| Main/System/Battle/BaseBattleWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/Equip/EquipModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/Main/MoneyMoveByPath.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Main/System/Battle/BaseBattleWin.cs
@@ -42,7 +42,13 @@ // 在打开时需要暂停主线战斗 if (BattleManager.Instance.storyBattleField != null) { BattleManager.Instance.storyBattleField.IsPause = true; if (UIManager.Instance.IsOpened<EquipExchangeWin>()) { UIManager.Instance.CloseWindow<EquipExchangeWin>(); } } } protected override void OnPreClose() Main/System/Equip/EquipModel.cs
@@ -327,9 +327,6 @@ if (waitEquipOPPack) return false; // 后续补充引导或者其他情况下,不允许切换装备界面 // if (NewBieCenter.Instance.inGuiding) // return; if (UIManager.Instance.IsOpened<EquipExchangeWin>()) { @@ -356,6 +353,11 @@ if (NewBieCenter.Instance.inGuiding) return null; string activeBattleName = BattleManager.Instance.GetActiveBattleName(); if (activeBattleName != "" && activeBattleName != "StoryBattleField") return null; return PackManager.Instance.GetItemByIndex(PackType.DropItem, waitEquipOP.Dequeue()); } Main/System/Main/MoneyMoveByPath.cs
@@ -20,6 +20,10 @@ public Transform targetPosition; List<ImageEx> imgMoneys = new List<ImageEx>(); int pointCount = 30; Vector3[] points = new Vector3[30]; Vector3[] points2 = new Vector3[30]; /// <summary> /// 播放掉落动画 /// </summary> @@ -54,8 +58,7 @@ } //通过 heightCurve 生成路径,时间为x 总时间为1,y为高度,偏移量为100 int pointCount = 30; Vector3[] points = new Vector3[pointCount]; for (int i = 0; i < pointCount; i++) { float x = i / (pointCount - 1f); @@ -64,8 +67,6 @@ } for (int i = 0; i < imgMoneys.Count; i++) { @@ -84,13 +85,12 @@ // x y 随机下差异 float randX = Random.Range(0.2f, 1f); float randY = Random.Range(0.6f, 1f); Vector3[] points2 = new Vector3[pointCount]; for (int j = 0; j < points.Length; j++) { points2[j] = new Vector3((points[j].x + offsetX)* randDir * randX, points[j].y * randY, points[j].z); } moneyImg.transform.localPosition = points2[0]; moneyImg.transform.DOLocalPath(points2, duration1, PathType.CatmullRom).SetEase(Ease.InOutSine).OnComplete(() => {