hch
4 小时以前 0c637727035448914efb08d6c05cb51582a9ab12
500 子 【武将】武将时装 / 【武将】武将时装-客户端
2个文件已添加
11个文件已修改
119 ■■■■ 已修改文件
Main/Config/ConfigManager.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Core/NetworkPackage/GameNetSystem.cs 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/PreviewBattleWin.cs 17 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/FirstCharge/FirstChargeWin.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/HeroFates/HeroFatesIHItem.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/HeroUI/HeroBestBaseWin.cs 59 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/HeroUI/HeroBestBaseWin.cs.meta 11 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/HeroUI/HeroBestWin.cs 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/HeroUI/HeroCollectionCardCell.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/HeroUI/HeroSkinCell.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/HeroUI/HeroSkinWin.cs 12 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/HeroUI/HeroUIManager.Collect.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/LineupRecommend/LineupRecommendItem.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Config/ConfigManager.cs
@@ -146,7 +146,7 @@
            LoadConfigByType(configType);
            sw.Stop();
#if UNITY_EDITOR
            if (sw.ElapsedMilliseconds >= 100)
            if (sw.ElapsedMilliseconds >= 500)
            {
                Debug.LogError($"加载配置 {configType.Name} 耗时较长: {sw.ElapsedMilliseconds} ms");
            }
Main/Core/NetworkPackage/GameNetSystem.cs
@@ -159,7 +159,7 @@
                SendInfo(sendQueue.Dequeue());
            }
        }
        Debug.LogError($"重点提醒:0403登录后 发送缓存包数量 {cnt} 个");
        Debug.Log($"重点提醒:0403登录后 发送缓存包数量 {cnt} 个");
    }
    public void SendInfo(GameNetPackBasic protocol)
@@ -178,7 +178,7 @@
        {
            if (protocol is not C0123_tagCClientPackVersion && protocol is not C0101_tagCPlayerLogin)
            {
                Debug.LogError("重点提醒:登录完成前的封包先加入队列 等0403回包后再一起发送服务端 " + protocol.ToString());
                Debug.Log("重点提醒:登录完成前的封包先加入队列 等0403回包后再一起发送服务端 " + protocol.ToString());
                sendQueue.Enqueue(protocol);
                return;
            }
Main/System/Battle/PreviewBattleWin.cs
@@ -2,14 +2,21 @@
public class PreviewBattleWin : BaseBattleWin
{
    string openUI = "";
    int seeSkinIndex = 0;
    protected override void OnPreOpen()
    {
        base.OnPreOpen();
        seeSkinIndex = HeroUIManager.Instance.selectSkinIndex;
        UIManager.Instance.CloseWindow<MainWin>();
        if (UIManager.Instance.IsOpened<HeroTrainBaseWin>())
        {
            UIManager.Instance.CloseWindow<HeroTrainBaseWin>();
            openUI = "HeroTrainBaseWin";
        }
        else if (UIManager.Instance.IsOpened<HeroBestBaseWin>())
        {
            UIManager.Instance.CloseWindow<HeroBestBaseWin>();
            openUI = "HeroBestBaseWin";
        }
    }
@@ -20,17 +27,25 @@
        if (!UIManager.Instance.IsOpened<MainWin>())
            UIManager.Instance.OpenWindow<MainWin>();
        HeroUIManager.Instance.selectSkinIndex = seeSkinIndex;
        //界面需设置成不上下关联
        if (openUI == "HeroTrainBaseWin")
        {
            UIManager.Instance.OpenWindow<HeroTrainBaseWin>(2);
        }
        else if (openUI == "HeroBestBaseWin")
        {
            UIManager.Instance.OpenWindow<HeroBestBaseWin>(1);
        }
        openUI = "";
    }
    protected override void OnClose()
    {
        base.OnClose();
        TryPass();
        BattleSettlementManager.Instance.WinShowOver(BattleConst.PriviewBattleField);
    }
    protected override void OnClickPass()
    {
Main/System/FirstCharge/FirstChargeWin.cs
@@ -105,7 +105,7 @@
    private void OnClickPreviewHero()
    {
        HeroUIManager.Instance.selectForPreviewHeroID = model.mainItemId;
        UIManager.Instance.OpenWindow<HeroBestWin>();
        UIManager.Instance.OpenWindow<HeroBestBaseWin>();
    }
    private void InitRedPoint()
    {
Main/System/HeroFates/HeroFatesIHItem.cs
@@ -53,7 +53,7 @@
            else
            {
                HeroUIManager.Instance.selectForPreviewHeroID = heroId;
                UIManager.Instance.OpenWindow<HeroBestWin>();
                UIManager.Instance.OpenWindow<HeroBestBaseWin>();
            }
        });
    }
Main/System/HeroUI/HeroBestBaseWin.cs
New file
@@ -0,0 +1,59 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class HeroBestBaseWin : OneLevelWin
{
    protected override void OpenSubUIByTabIndex()
    {
        ShowSkinBtn();
        switch (functionOrder)
        {
            case 0:
                currentSubUI = UIManager.Instance.OpenWindow<HeroBestWin>();
                if (GetSortingOrder() < currentSubUI.GetSortingOrder())
                {
                    SetSortingOrder(currentSubUI.GetSortingOrder() + 1);
