hch
10 天以前 7a4f40a5a1c8b9209ec9263240143865491af77b
Merge branch 'master' of http://mobile.secondworld.net.cn:10010/r/Project_SG_scripts
15个文件已修改
105 ■■■■ 已修改文件
Main/Component/UI/Common/PopupWindowsProcessor.cs 26 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Effect/BattleEffectPlayer.cs 28 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/Buff/BattleObjectBuffMgr.cs 14 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/Motion/MotionBase.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/SkillEffect/BulletCurve/BezierBulletCurve.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/SkillEffect/BulletCurve/BounceBulletCurve.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/SkillEffect/BulletCurve/BulletCurve.cs 7 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/SkillEffect/BulletCurve/PenetrateBulletCurve.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/SkillEffect/BulletCurve/StraightBulletCurve.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/BoneField/BoneFieldManager.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/BoneField/BoneFieldWin.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/FirstCharge/FirstChargeDayAward.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/FirstCharge/FirstChargeHeroInfoWin.cs 3 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/FirstCharge/FirstChargeManager.cs 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/FirstCharge/FirstChargeWin.cs 10 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/PopupWindowsProcessor.cs
@@ -1,4 +1,3 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@@ -11,13 +10,18 @@
{
    // 弹窗队列,存储待处理的弹窗请求
    List<PopupWindow> popupWindowQueue = new List<PopupWindow>();
    // 当前正在显示的弹窗
    PopupWindow currentWindow;
    float firstTime = 0; //打开HomeWin时的时间
    float stayTime;
    bool homeWinFirstOpened = false; //HomeWin是否第一次打开
    // 上次弹窗时间,用于控制弹窗之间的间隔
    float lastTime = 0; //上次弹窗时间
    /// <summary>
    /// 添加一个弹窗到处理队列
    /// </summary>
@@ -58,6 +62,7 @@
        }
    }
    /// <summary>
    /// LateUpdate中处理弹窗队列,确保在所有其他逻辑处理完毕后才显示弹窗
    /// </summary>
@@ -95,6 +100,17 @@
        if (!UIManager.Instance.IsOpened<HomeWin>())
            return;
        // 第一次打开HomeWin时记录时间
        if (!homeWinFirstOpened)
        {
            firstTime = Time.realtimeSinceStartup;
            homeWinFirstOpened = true;
            stayTime = float.Parse(FuncConfigConfig.Get("PopWin").Numerical1);
            return;
        }
        // 等待x秒
        if (Time.realtimeSinceStartup - firstTime < stayTime)
            return;
        if (UIManager.Instance.IsOpened(popupWindowQueue[0].window))
        {
@@ -104,6 +120,8 @@
        if (UIManager.Instance.ExistAnyFullScreenOrMaskWin(popupWindowQueue[0].window))
            return;
        if (currentWindow.window != null)
        {
@@ -130,7 +148,7 @@
    {
        // 窗口名称
        public string window;
        // 功能ID,用于指定窗口的具体功能或显示模式
        public int functionId;
Main/Component/UI/Effect/BattleEffectPlayer.cs
@@ -30,6 +30,8 @@
        }
    }
    public bool isBindBone = false;
    public bool isRedCamp = true;
    public EffectConfig effectConfig;
@@ -625,4 +627,30 @@
            animator.speed = speedRate;
        }
    }
    public void BindBone(SkeletonAnimation skeletonAnim, string v)
    {
        Bone bone = skeletonAnim.skeleton.FindBone(v);
        if (null == bone)
        {
             return;
        }
        isBindBone = true;
        BoneFollower boneFollower = gameObject.AddMissingComponent<BoneFollower>();
        boneFollower.boneName = v;
        boneFollower.skeletonRenderer = skeletonAnim;
