Main/Component/UI/Common/AutoSelectCyclicScroll.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Wednesday, November 01, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Common/BoundedDrag.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Wednesday, September 06, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Common/CanvasRaycastFilter.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Monday, July 02, 2018 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Common/CoolDownBehaviour.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Tuesday, October 24, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Common/DragContainer.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Monday, July 31, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Common/DragItem.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Monday, July 31, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Common/DynamicCyclicScroll.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Tuesday, August 14, 2018 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Common/FakeButton.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Saturday, November 25, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Common/FakeButton2.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Saturday, November 25, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Common/FrameEffect.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Sunday, December 10, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Common/FunctionButton.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Tuesday, October 31, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Common/FunctionButtonGroup.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Tuesday, October 31, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Common/GameObjectDefaultActive.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Monday, July 31, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Common/GestureCatcher.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Saturday, March 16, 2019 //-------------------------------------------------------- using System; Main/Component/UI/Common/ItemBaseEffect.cs
@@ -140,6 +140,8 @@ { switch (format) { case ItemCellformat.Format_100x100: return 1.1f; case ItemCellformat.Format_80x80: return 0.95f; case ItemCellformat.Format_70x70: Main/Component/UI/Common/ItemBehaviour.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Monday, July 31, 2017 //-------------------------------------------------------- using UnityEngine; @@ -192,8 +192,8 @@ Rewards, Use, } } } Main/Component/UI/Common/OnOffToggle.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Thursday, August 23, 2018 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Common/PopupMessage.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Monday, August 14, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Common/PopupMessageContainer.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Monday, August 14, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Common/RandomTip.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Thursday, November 09, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Common/ScreenDiffuseMove.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Thursday, September 07, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Common/ScreenMoveTo.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Thursday, September 07, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Common/TimerBehaviour.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Saturday, November 11, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Common/UIFuncOpen.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Friday, September 29, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Common/UIPlaySound.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Thursday, December 07, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Common/UIPrefabLoader.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Tuesday, March 19, 2019 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Core/DelayButton.