| Main/Config/ConfigManager.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/Core/NetworkPackage/GameNetSystem.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/Battle/PreviewBattleWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/FirstCharge/FirstChargeWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/HeroFates/HeroFatesIHItem.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/HeroUI/HeroBestBaseWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/HeroUI/HeroBestBaseWin.cs.meta | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/HeroUI/HeroBestWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/HeroUI/HeroCollectionCardCell.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/HeroUI/HeroSkinCell.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/HeroUI/HeroSkinWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/HeroUI/HeroUIManager.Collect.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/LineupRecommend/LineupRecommendItem.cs | ●●●●● 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>(); } });