        boneFollower.followBoneRotation = false;
        boneFollower.followXYPosition = true;
        boneFollower.followZPosition = false;
        boneFollower.followLocalScale = false;
        boneFollower.followParentWorldScale = false;
        boneFollower.followSkeletonFlip = false;
        boneFollower.Initialize();
        boneFollower.LateUpdate();
    }
}
Main/System/Battle/Buff/BattleObjectBuffMgr.cs
@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Spine.Unity;
using UnityEngine;
@@ -31,6 +32,10 @@
            BattleEffectPlayer effectPlayer = kv.Value.Key;
            if (null != effectPlayer)
            {
                if (effectPlayer.isBindBone)
                {
                    continue;
                }
                effectPlayer.transform.position = battleObject.heroRectTrans.position;
                var effectPos = effectPlayer.effectConfig.effectPos;
                if (null != effectPos && effectPos.Length >= 2)
@@ -113,14 +118,14 @@
            return;
        }
        bool isNew = false;
        // bool isNew = false;
        if (buffDataDict.ContainsKey(vNetData.BuffID))
        {
            buffDataDict[vNetData.BuffID] = vNetData;
        }
        else
        {
            isNew = true;
            // isNew = true;
            buffDataDict.Add(vNetData.BuffID, vNetData);
        }
@@ -138,6 +143,11 @@
                    else
                    {
                        BattleEffectPlayer effect = battleObject.battleField.battleEffectMgr.PlayEffect(battleObject, skillConfig.BuffEffect, battleObject.heroRectTrans, battleObject.Camp);
                        BoneFollower boneFollower = effect.AddMissingComponent<BoneFollower>();
                        effect.BindBone(battleObject.motionBase.skeletonAnim, "hit");
                        HashSet<uint> buffIdSet = new HashSet<uint>();
                        buffIdSet.Add(vNetData.BuffID);
                        buffEffectDict.Add(skillConfig.BuffEffect, new KeyValuePair<BattleEffectPlayer, HashSet<uint>>(effect, buffIdSet));
Main/System/Battle/Motion/MotionBase.cs
@@ -18,7 +18,7 @@
    public Action OnHitAnimationComplete;
    private List<Action> runningActions = new List<Action>();
    protected SkeletonAnimation skeletonAnim;
    public SkeletonAnimation skeletonAnim;
    protected Spine.AnimationState animState;
    protected Spine.Skeleton skeleton;
    protected float defaultMixDuration = 0f;
Main/System/Battle/SkillEffect/BulletCurve/BezierBulletCurve.cs
@@ -15,7 +15,7 @@
    public override void Reset()
    {
        base.Reset();
        start = WorldToLocalAnchoredPosition(bulletTrans.position);
        start = WorldToLocalAnchoredPosition(bulletTrans.position) + bulletOffset;
        end = WorldToLocalAnchoredPosition(target.position);
        duration = Vector2.Distance(start, end) / skillConfig.BulletFlySpeed;
        control = (start + end) / 2 + Vector2.up * 100f;
Main/System/Battle/SkillEffect/BulletCurve/BounceBulletCurve.cs
@@ -28,7 +28,7 @@
        bounceElapsed = 0f;
        if (hurtList.Count > 0)
        {
            start = WorldToLocalAnchoredPosition(bulletTrans.position);
            start = WorldToLocalAnchoredPosition(bulletTrans.position) + bulletOffset;
            end = WorldToLocalAnchoredPosition(target.position);
            duration = Vector2.Distance(start, end) / skillConfig.BulletFlySpeed;
        }
Main/System/Battle/SkillEffect/BulletCurve/BulletCurve.cs
@@ -12,6 +12,8 @@
    protected RectTransform target;
    protected Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHit;
    protected Vector2 bulletOffset = Vector2.zero;
    protected bool finished = false;