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Monday, July 31, 2017 //-------------------------------------------------------- Main/Component/UI/Core/PointerDownUp.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Monday, July 31, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Core/ToggleButtonGroup.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Tuesday, October 10, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Decorate/Effect/SpriteEffect.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Tuesday, August 22, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Decorate/Graph/CustomImage.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Thursday, August 10, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Decorate/Graph/Hexagon.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Wednesday, August 23, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Decorate/Graph/OffsetImage.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Wednesday, August 23, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Decorate/Graph/OffsetImage2.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Wednesday, August 23, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Decorate/Graph/PolylineImage.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Thursday, August 10, 2017 //-------------------------------------------------------- Main/Component/UI/Decorate/Graph/Rhombus.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Wednesday, August 23, 2017 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Decorate/Move/UILinerMove.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Monday, April 09, 2018 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Decorate/Move/UISmoothMove.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Monday, April 09, 2018 //-------------------------------------------------------- using UnityEngine; Main/Component/UI/Decorate/Tweens/UIAlphaTween.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Thursday, September 14, 2017 //-------------------------------------------------------- using UnityEngine; Main/Config/ConfigManager.cs
@@ -52,10 +52,10 @@ typeof(EmojiPackConfig), typeof(EquipGSParamConfig), typeof(EquipPlaceMapConfig), typeof(FaceConfig), typeof(FamilyConfig), typeof(FamilyEmblemConfig), typeof(FirstGoldConfig), typeof(FrameAnimationConfig), typeof(FuncConfigConfig), typeof(FuncOpenLVConfig), typeof(FunctionTeamSetConfig), @@ -228,14 +228,14 @@ ClearConfigDictionary<EquipGSParamConfig>(); // 清空 EquipPlaceMapConfig 字典 ClearConfigDictionary<EquipPlaceMapConfig>(); // 清空 FaceConfig 字典 ClearConfigDictionary<FaceConfig>(); // 清空 FamilyConfig 字典 ClearConfigDictionary<FamilyConfig>(); // 清空 FamilyEmblemConfig 字典 ClearConfigDictionary<FamilyEmblemConfig>(); // 清空 FirstGoldConfig 字典 ClearConfigDictionary<FirstGoldConfig>(); // 清空 FrameAnimationConfig 字典 ClearConfigDictionary<FrameAnimationConfig>(); // 清空 FuncConfigConfig 字典 ClearConfigDictionary<FuncConfigConfig>(); // 清空 FuncOpenLVConfig 字典 Main/Config/Configs/FrameAnimationConfig.cs
File was renamed from Main/Config/Configs/FaceConfig.cs @@ -1,50 +1,50 @@ //-------------------------------------------------------- // [Author]: YYL // [ Date ]: 2025年5月22日 //-------------------------------------------------------- using System.Collections.Generic; using System.IO; using System.Threading; using System; using UnityEngine; using LitJson; public partial class FaceConfig : ConfigBase<string, FaceConfig> { public string name; public int frameCnt; public int speed; public int frameType; public int EmojiPackID; public string folder; public override string LoadKey(string _key) { string key = GetKey(_key); return key; } public override void LoadConfig(string input) { try { string[] tables = input.Split('\t'); name = tables[0]; int.TryParse(tables[1],out frameCnt); int.TryParse(tables[2],out speed); int.TryParse(tables[3],out frameType); int.TryParse(tables[4],out EmojiPackID); folder = tables[5]; } catch (Exception exception) { Debug.LogError(exception); } } } //-------------------------------------------------------- // [Author]: YYL // [ Date ]: 2025年6月30日 //-------------------------------------------------------- using