yyl
4 天以前 170e8516ae6d6082b94a762e06c491fddfe7fd0f
Merge branch 'master' of http://192.168.1.20:10010/r/Project_SG_scripts
2个文件已修改
26 ■■■■ 已修改文件
Main/System/InternalAffairs/GoldRushLeader.cs 12 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/InternalAffairs/GoldRushTentCell.cs 14 ●●●●● 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)