    protected float duration = 0f;
    protected float elapsed = 0f;
@@ -44,6 +46,11 @@
                out localPoint);
            bulletTrans.anchoredPosition = localPoint;
        }
        if (bulletEffect.effectConfig.effectPos != null && bulletEffect.effectConfig.effectPos.Length >= 2)
        {
            bulletOffset = new Vector2(bulletEffect.effectConfig.effectPos[0], bulletEffect.effectConfig.effectPos[1]);
        }
    }
    public virtual void Reset()
Main/System/Battle/SkillEffect/BulletCurve/PenetrateBulletCurve.cs
@@ -19,7 +19,7 @@
    {
        base.Reset();
        hitTriggered = false;
        start = WorldToLocalAnchoredPosition(bulletTrans.position);
        start = WorldToLocalAnchoredPosition(bulletTrans.position) + bulletOffset;
        end = WorldToLocalAnchoredPosition(target.position);
        duration = Vector2.Distance(start, end) / skillConfig.BulletFlySpeed;
        Vector2 dir = (end - start).normalized;
Main/System/Battle/SkillEffect/BulletCurve/StraightBulletCurve.cs
@@ -16,7 +16,7 @@
    public override void Reset()
    {
        base.Reset();
        start = WorldToLocalAnchoredPosition(bulletTrans.position);
        start = WorldToLocalAnchoredPosition(bulletTrans.position) + bulletOffset;
        end = WorldToLocalAnchoredPosition(target.position);
        duration = Vector2.Distance(start, end) / skillConfig.BulletFlySpeed;
        // BattleUtility.MarkStartAndEnd(bulletTrans, target);
Main/System/BoneField/BoneFieldManager.cs
@@ -1,5 +1,4 @@
using System.Collections.Generic;
using DG.DemiEditor;
using LitJson;
public class BoneFieldManager : GameSystemManager<BoneFieldManager>
{
@@ -161,7 +160,7 @@
    public void UpdateFBEnd(H0320_tagFBEnd vNetData)
    {
        if (vNetData.Msg.IsNullOrEmpty())
        if (vNetData.Msg == null)
            return;
        ChallengeResultData result = ChallengeResultData.FromJson(vNetData.Msg);
        if (result == null || result.itemInfo.IsNullOrEmpty())
Main/System/BoneField/BoneFieldWin.cs
@@ -1,4 +1,3 @@
using System;
using System.Collections.Generic;
using UnityEngine;
public class BoneFieldWin : UIBase
Main/System/FirstCharge/FirstChargeDayAward.cs
@@ -1,4 +1,3 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
Main/System/FirstCharge/FirstChargeHeroInfoWin.cs
@@ -1,6 +1,3 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FirstChargeHeroInfoWin : UIBase
Main/System/FirstCharge/FirstChargeManager.cs
@@ -1,7 +1,5 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class FirstChargeManager : GameSystemManager<FirstChargeManager>
Main/System/FirstCharge/FirstChargeWin.cs
@@ -1,15 +1,15 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Data;
using UnityEngine;
public class FirstChargeWin : FunctionsBaseWin
{
    [Header("标签页")]
    [SerializeField] TextEx[] txtTabTitles;
    [SerializeField] ButtonEx[] btnTabs;
    [SerializeField] RedpointBehaviour[] rpTabs;
    [SerializeField] int fontSizeBefore = 24;
    [SerializeField] int fontSizeAfter = 30;
    [Header("主物品")]
    [SerializeField] TextEx txtName;
    [SerializeField] TextEx txtDesc;
@@ -43,8 +43,6 @@
        btnBuy.SetListener(OnClickBuyButton);
        btnPreviewHero.SetListener(OnClickPreviewHero);
    }
    protected override void OnPreOpen()
    {
@@ -250,6 +248,8 @@
    {
        for (int i = 0; i < btnTabs.Length; i++)
        {
            txtTabTitles[i].fontSize = i == functionOrder ? fontSizeAfter : fontSizeBefore;
            int firstID = model.GetFirstIDByTabIndex(i);
            FirstChargeData firstChargeData;
            if (!model.TryGetFirstChargeDataByFirstId(firstID, out firstChargeData))