System.Collections.Generic; using System.IO; using System.Threading; using System; using UnityEngine; using LitJson; public partial class FrameAnimationConfig : ConfigBase<string, FrameAnimationConfig> { public string name; public int frameCnt; public int speed; public int frameType; public int EmojiPackID; public string folder; public override string LoadKey(string _key) { string key = GetKey(_key); return key; } public override void LoadConfig(string input) { try { string[] tables = input.Split('\t'); name = tables[0]; int.TryParse(tables[1],out frameCnt); int.TryParse(tables[2],out speed); int.TryParse(tables[3],out frameType); int.TryParse(tables[4],out EmojiPackID); folder = tables[5]; } catch (Exception exception) { Debug.LogError(exception); } } } Main/Config/Configs/FrameAnimationConfig.cs.meta
Main/Config/PartialConfigs/FrameAnimationConfig.cs
File was renamed from Main/Config/PartialConfigs/FaceConfig.cs @@ -4,7 +4,7 @@ using UnityEngine; using System.Threading; public partial class FaceConfig : ConfigBase<string, FaceConfig> public partial class FrameAnimationConfig : ConfigBase<string, FrameAnimationConfig> { //<表情包ID,List<Name>> private static Dictionary<int, List<string>> resultDict = new Dictionary<int, List<string>>(); Main/Config/PartialConfigs/FrameAnimationConfig.cs.meta
Main/Core/Frame/UIFrame.cs
@@ -60,7 +60,7 @@ index = 1; FaceConfig cfg = FaceConfig.Get(frameKey); FrameAnimationConfig cfg = FrameAnimationConfig.Get(frameKey); if (cfg != null&& cfg.speed > 0) { m_Interval = 1.0f / cfg.speed; } Main/Core/Frame/UIFrameMgr.cs
@@ -47,7 +47,7 @@ /// <summary> /// 加载指定帧动画资源 /// </summary> private void LoadFrameSprites(FaceConfig cfg) private void LoadFrameSprites(FrameAnimationConfig cfg) { if (allFrameDic.ContainsKey(cfg.name)) return; @@ -80,7 +80,7 @@ // 按需加载资源 if (!allFrameDic.ContainsKey(key)) { LoadFrameSprites(FaceConfig.Get(key)); LoadFrameSprites(FrameAnimationConfig.Get(key)); } if (allFrameDic.TryGetValue(key, out var list)) @@ -95,7 +95,7 @@ /// </summary> public bool ContainsDynamicImage(string key) { return FaceConfig.HasKey(key); return FrameAnimationConfig.HasKey(key); } @@ -106,7 +106,7 @@ { if (!allFrameDic.ContainsKey(key)) { LoadFrameSprites(FaceConfig.Get(key)); LoadFrameSprites(FrameAnimationConfig.Get(key)); } } } Main/System/AssetVersion/DownLoadWin.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Tuesday, January 09, 2018 //-------------------------------------------------------- Main/System/AssetVersion/InGameDownLoadWin.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Wednesday, May 23, 2018 //-------------------------------------------------------- Main/System/Boss.meta
New file @@ -0,0 +1,8 @@ fileFormatVersion: 2 guid: c969d67096e20dc419cc22ed78640290 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: Main/System/Boss/MainBossEnterWin.cs
New file @@ -0,0 +1,44 @@ //-------------------------------------------------------- // [Author]: 玩个游戏 // [ Date ]: Tuesday, July 24, 2018 //-------------------------------------------------------- using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class MainBossEnterWin : UIBase { [SerializeField] Text fbNameText; [SerializeField] Button CloseBtn; protected override void OnPreOpen() { } protected override void OnOpen() { } protected override void OnPreClose() { } protected override void OnClose() { base.OnClose(); } } Main/System/Boss/MainBossEnterWin.cs.meta
New file @@ -0,0 +1,11 @@ fileFormatVersion: 2 guid: cd083f198a8a73644abc5362a8f63b0c MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: Main/System/Boss/MainBossRankWin.cs
New file @@ -0,0 +1,42 @@ //-------------------------------------------------------- // [Author]: 玩个游戏 // [ Date ]: Tuesday, July 24, 2018 //-------------------------------------------------------- using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class MainBossRankWin : UIBase { protected override void OnPreOpen() { } protected override void OnOpen() { } protected override void OnPreClose() { } protected override void OnClose() { base.OnClose(); } } Main/System/Boss/MainBossRankWin.cs.meta
