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@@ -49,8 +49,8 @@ namespace GFGGame
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// this.modal = false;
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//_effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_comSkillShow.m_holderBottom, "ui_fight_new", "CFKP_TX_down");
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//_effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_comSkillShow.m_holderTop, "ui_fight_new", "CFKP_TX_up");
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- _effectUI3 = EffectUIPool.CreateEffectUI(_ui.m_comSkillShow.m_addScore, "ui_fight_new", "CFKP_UP");
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- _effectUI4 = EffectUIPool.CreateEffectUI(_ui.m_comSkillShow.m_reduceScore, "ui_fight_new", "CFKP_Down");
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+ _effectUI3 = EffectUIPool.CreateEffectUI(_ui.m_addScore, "ui_fight_new", "CFKP_UP");
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+ _effectUI4 = EffectUIPool.CreateEffectUI(_ui.m_reduceScore, "ui_fight_new", "CFKP_Down");
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_effectUI5 = EffectUIPool.CreateEffectUI(_ui.m_effReduceScore, "ui_fight_new", "CFKP_Down_end");
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_ui.m_comSkillShow.m_t0.ignoreEngineTimeScale = false;
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@@ -65,6 +65,7 @@ namespace GFGGame
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base.OnShown();
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skillScoreDic = this.viewData as Dictionary<int, int>;
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_ui.m_effReduceScore.visible = false;
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+ _ui.m_addScore.visible = false;
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UpdateView();
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}
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private void UpdateView()
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@@ -84,7 +85,7 @@ namespace GFGGame
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_ui.m_comSkillShow.m_ComSkillScore.m_txtCount1.SetVar("value", Math.Abs(skillScoreDic[skillId]).ToString()).FlushVars();
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_ui.m_comSkillShow.m_ComSkillScore.m_c1.selectedIndex = skillScoreDic[skillId] >= 0 ? 0 : 1;
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- _ui.m_comSkillShow.m_SkillScore.SetVar("value", skillScoreDic[skillId].ToString()).FlushVars();
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+ _ui.m_SkillScore.SetVar("value", skillScoreDic[skillId].ToString()).FlushVars();
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_ui.m_reduceTxt.SetVar("value", skillScoreDic[skillId].ToString()).FlushVars();
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string res = skillCfg.res;
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@@ -118,16 +119,17 @@ namespace GFGGame
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//战斗卡牌特效处理
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Timers.inst.Add(0.5f, 1, SetEffVisible);
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}
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- else
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+ //else
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{
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- this.Hide();
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+ //this.Hide();
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+ Timers.inst.Add(1.8f, 1, AutoHide);
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}
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}
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protected override void OnHide()
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{
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base.OnHide();
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- _ui.m_comSkillShow.m_addScore.visible = false;
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- _ui.m_comSkillShow.m_reduceScore.visible = false;
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+ _ui.m_addScore.visible = false;
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+ _ui.m_reduceScore.visible = false;
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if (_ui.m_effReduceScore != null)
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{
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_ui.m_effReduceScore.visible = false;
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@@ -135,6 +137,7 @@ namespace GFGGame
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SetCamera(false);
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Timers.inst.Remove(SetEffReduceScore);
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Timers.inst.Remove(SetEffVisible);
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+ Timers.inst.Remove(AutoHide);
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_ui.m_comSkillShow.m_t0.Stop(true, false);
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_ui.m_comSkillShow.m_t1.Stop(true, false);
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_ui.m_t1.Stop(true, false);
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@@ -163,19 +166,19 @@ namespace GFGGame
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//战斗卡牌特效处理
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if (skillScoreDic[skillId] > 0)
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{
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- _ui.m_comSkillShow.m_SkillScore.color = new Color(0.973f, 0.784f, 0.431f, 1.000f);
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- _ui.m_comSkillShow.m_reduceScore.visible = false;
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- _ui.m_comSkillShow.m_addScore.visible = true;
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- _ui.m_comSkillShow.m_SkillScore.visible = true;
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- _ui.m_comSkillShow.m_t2.Play();
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+ _ui.m_SkillScore.color = new Color(0.973f, 0.784f, 0.431f, 1.000f);
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+ _ui.m_reduceScore.visible = false;
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+ _ui.m_addScore.visible = true;
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+ _ui.m_SkillScore.visible = true;
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+ _ui.m_t4.Play();
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SetCamera(true);
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}
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else if (skillScoreDic[skillId] < 0)
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{
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- _ui.m_comSkillShow.m_SkillScore.color = new Color(0.906f, 0.894f, 0.894f, 1.000f);
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- _ui.m_comSkillShow.m_addScore.visible = false;
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- _ui.m_comSkillShow.m_reduceScore.visible = true;
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- _ui.m_comSkillShow.m_SkillScore.visible = false;
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+ _ui.m_SkillScore.color = new Color(0.906f, 0.894f, 0.894f, 1.000f);
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+ _ui.m_addScore.visible = false;
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+ _ui.m_reduceScore.visible = true;
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+ _ui.m_SkillScore.visible = false;
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Timers.inst.Add(1.5f, 1, SetEffReduceScore);
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}
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}
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@@ -212,5 +215,10 @@ namespace GFGGame
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}
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}
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+
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+ private void AutoHide(object param = null)
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+ {
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+ this.Hide();
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+ }
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}
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}
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