSizeSet: 0
+  compressionQualitySet: 0
+  textureFormatSet: 0
+  ignorePngGamma: 0
+  applyGammaDecoding: 0
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+    buildTarget: DefaultTexturePlatform
+    maxTextureSize: 2048
+    resizeAlgorithm: 0
+    textureFormat: -1
+    textureCompression: 1
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+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+    androidETC2FallbackOverride: 0
+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  spriteSheet:
+    serializedVersion: 2
+    sprites: []
+    outline: []
+    physicsShape: []
+    bones: []
+    spriteID: 5e97eb03825dee720800000000000000
+    internalID: 0
+    vertices: []
+    indices: 
+    edges: []
+    weights: []
+    secondaryTextures: []
+  spritePackingTag: 
+  pSDRemoveMatte: 0
+  pSDShowRemoveMatteOption: 0
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 1 - 1
GameClient/Assets/ResIn/Prefab/SceneArena.prefab

@@ -248,7 +248,7 @@ SpriteRenderer:
   m_SortingLayerID: 0
   m_SortingLayer: 0
   m_SortingOrder: -999
-  m_Sprite: {fileID: 21300000, guid: 03cdae2317655b24e9b791c43f151e7a, type: 3}
+  m_Sprite: {fileID: 21300000, guid: a597b373d2c02a941bc8865d4c8eb84a, type: 3}
   m_Color: {r: 1, g: 1, b: 1, a: 1}
   m_FlipX: 0
   m_FlipY: 0

BIN
GameClient/Assets/ResIn/UI/ClothingDecompose/ClothingDecompose_fui.bytes