New file @@ -0,0 +1,11 @@ fileFormatVersion: 2 guid: 7e7e900f52142524a9ffc5db6c48c478 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: Main/System/Chat/ChatFloatWin.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Tuesday, July 24, 2018 //-------------------------------------------------------- Main/System/Chat/ChatFriend.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Wednesday, September 13, 2017 //-------------------------------------------------------- using UnityEngine; Main/System/Chat/ChatWin.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Monday, April 09, 2018 //-------------------------------------------------------- Main/System/ClientVersion/VersionUtility.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Thursday, March 15, 2018 //-------------------------------------------------------- using UnityEngine; Main/System/CustomizedGift/CustomizedGiftCell.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Wednesday, September 26, 2018 //-------------------------------------------------------- using UnityEngine; Main/System/CustomizedGift/CustomizedGiftChooseCell.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Wednesday, September 26, 2018 //-------------------------------------------------------- using UnityEngine; Main/System/CustomizedGift/CustomizedGiftWin.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Thursday, April 18, 2019 //-------------------------------------------------------- Main/System/Debug/DebugController.cs
@@ -16,8 +16,12 @@ private void OnEnable() { m_Version.text = string.Format("{0}_{1} 分支:{2}", #if UNITY_EDITOR m_Version.text = string.Empty; #else m_Version.text = string.Format("{0}_{1} 分支: {2}", VersionConfig.Get().version, VersionConfig.Get().buildIndex, VersionConfig.Get().branch); #endif } Main/System/Equip/EquipModel.cs
@@ -7,7 +7,7 @@ public class EquipModel : GameSystemManager<EquipModel> { EquipSet equipSet = new EquipSet(0); public void OnPlayerLoginOk() @@ -70,6 +70,17 @@ return serverEquipPlace; } public int CompareToCurrent(string equipGuid) { var item = PackManager.Instance.GetItemByGuid(equipGuid); if (item == null) { return 0; } return equipSet.CompareToCurrent(equipGuid); } } Main/System/Equip/EquipSet.cs
@@ -6,21 +6,20 @@ public class EquipSet { public readonly int maxEquipCnt = 12; //最大装备格子数 public readonly int level; //多套情况,或者多流派存储 public readonly int mark; //多套情况,或者多流派存储 public bool unLocked { get { return true; } } //后续根据玩法解锁的情况,如购买存储流派位 public int fightPower { get { return EquipFightPower.Instance.CalculatePower(level); return EquipFightPower.Instance.CalculatePower(mark); } } Dictionary<int, EquipSlot> equipSlots = new Dictionary<int, EquipSlot>(); public EquipSet(int level) public EquipSet(int mark) { this.level = level; this.mark = mark; for (var i = 1; i <= maxEquipCnt; i++) { equipSlots[i] = new EquipSlot(i); Main/System/Equip/EquipSuitEffect.cs
@@ -91,6 +91,8 @@ { switch (format) { case ItemCellformat.Format_100x100: return 1.1f; case ItemCellformat.Format_80x80: return 0.95f; case ItemCellformat.Format_70x70: Main/System/ItemTip/ItemTipUtility.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Tuesday, March 12, 2019 //-------------------------------------------------------- using UnityEngine; Main/System/KnapSack/BackpackData.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Monday, July 31, 2017 //-------------------------------------------------------- using UnityEngine; Main/System/KnapSack/New/CommonItemBaisc.cs
@@ -3,368 +3,362 @@ using UnityEngine; using UnityEngine.UI; public enum ItemCellformat { Format_84x84, Format_80x80, Format_70x70, Format_64x64, None, public enum ItemCellformat { Format_100x100, Format_84x84, Format_80x80, Format_70x70, Format_64x64, None, } public class CommonItemBaisc : MonoBehaviour { [SerializeField] ItemCellformat m_Format; public ItemCellformat format { get { return m_Format; } set { m_Format = value; } } Image m_BgIcon; private Image bgIcon { get { if (m_BgIcon == null) { LoadPrefab(); m_BgIcon = this.transform.GetComponent<Image>("Container_ItemCell/Img_BackGround"); } return m_BgIcon; } } public class CommonItemBaisc : MonoBehaviour { [SerializeField] ItemCellformat m_Format; public