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@@ -17,6 +17,7 @@ namespace GFGGame
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private int _curIndex;//当前评分index
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private int _curIndex;//当前评分index
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private int _score;//当前总分数
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private int _score;//当前总分数
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private int _skillScore = 0;//当前卡牌技能分
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private int _skillScore = 0;//当前卡牌技能分
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+ private int _allSkillScore = 0;//当前卡牌技能叠加分,加到部件里的分,(部件开始、完美点击)
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private int _partScore = 0;//当前部件分+技能评分(_skillScore)
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private int _partScore = 0;//当前部件分+技能评分(_skillScore)
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private int _currentTime = BeginTime.PART_ALL_FIGHT_BEGIN;
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private int _currentTime = BeginTime.PART_ALL_FIGHT_BEGIN;
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private double _mainScore;//总主属性分
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private double _mainScore;//总主属性分
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@@ -250,17 +251,22 @@ namespace GFGGame
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CheckPartBeginSkill(null);
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CheckPartBeginSkill(null);
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break;
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break;
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case BeginTime.PART_FIGHT_BEGIN:
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case BeginTime.PART_FIGHT_BEGIN:
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+ _allSkillScore += _skillScore;
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//这里不把技能分加到总分里,因为技能分会算到部件分里
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//这里不把技能分加到总分里,因为技能分会算到部件分里
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PartScoreStart();
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PartScoreStart();
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break;
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break;
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case BeginTime.PART_PREFACT_CLICK:
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case BeginTime.PART_PREFACT_CLICK:
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- _score += _skillScore;
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+ _allSkillScore += _skillScore;
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PartScoreResultStart(ClickType.PREFACT_CLICK);
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PartScoreResultStart(ClickType.PREFACT_CLICK);
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break;
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break;
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case BeginTime.PART_FIGHT_END:
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case BeginTime.PART_FIGHT_END:
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_score += _skillScore;
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_score += _skillScore;
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UpdateProgress();
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UpdateProgress();
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break;
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break;
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+ case BeginTime.ALL_PERFECT_START:
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+ _score += _skillScore;
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+ UpdateProgress();
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+ break;
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}
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}
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}
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}
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private void CheckPartBeginSkill(object param)
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private void CheckPartBeginSkill(object param)
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@@ -308,7 +314,7 @@ namespace GFGGame
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{
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{
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// if (_isAllPerfect) return;
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// if (_isAllPerfect) return;
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if (_partId > FightScoreCfgArray.Instance.dataArray.Length) return;
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if (_partId > FightScoreCfgArray.Instance.dataArray.Length) return;
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- _skillScore = 0;
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+ // _skillScore = 0;
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_ui.m_comClick.target.touchable = false;
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_ui.m_comClick.target.touchable = false;
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int clickType = FightDataManager.Instance.GetClickType(_ui.m_comClick.m_comResult.m_holderCircle.scale.x);
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int clickType = FightDataManager.Instance.GetClickType(_ui.m_comClick.m_comResult.m_holderCircle.scale.x);
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_ui.m_comClick.m_comResult.m_t0.Stop(true, false);
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_ui.m_comClick.m_comResult.m_t0.Stop(true, false);
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@@ -332,7 +338,7 @@ namespace GFGGame
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_ui.m_comClick.target.touchable = false;
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_ui.m_comClick.target.touchable = false;
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PartScoreResultEnd();
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PartScoreResultEnd();
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- _partScore = ScoreSystemData.Instance.GetPartScore(roleData, _partId, clickType, _skillScore);
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+ _partScore = ScoreSystemData.Instance.GetPartScore(roleData, _partId, clickType, _allSkillScore);
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_score += _partScore;
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_score += _partScore;
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_ui.m_comClick.m_comResult.target.GetChild("holder" + clickType).visible = true;
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_ui.m_comClick.m_comResult.target.GetChild("holder" + clickType).visible = true;
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_ui.m_comClick.m_comResult.m_c1.selectedIndex = clickType;
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_ui.m_comClick.m_comResult.m_c1.selectedIndex = clickType;
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@@ -349,6 +355,7 @@ namespace GFGGame
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_ui.m_comClick.m_comResult.m_txtCount2.text = _partScore.ToString();
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_ui.m_comClick.m_comResult.m_txtCount2.text = _partScore.ToString();
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break;
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break;
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}
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}
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+ _allSkillScore = 0;
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}
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}
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private void PartScoreResultEnd()
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private void PartScoreResultEnd()
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@@ -396,6 +403,7 @@ namespace GFGGame
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{
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{
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if (_partId == FightScoreCfgArray.Instance.dataArray.Length + 1 && _prefectCount >= FightScoreCfgArray.Instance.dataArray.Length)//0)//
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if (_partId == FightScoreCfgArray.Instance.dataArray.Length + 1 && _prefectCount >= FightScoreCfgArray.Instance.dataArray.Length)//0)//
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{
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{
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+ _currentTime = BeginTime.ALL_PERFECT_START;
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AllCirclePlayStart();//完美八连击
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AllCirclePlayStart();//完美八连击
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}
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}
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else
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else
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@@ -466,8 +474,7 @@ namespace GFGGame
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_ui.m_comClick.m_comAllPerfect.m_t2.Play(() =>
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_ui.m_comClick.m_comAllPerfect.m_t2.Play(() =>
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{
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{
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_prefectCount = 0;
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_prefectCount = 0;
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- UpdateProgress();
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-
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+ SkillScoreStart(null);
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});
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});
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if (ViewManager.isViewOpen(typeof(GuideView).FullName) && GuideDataManager.IsGuideFinish(ConstGuideId.START_FIGHT) <= 0)
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if (ViewManager.isViewOpen(typeof(GuideView).FullName) && GuideDataManager.IsGuideFinish(ConstGuideId.START_FIGHT) <= 0)
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{
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{
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