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@@ -82,7 +82,7 @@ namespace GFGGame
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_nTexture = new NTexture(EquipDataCache.cacher.RoleTextuex);
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_nTexture = new NTexture(EquipDataCache.cacher.RoleTextuex);
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// _ui.m_loaRole.texture = _nTexture;//EquipDataCache.cacher.FightRoleRes;
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// _ui.m_loaRole.texture = _nTexture;//EquipDataCache.cacher.FightRoleRes;
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- _ui.m_imgRole.SetSize(_nTexture.width, _nTexture.height);
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+ _ui.m_imgRole.SetSize(UnityEngine.Screen.width, UnityEngine.Screen.height);
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_ui.m_imgRole.texture = _nTexture;
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_ui.m_imgRole.texture = _nTexture;
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_ui.m_btnSpeedUp.visible = EquipDataCache.cacher.autoPlay;
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_ui.m_btnSpeedUp.visible = EquipDataCache.cacher.autoPlay;
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@@ -194,10 +194,8 @@ namespace GFGGame
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{
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{
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GetCurStar(out int star, out Transition transition);
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GetCurStar(out int star, out Transition transition);
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- // _ui.m_comRoleResult.m_comRole.m_loaRole.texture = _nTexture;
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- // _ui.m_comRoleResult.m_comRole.m_loaRole.texture = _nTexture;
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_ui.m_comRoleResult.m_comRole.m_imgRole.texture = _nTexture;
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_ui.m_comRoleResult.m_comRole.m_imgRole.texture = _nTexture;
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- _ui.m_comRoleResult.m_comRole.m_imgRole.SetSize(_nTexture.width, _nTexture.height);
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+ _ui.m_comRoleResult.m_comRole.m_imgRole.SetSize(UnityEngine.Screen.width, UnityEngine.Screen.height);
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_ui.m_comRoleResult.m_c1.selectedIndex = 0;
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_ui.m_comRoleResult.m_c1.selectedIndex = 0;
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_ui.m_LoaMask.touchable = true;
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_ui.m_LoaMask.touchable = true;
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_ui.m_t3.Play();
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_ui.m_t3.Play();
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@@ -285,7 +283,7 @@ namespace GFGGame
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_ui.m_comRoleResult.m_t3.Stop(true, false);
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_ui.m_comRoleResult.m_t3.Stop(true, false);
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_ui.m_comRoleResult.m_comRole.m_t0.Stop(true, false);
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_ui.m_comRoleResult.m_comRole.m_t0.Stop(true, false);
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- _ui.m_comRoleResult.m_comRole.m_loaRole.alpha = 0;
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+ _ui.m_comRoleResult.m_comRole.m_imgRole.alpha = 0;
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_ui.m_comRoleResult.target.SetScale(0, 0);
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_ui.m_comRoleResult.target.SetScale(0, 0);
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_ui.m_LoaMask.alpha = 0;
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_ui.m_LoaMask.alpha = 0;
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_ui.m_LoaMask.touchable = false;
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_ui.m_LoaMask.touchable = false;
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