ItemCellformat format { get { return m_Format; } set { m_Format = value; } } Image m_BgIcon; public Image bgIcon { get { if (m_BgIcon == null) { LoadPrefab(); m_BgIcon = this.transform.GetComponent<Image>("Container_ItemCell/Img_BackGround"); } return m_BgIcon; Image m_ItemIcon; private Image itemIcon { get { if (m_ItemIcon == null) { LoadPrefab(); m_ItemIcon = this.transform.GetComponent<Image>("Container_ItemCell/Img_Icon"); } return m_ItemIcon; } } Image m_ItemIcon; public Image itemIcon { get { if (m_ItemIcon == null) { LoadPrefab(); m_ItemIcon = this.transform.GetComponent<Image>("Container_ItemCell/Img_Icon"); } return m_ItemIcon; Image m_StateIcon; public Image stateIcon { get { if (m_StateIcon == null) { LoadPrefab(); m_StateIcon = this.transform.GetComponent<Image>("Container_ItemCell/Img_State"); } return m_StateIcon; } } Image m_StateIcon; public Image stateIcon { get { if (m_StateIcon == null) { LoadPrefab(); m_StateIcon = this.transform.GetComponent<Image>("Container_ItemCell/Img_State"); } return m_StateIcon; Text m_CountText; public Text countText { get { if (m_CountText == null) { LoadPrefab(); m_CountText = this.transform.GetComponent<Text>("Container_ItemCell/Txt_Count"); } return m_CountText; } } Text m_CountText; public Text countText { get { if (m_CountText == null) { LoadPrefab(); m_CountText = this.transform.GetComponent<Text>("Container_ItemCell/Txt_Count"); } return m_CountText; Button m_Button; public Button button { get { if (m_Button == null) { LoadPrefab(); m_Button = this.GetComponent<Button>("Container_ItemCell"); } return m_Button; } } Button m_Button; public Button button { get { if (m_Button == null) { LoadPrefab(); m_Button = this.GetComponent<Button>("Container_ItemCell"); } return m_Button; } } // EquipSuitEffect m_SuitEffect; // EquipSuitEffect suitEffect { // get { // if (m_SuitEffect == null) // { // LoadPrefab(); // //clone 会造成二次创建 // m_SuitEffect = transform.GetComponentInChildren<EquipSuitEffect>(); // if (m_SuitEffect == null) // m_SuitEffect = EquipSuitEffect.Create(transform as RectTransform); // } // return m_SuitEffect; // } // } EquipSuitEffect m_SuitEffect; EquipSuitEffect suitEffect { get { if (m_SuitEffect == null) { LoadPrefab(); //clone 会造成二次创建 m_SuitEffect = transform.GetComponentInChildren<EquipSuitEffect>(); if (m_SuitEffect == null) m_SuitEffect = EquipSuitEffect.Create(transform as RectTransform); } return m_SuitEffect; } } //物品基础特效(物品表) ItemBaseEffect m_ItemBaseEffect; ItemBaseEffect itemBaseEffect { get { //物品基础特效(物品表) ItemBaseEffect m_ItemBaseEffect; ItemBaseEffect itemBaseEffect { get { if (m_ItemBaseEffect == null) { LoadPrefab(); //clone 会造成二次创建 m_ItemBaseEffect = transform.GetComponentInChildren<ItemBaseEffect>(); if (m_ItemBaseEffect == null) { LoadPrefab(); //clone 会造成二次创建 m_ItemBaseEffect = transform.GetComponentInChildren<ItemBaseEffect>(); if (m_ItemBaseEffect == null) m_ItemBaseEffect = ItemBaseEffect.Create(transform as RectTransform); } return m_ItemBaseEffect; m_ItemBaseEffect = ItemBaseEffect.Create(transform as RectTransform); } return m_ItemBaseEffect; } public bool suitEffectDirty { get; set; } GameObject cellContainer; protected void LoadPrefab() { //clone 会造成二次创建 var tmp = transform.Find("Container_ItemCell"); if (tmp != null) { cellContainer = tmp.gameObject; return; } if (cellContainer == null) { switch (format) { case ItemCellformat.Format_64x64: cellContainer = UIUtility.CreateWidget("ItemCell_64", "Container_ItemCell"); break; case ItemCellformat.Format_70x70: cellContainer = UIUtility.CreateWidget("ItemCell_70", "Container_ItemCell"); break; case ItemCellformat.Format_80x80: cellContainer = UIUtility.CreateWidget("ItemCell_80", "Container_ItemCell"); break; case ItemCellformat.Format_84x84: cellContainer = UIUtility.CreateWidget("ItemCell_84", "Container_ItemCell"); break; } if (cellContainer != null) { cellContainer.transform.SetParentEx(this.transform, Vector3.zero, Quaternion.identity, Vector3.one); cellContainer.transform.SetAsFirstSibling(); } } } public int itemId { get; private set; } PackManager packModel { get { return PackManager.Instance; } } // EquipModel equipModel { get { return ModelCenter.Instance.GetModel<EquipModel>(); } } /// <summary> /// 初始化数据 bool值用来判断是否需要展示评分高低或者职业限制 /// </summary> /// <param name="model"></param> /// <param name="isCompare"></param> public virtual void Init(ItemModel model, bool isCompare = false) { itemId = model.itemId; InitUI(model.guid, model.itemId, (ulong)model.count, model.score, model.isAuction, model.packType, isCompare, model.useDataDict); } /// <summary> /// 初始化数据(预览) /// </summary> /// <param name="model"></param> public virtual void Init(ItemCellModel model) { itemId = model.itemId; InitUI(model.guid, model.itemId, model.count, model.score, false, model.packType, model.isCompare, model.useDataDic); } private void InitUI(string guid, int itemId, ulong count, int score, bool isAuction, PackType type, bool isCompare, Dictionary<int, List<int>> useDataDic) { var config = ItemConfig.Get(itemId); if (config == null) return; itemIcon.SetActive(true); bgIcon.SetActive(true); itemIcon.SetSprite(config.IconKey); ItemConfig itemConfig = ItemConfig.Get(itemId); // bgIcon.SetItemBackGround(ItemLogicUtility.Instance.GetItemQuality(itemId, useDataDic), itemConfig.QualityEchoType); // if (packModel.textCountShow.ContainsKey(itemId)) // { // countText.SetActive(true); // countText.text = count > 1 ? packModel.textCountShow[itemId] + "x" + count : packModel.textCountShow[itemId]; // } // else if (packModel.gameCashShow.Contains(itemId)) // { // //代金券 // countText.SetActive(true); // countText.text = count > 1000000 ? UIHelper.ReplaceLargeNum(count / 100.0f) : (count / 100.0f).ToString("0.##"); // } // else if (Array.IndexOf(packModel.textCountShow2, itemId) != -1) // { // countText.SetActive(true); // countText.text = UIHelper.ReplaceLargeNum(count * (ulong)config.EffectValueA1); // } // else // { countText.SetActive(count > 1); if (count > 1) { countText.text = UIHelper.ReplaceLargeNum((double)count); } // } suitEffect.Display(itemId, suitEffectDirty); suitEffectDirty = false; itemBaseEffect.Display(itemId); // var compareReslut = isCompare ? Compare(type, itemId, score, guid) : 0; // switch (compareReslut) // { // case -1: // stateIcon.SetActive(true); // stateIcon.SetSprite("EquipDownIcon"); // break; // case 0: // stateIcon.SetActive(false); // break; // case 1: // stateIcon.SetActive(true); // stateIcon.SetSprite("EquipUpIcon"); // break; // case 99: // stateIcon.SetActive(true); // stateIcon.SetSprite("EquipForbidIcon"); // break; // } } /// <summary> /// 0 相等 99 禁止比较 1 高评分 -1 低评分 /// </summary> /// <param name="itemId"></param> /// <param name="score"></param> /// <param name="isCompare"></param> /// <param name="compareSocre"></param> /// <returns></returns> // int Compare(PackType type, int itemId, int score, string guid) // { // if (type == PackType.Equip || type == PackType.DogzEquip) // { // return 0; // } // if (!ItemLogicUtility.Instance.IsJobCompatibleItem(itemId)) // { // return 99; // } // var config = ItemConfig.Get(itemId); // if (config == null || config.EquipPlace == 0) // { // return 0; // } // var item = packModel.GetItemByGuid(guid); // //if (item != null && item.isAuction) // //{ // // return 0; // //} // if (item != null && ItemLogicUtility.Instance.IsOverdue(guid)) // { // return 99; // } // if (ItemLogicUtility.Instance.IsDogzEquip(itemId)) // { // var compareSocre = GetDogzEquipScore(config.EquipPlace); // return score.CompareTo(compareSocre); // } // else if (ItemLogicUtility.Instance.IsSpiritWeapon(itemId)) // { // return score.CompareTo(GetSpiritWeaponScore(config.EquipPlace)); // } // else if (ItemLogicUtility.Instance.IsRealmEquip(itemId)) // { // return equipModel.CompareToCurrent(guid); // } // else // { // return 0; // } // } // int GetDogzEquipScore(int equipPlace) // { // var dogzModel = ModelCenter.Instance.GetModel<DogzModel>(); // ItemModel putOnModel = null; // dogzModel.TryGetDogzEquip(dogzModel.presentSelectDogz, equipPlace, out putOnModel); // return putOnModel == null ? 