| Main/System/InternalAffairs/GoldRushLeader.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/InternalAffairs/GoldRushTentCell.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Main/System/InternalAffairs/GoldRushLeader.cs
@@ -164,8 +164,9 @@ { leaderWord.SetActive(true); leaderWord.Play(); leaderText.text = Language.Get(!pathPosEvent.m_IsRandom ? pathPosEvent.m_Text1 : leaderText.text = Language.Get(!pathPosEvent.m_IsRandom ? pathPosEvent.m_Text1 : pathPosEvent.m_Text1 + UnityEngine.Random.Range((int)pathPosEvent.m_Value1, (int)pathPosEvent.m_Value2 + 1)); ForceRefreshLayout(); } else if (pathPosEvent.m_PosEvent == PosEvent.TargetWord) { @@ -211,6 +212,13 @@ } /// <summary> /// 强制刷新Layout,解决嵌套Layout和ContentSizeFitter的重叠问题 /// </summary> async UniTask ForceRefreshLayout() { await UniTask.DelayFrame(2); LayoutRebuilder.ForceRebuildLayoutImmediate(leaderWord.GetComponent<RectTransform>()); } } Main/System/InternalAffairs/GoldRushTentCell.cs
@@ -4,6 +4,7 @@ using DG.Tweening; using System.Linq; using System; using Cysharp.Threading.Tasks; //工人是固定的跟随模式,监工是随机分配的,场上的监工数量会比实际更多 //分配监工 @@ -421,6 +422,7 @@ wordArr[index].SetActive(true); wordArr[index].Play(); textArr[index].text = Language.Get(content); ForceRefreshLayout(); } else if (posEvent == PosEvent.TargetAction) { @@ -432,7 +434,17 @@ } /// <summary> /// 强制刷新Layout,解决嵌套Layout和ContentSizeFitter的重叠问题 /// </summary> async UniTask ForceRefreshLayout() { await UniTask.DelayFrame(2); foreach (var word in wordArr) { LayoutRebuilder.ForceRebuildLayoutImmediate(word.GetComponent<RectTransform>()); } } void AssignLeader(int addCount)