                }
                break;
            case 1:
                //皮肤 图鉴界面打开的传1
                currentSubUI = UIManager.Instance.OpenWindow<HeroSkinWin>(1);
                if (GetSortingOrder() < currentSubUI.GetSortingOrder())
                {
                    SetSortingOrder(currentSubUI.GetSortingOrder() + 1);
                }
                break;
            default:
                Debug.LogWarning("未知的标签索引: " + functionOrder);
                break;
        }
    }
    //有的武将没有皮肤
    public void ShowSkinBtn()
    {
        if (HeroUIManager.Instance.selectForPreviewHeroID == 0)
        {
            return;
        }
        var config = HeroConfig.Get(HeroUIManager.Instance.selectForPreviewHeroID);
        tabButtons[1].SetActive(config.SkinIDList.Length > 1);
    }
    void LateUpdate()
    {
        if (currentSubUI == null) return;
        if (GetSortingOrder() < currentSubUI.GetSortingOrder())
        {
            SetSortingOrder(currentSubUI.GetSortingOrder() + 1);
        }
    }
}
Main/System/HeroUI/HeroBestBaseWin.cs.meta
New file
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 882d8d5319479394489f7f787d2bafbb
MonoImporter:
  externalObjects: {}
  serializedVersion: 2
  defaultReferences: []
  executionOrder: 0
  icon: {instanceID: 0}
  userData:
  assetBundleName:
  assetBundleVariant:
Main/System/HeroUI/HeroBestWin.cs
@@ -25,7 +25,6 @@
    [SerializeField] SkillBaseCell normalSkillCell;
    [SerializeField] SkillBaseCell angerSkillCell;
    [SerializeField] Button closeBtn;   //关闭按钮
    [SerializeField] Button starBtn;   //显示星级文字
    [SerializeField] List<Image> starImgList;
    [SerializeField] Text nameText;
@@ -77,7 +76,6 @@
        {
            funcForm.SetActive(false);
        });
        closeBtn.AddListener(CloseWindow);
        rightBtn.AddListener(() =>
        {
            ChangeHero(1);
Main/System/HeroUI/HeroCollectionCardCell.cs
@@ -69,7 +69,7 @@
            else
            {
                HeroUIManager.Instance.selectForPreviewHeroID = heroID;
                UIManager.Instance.OpenWindow<HeroBestWin>();
                UIManager.Instance.OpenWindow<HeroBestBaseWin>();
            }
        });
        
Main/System/HeroUI/HeroSkinCell.cs
@@ -21,7 +21,6 @@
        skinImage.SetOrgSprite(skinConfig.CardPic, "HeroSkinCard");
        skinFrame.SetSprite("HeroSkinFrame" + skinConfig.Quality);
        skinName.text = skinConfig.SkinName == "" ? Language.Get("HeroSkin2") : skinConfig.SkinName;
        var hero = HeroManager.Instance.GetHero(HeroUIManager.Instance.selectHeroGuid);
        if (!isHero)
        {
            skinAttrOnImg.SetActive(false);
@@ -29,6 +28,7 @@
        }
        else
        {
            var hero = HeroManager.Instance.GetHero(HeroUIManager.Instance.selectHeroGuid);
            //分穿戴 和形象,选中同一个时穿戴优先
            skinAttrOnImg.SetActive(hero.SkinAttrIndex == index);
            skinRoleOnImg.SetActive(hero.SkinIndex != hero.SkinAttrIndex && hero.SkinIndex == index);
Main/System/HeroUI/HeroSkinWin.cs
@@ -98,13 +98,20 @@
            //代表从培养界面打开
            hero = HeroManager.Instance.GetHero(HeroUIManager.Instance.selectHeroGuid);
            heroConfig = hero.heroConfig;
            HeroUIManager.Instance.selectSkinIndex = hero.SkinIndex;
            if (HeroUIManager.Instance.selectSkinIndex == -1)
            {
                HeroUIManager.Instance.selectSkinIndex = hero.SkinIndex;
            }
        }
        else
        {
            //从图鉴界面打开
            heroConfig = HeroConfig.Get(HeroUIManager.Instance.selectForPreviewHeroID);
            HeroUIManager.Instance.selectSkinIndex = 0;
            if (HeroUIManager.Instance.selectSkinIndex == -1)
            {
                HeroUIManager.Instance.selectSkinIndex = 0;
            }
        }
        heroID = heroConfig.HeroID;
@@ -126,6 +133,7 @@
        HeroUIManager.Instance.OnSkinIndexChanged -= OnSkinIndexChanged;
        HeroUIManager.Instance.OnHeroCollectEvent -= OnHeroCollectEvent;
        PackManager.Instance.RefreshItemEvent -= OnRefreshItemEvent;
        HeroUIManager.Instance.selectSkinIndex = -1;
    }
    public void Display()
Main/System/HeroUI/HeroUIManager.Collect.cs
@@ -224,7 +224,7 @@
    //策划去除了升星功能
    //属性分穿戴(武将个体)和全体
    public Dictionary<int, long> allSkinAttrDic = new Dictionary<int, long>();
    int m_selectSkinIndex = 0;
    int m_selectSkinIndex = -1;
    public event Action OnSkinIndexChanged;
    public int selectSkinIndex
    {
Main/System/LineupRecommend/LineupRecommendItem.cs
@@ -66,7 +66,7 @@
            else
            {
                HeroUIManager.Instance.selectForPreviewHeroID = heroConfig.HeroID;
                UIManager.Instance.OpenWindow<HeroBestWin>();
                UIManager.Instance.OpenWindow<HeroBestBaseWin>();
            }
        });