Browse Source

摘星流程效果修改

huangxiaoyue 1 year ago
parent
commit
7a48c458ad

+ 3 - 0
GameClient/Assets/Game/HotUpdate/FairyGUI/GenCode/LuckyBox/UI_LuckyBoxBonusShowItem.cs

@@ -10,6 +10,7 @@ namespace UI.LuckyBox
         public UI_Component2 m_comIcon;
         public UI_Component2 m_comIcon;
         public Transition m_t0;
         public Transition m_t0;
         public Transition m_t1;
         public Transition m_t1;
+        public Transition m_t2;
         public const string URL = "ui://drx9d1use050tf4";
         public const string URL = "ui://drx9d1use050tf4";
         public const string PACKAGE_NAME = "LuckyBox";
         public const string PACKAGE_NAME = "LuckyBox";
         public const string RES_NAME = "LuckyBoxBonusShowItem";
         public const string RES_NAME = "LuckyBoxBonusShowItem";
@@ -60,6 +61,7 @@ namespace UI.LuckyBox
             m_comIcon = (UI_Component2)UI_Component2.Create(comp.GetChild("comIcon"));
             m_comIcon = (UI_Component2)UI_Component2.Create(comp.GetChild("comIcon"));
             m_t0 = comp.GetTransition("t0");
             m_t0 = comp.GetTransition("t0");
             m_t1 = comp.GetTransition("t1");
             m_t1 = comp.GetTransition("t1");
+            m_t2 = comp.GetTransition("t2");
         }
         }
         public void Dispose(bool disposeTarget = false)
         public void Dispose(bool disposeTarget = false)
         {
         {
@@ -67,6 +69,7 @@ namespace UI.LuckyBox
             m_comIcon = null;
             m_comIcon = null;
             m_t0 = null;
             m_t0 = null;
             m_t1 = null;
             m_t1 = null;
+            m_t2 = null;
             if(disposeTarget && target != null)
             if(disposeTarget && target != null)
             {
             {
                 target.RemoveFromParent();
                 target.RemoveFromParent();

+ 2 - 1
GameClient/Assets/Game/HotUpdate/Views/LuckyBox/LuckyBoxBonusShowView.cs

@@ -243,7 +243,8 @@ namespace GFGGame
                 {
                 {
                     HideOtherShowWindow();
                     HideOtherShowWindow();
                     item.m_comIcon.m_FlipOpenType.selectedIndex = 0;
                     item.m_comIcon.m_FlipOpenType.selectedIndex = 0;
-                    item.m_t1.Play();
+                    //item.m_t1.Play();
+                    item.m_t2.Play();
                     item.m_comIcon.m_t0.Play();
                     item.m_comIcon.m_t0.Play();
 
 
                     if (!item.m_comIcon.m_imgNew.visible) {
                     if (!item.m_comIcon.m_imgNew.visible) {

BIN
GameClient/Assets/ResIn/UI/LuckyBox/LuckyBox_atlas0!a.png


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GameClient/Assets/ResIn/UI/LuckyBox/LuckyBox_atlas0.png


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GameClient/Assets/ResIn/UI/LuckyBox/LuckyBox_atlas0_1!a.png


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GameClient/Assets/ResIn/UI/LuckyBox/LuckyBox_atlas0_1.png


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GameClient/Assets/ResIn/UI/LuckyBox/LuckyBox_atlas0_2!a.png


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GameClient/Assets/ResIn/UI/LuckyBox/LuckyBox_atlas0_2.png


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GameClient/Assets/ResIn/UI/LuckyBox/LuckyBox_atlas0_3!a.png


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GameClient/Assets/ResIn/UI/LuckyBox/LuckyBox_atlas0_3.png


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GameClient/Assets/ResIn/UI/LuckyBox/LuckyBox_atlas0_4!a.png


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GameClient/Assets/ResIn/UI/LuckyBox/LuckyBox_atlas0_4.png


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GameClient/Assets/ResIn/UI/LuckyBox/LuckyBox_fui.bytes


+ 7 - 0
GameClient/Assets/ThirdParty/FairyGUI/Scripts/Utils/ToolSet.cs

@@ -102,6 +102,13 @@ namespace FairyGUI.Utils
             float m02 = matrix.m02 * cosY - matrix.m12 * sinX;
             float m02 = matrix.m02 * cosY - matrix.m12 * sinX;
             float m12 = matrix.m02 * sinY + matrix.m12 * cosX;
             float m12 = matrix.m02 * sinY + matrix.m12 * cosX;
 
 
+            //float m00 = matrix.m00 + skewX * 4;
+            //float m10 = matrix.m10 + skewX * 4;
+            //float m01 = matrix.m01 + skewX * 4;
+            //float m11 = matrix.m11 + skewX * 4;
+            //float m02 = matrix.m02 + skewX * 4;
+            //float m12 = matrix.m12 + skewX * 4;
+
             matrix.m00 = m00;
             matrix.m00 = m00;
             matrix.m10 = m10;
             matrix.m10 = m10;
             matrix.m01 = m01;
             matrix.m01 = m01;