Main/Core/GameEngine/Player/PlayerBaseData.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/Core/GameEngine/Player/PlayerDatas.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/System/Main/PlayerMainDate.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/System/Tip/PowerAddWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Main/Core/GameEngine/Player/PlayerBaseData.cs
@@ -11,7 +11,7 @@ public int TitleID; public uint ExpPoint; //扩充经验点数(亿) public uint TotalExp; //总经验(小于亿部分) public ulong curExp { get { return ExpPoint + TotalExp * Constants.ExpPointValue; } } public ulong curExp { get { return TotalExp + ExpPoint * Constants.ExpPointValue; } } public uint FamilyId; //家族 public string FamilyName; //家族名称 public uint diamond; //仙玉 Main/Core/GameEngine/Player/PlayerDatas.cs
@@ -202,8 +202,7 @@ break; case PlayerDataType.FightPower: baseData.FightPoint = value + valueEx * Constants.ExpPointValue; // TODO YYL // ModelCenter.Instance.GetModel<PlayerMainDate>().PowerAdd(baseData.FightPoint); PlayerMainDate.Instance.PowerAdd(baseData.FightPoint); break; case PlayerDataType.Tick: #if UNITY_EDITOR Main/System/Main/PlayerMainDate.cs
@@ -95,18 +95,18 @@ } } public void CustomPowerUp(ulong nowPower ,ulong addPower) { prowNum = (long)nowPower; prowNumChange = (long)addPower; isAdd = true; if (UIManager.Instance.IsOpened<PowerAddWin>()) { AddPowerEvent?.Invoke(); return; } UIManager.Instance.OpenWindow<PowerAddWin>(); } // public void CustomPowerUp(ulong nowPower ,ulong addPower) // { // prowNum = (long)nowPower; // prowNumChange = (long)addPower; // isAdd = true; // if (UIManager.Instance.IsOpened<PowerAddWin>()) // { // AddPowerEvent?.Invoke(); // return; // } // UIManager.Instance.OpenWindow<PowerAddWin>(); // } } Main/System/Tip/PowerAddWin.cs
@@ -9,13 +9,14 @@ { [SerializeField] TextEx txtBase; //提升或降低前的战斗力 [SerializeField] TextEx txtChange; //战斗力变化了多少 [SerializeField] List<Font> changeFonts; //战力变化的字体 [SerializeField] ImageEx imgArrow; //箭头 [SerializeField] Transform transZhanLi; //战力整体框 [SerializeField] Transform transZhanLiNumAll; //战力所有变化部分 [SerializeField] RectTransform transChange; //箭头和变化数字整体框 string uiFrameKey = "zhanli_dt"; [SerializeField] UIFrame uiFrame; [SerializeField] List<PowerUpPosition> powerUpPositions; //[SerializeField] List<PowerUpPosition> powerUpPositions; [Header("淡入变大")] [SerializeField] Vector3 startVector; //起始大小 @@ -294,6 +295,7 @@ { txtBase.text = DisplayBasePowerNum(basePower); txtChange.text = DisplayChangePowerNum(isAdd, changePower); txtChange.font = changeFonts[isAdd ? 0 : 1]; imgArrow.SetSprite(DisplayState(isAdd)); } @@ -340,16 +342,16 @@ private void CheckPosition() { var type = WindowType.None; // var type = WindowType.None; var _index = powerUpPositions.FindIndex((x) => { return x.windowType == type; }); if (_index != -1) { transZhanLi.transform.localPosition = powerUpPositions[_index].position; } // var _index = powerUpPositions.FindIndex((x) => // { // return x.windowType == type; // }); // if (_index != -1) // { // transZhanLi.transform.localPosition = powerUpPositions[_index].position; // } } [Serializable]