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@@ -63,6 +63,8 @@ namespace GFGGame
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_ui.m_btnBack.onClick.Add(OnBtnBackClick);
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_ui.m_btnSpeedUp.onClick.Add(OnBtnSpeedUp);
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+ _ui.m_comClickCircle.target.onClick.Add(OnComClickCircle);
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+
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_ui.m_loaBg.url = ResPathUtil.GetFightBgImgPath("zd_bj_bja_2");
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}
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@@ -74,16 +76,15 @@ namespace GFGGame
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protected override void OnShown()
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{
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base.OnShown();
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+ ScoreSystemData.Instance.SetEquipDicWithType();
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+ _ui.m_comClickCircle.target.touchable = false;
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_ui.m_loaRole.texture = EquipDataCache.cacher.nTexture;
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_ui.m_loaRole.SetSize(_ui.m_loaRole.width, _ui.m_loaRole.texture.height * _ui.m_loaRole.width / _ui.m_loaRole.texture.width);
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_ui.m_btnSpeedUp.visible = EquipDataCache.cacher.autoPlay;
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_ui.m_btnSpeedUp.title = "x" + EquipDataCache.cacher.fightSpeed;
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-
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- ScoreSystemData.Instance.SetEquipDicWithType();
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-
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StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
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StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
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_ui.m_proScore.target.max = fightCfg.score3;
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@@ -106,7 +107,7 @@ namespace GFGGame
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{
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SkillScore(null);
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});//评分结束
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- Timers.inst.AddUpdate(CheckGuide);
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+ // Timers.inst.AddUpdate(CheckGuide);
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}
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private void SkillScore(object param)
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@@ -144,23 +145,20 @@ namespace GFGGame
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_ui.m_comClickCircle.target.SetXY(x, y);
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_ui.m_loaGlass.SetXY(x, y);
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_ui.m_loaGlass.url = string.Format("ui://Main/zd_bl_{0}", UnityEngine.Random.Range(0, 3));
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+ _ui.m_t1.ignoreEngineTimeScale = false;
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+ _ui.m_t1.timeScale = EquipDataCache.cacher.fightSpeed;
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+ _ui.m_t1.SetValue("start", _ui.m_loaGlass.x, _ui.m_loaGlass.y);
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+ _ui.m_t1.SetValue("end", _ui.m_proScore.m_comBar.m_imgAni.LocalToGlobal(Vector2.zero).x - _ui.m_loaGlass.width / 2, _ui.m_proScore.target.y - _ui.m_loaGlass.height / 2);
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if (_index == 0 && GuideDataManager.IsGuideFinish(ConstGuideId.SINGLE_FIGHT) <= 0)
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{
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- _ui.m_comClickCircle.target.touchable = false;
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-
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- // GTween.To(100, _prefectScale, _playTime / 2).SetTarget(_gameObject7).OnUpdate((GTweener t) =>
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- // {
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- // _gameObject7.transform.localScale = new Vector3(t.value.x, t.value.x, t.value.x);
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- // });
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+ _ui.m_t1.Play(1, 0, 0, 2, () =>
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+ {
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+ Timers.inst.AddUpdate(UpdateToCheckGuide);
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+ });
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}
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else
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{
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-
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- _ui.m_t1.ignoreEngineTimeScale = false;
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- _ui.m_t1.timeScale = EquipDataCache.cacher.fightSpeed;
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- _ui.m_t1.SetValue("start", _ui.m_loaGlass.x, _ui.m_loaGlass.y);
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- _ui.m_t1.SetValue("end", _ui.m_proScore.m_comBar.m_imgAni.LocalToGlobal(Vector2.zero).x, _ui.m_proScore.target.y);
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_ui.m_t1.Play(UpdateProgress);
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}
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@@ -228,7 +226,11 @@ namespace GFGGame
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}
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-
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+ private void OnComClickCircle()
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+ {
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+ _ui.m_comClickCircle.target.touchable = false;
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+ _ui.m_t1.Play(1, 0, 2f, 2.5f, UpdateProgress);
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+ }
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private void OnBtnSpeedUp()
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{
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EquipDataCache.cacher.fightSpeed = EquipDataCache.cacher.fightSpeed == 1 ? EquipDataCache.cacher.maxFightSpeed : 1;
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@@ -285,37 +287,38 @@ namespace GFGGame
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}
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Reset();
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- Timers.inst.Remove(CheckGuide);
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+ Timers.inst.Remove(UpdateToCheckGuide);
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}
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- private void CheckGuide(object param)
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- {
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- if (GuideDataManager.IsGuideFinish(ConstGuideId.SINGLE_FIGHT) <= 0)
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- {
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- UpdateToCheckGuide(null);
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- }
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- else
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- {
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- Timers.inst.Remove(CheckGuide);
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- }
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- }
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+ // private void CheckGuide(object param)
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+ // {
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+ // if (GuideDataManager.IsGuideFinish(ConstGuideId.SINGLE_FIGHT) <= 0)
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+ // {
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+ // UpdateToCheckGuide(null);
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+ // }
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+ // else
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+ // {
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+ // Timers.inst.Remove(CheckGuide);
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+ // }
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+ // }
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protected override void UpdateToCheckGuide(object param)
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{
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if (!ViewManager.CheckIsTopView(this.viewCom)) return;
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- float scaleX = 0;// _gameObject7.transform.localScale.x;
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- if (scaleX == _prefectScale)
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+ // float scaleX = 0;// _gameObject7.transform.localScale.x;
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+ // if (scaleX == _prefectScale)
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+ // {
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+ bool isGuide = GuideController.TryGuide(_ui.m_comClickCircle.target, ConstGuideId.SINGLE_FIGHT, 9, "服饰比较繁琐,适当的整理会更加分,点击为各部位修整吧。");
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+ if (isGuide)
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{
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- bool isGuide = GuideController.TryGuide(_ui.m_comClickCircle.target, ConstGuideId.SINGLE_FIGHT, 9, "服饰比较繁琐,适当的整理会更加分,点击为各部位修整吧。");
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- if (isGuide)
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- {
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- _ui.m_comClickCircle.target.touchable = true;
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- }
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+ _ui.m_comClickCircle.target.touchable = true;
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}
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+ // }
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+ // GuideController.TryGuide(_ui.m_comClickCircle.target, ConstGuideId.SINGLE_FIGHT, 9, "服饰比较繁琐,适当的整理会更加分,点击为各部位修整吧。");
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GuideController.TryCompleteGuide(ConstGuideId.SINGLE_FIGHT, 9);
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}
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}
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