0 : putOnModel.score; // } // int GetSpiritWeaponScore(int equipPlace) // { // var spiritWeaponModel = ModelCenter.Instance.GetModel<SpiritWeaponModel>(); // var guid = spiritWeaponModel.GetSpiritWeapon((RoleEquipType)equipPlace); // var item = packModel.GetItemByGuid(guid); // return item != null ? item.score : 0; // } } public class ItemCellModel // public bool suitEffectDirty { get; set; } GameObject cellContainer; protected void LoadPrefab() { public string guid { get; private set; } public int itemId { get; private set; } public ulong count { get; private set; } public int score { get; private set; } public bool isCompare { get; private set; } public ItemConfig itemConfig { get { return ItemConfig.Get(itemId); } } public PackType packType { get; private set; } public Dictionary<int, List<int>> useDataDic { get; private set; } public ItemCellModel(int itemId, bool isPreview = false, ulong count = 0, string guid = "", PackType type = PackType.Deleted, bool isCompare = false, Dictionary<int, List<int>> useDataDic = null) if (cellContainer != null) return; //clone 会造成二次创建 var tmp = transform.Find("Container_ItemCell"); if (tmp != null) { this.itemId = AdjustItemId(itemId); this.guid = guid; this.count = count; this.isCompare = isCompare; this.useDataDic = useDataDic; this.packType = type; //this.score = ItemLogicUtility.Instance.GetEquipScore(itemId, useDataDic, isPreview); cellContainer = tmp.gameObject; return; } public ItemCellModel(int itemId) if (cellContainer == null) { this.itemId = AdjustItemId(itemId); this.guid = ""; this.count = 0; this.isCompare = false; this.useDataDic = null; this.packType = PackType.Deleted; this.score = 0; } public ItemCellModel(int itemId, bool isPreview, ulong count) { this.itemId = AdjustItemId(itemId); this.guid = ""; this.count = count; this.isCompare = false; this.useDataDic = null; this.packType = PackType.Deleted; //this.score = ItemLogicUtility.Instance.GetEquipScore(itemId, null, isPreview); } int AdjustItemId(int itemId) { var config = ItemConfig.Get(itemId); if (config != null && config.Effect1 == 220) switch (format) { return config.EffectValueA1; case ItemCellformat.Format_64x64: cellContainer = UIUtility.CreateWidget("ItemCell_64", "Container_ItemCell"); break; case ItemCellformat.Format_70x70: cellContainer = UIUtility.CreateWidget("ItemCell_70", "Container_ItemCell"); break; case ItemCellformat.Format_80x80: cellContainer = UIUtility.CreateWidget("ItemCell_80", "Container_ItemCell"); break; case ItemCellformat.Format_84x84: cellContainer = UIUtility.CreateWidget("ItemCell_84", "Container_ItemCell"); break; case ItemCellformat.Format_100x100: cellContainer = UIUtility.CreateWidget("ItemCell_100", "Container_ItemCell"); break; } else if (cellContainer != null) { return itemId; cellContainer.transform.SetParentEx(this.transform, Vector3.zero, Quaternion.identity, Vector3.one); cellContainer.transform.SetAsFirstSibling(); } } } public int itemId { get; private set; } PackManager packModel { get { return PackManager.Instance; } } // EquipModel equipModel { get { return ModelCenter.Instance.GetModel<EquipModel>(); } } /// <summary> /// 初始化数据 bool值用来判断是否需要展示评分高低或者职业限制 /// </summary> /// <param name="model"></param> /// <param name="isCompare"></param> public virtual void Init(ItemModel model, bool isCompare = false) { itemId = model.itemId; InitUI(model.guid, model.itemId, (ulong)model.count, model.score, model.isAuction, model.packType, isCompare, model.useDataDict); } /// <summary> /// 初始化数据(预览) /// </summary> /// <param name="model"></param> public virtual void Init(ItemCellModel model) { itemId = model.itemId; InitUI(model.guid, model.itemId, model.count, model.score, false, model.packType, model.isCompare, model.useDataDic); } private void InitUI(string guid, int itemId, ulong count, int score, bool isAuction, PackType type, bool isCompare, Dictionary<int, List<int>> useDataDic) { var config = ItemConfig.Get(itemId); if (config == null) return; itemIcon.SetActive(true); bgIcon.SetActive(true); itemIcon.SetSprite(config.IconKey); ItemConfig itemConfig = ItemConfig.Get(itemId); bgIcon.SetItemBackGround(ItemLogicUtility.Instance.GetItemQuality(itemId, useDataDic), itemConfig.QualityEchoType); if (packModel.textCountShow.ContainsKey(itemId)) { countText.SetActive(true); countText.text = count > 1 ? packModel.textCountShow[itemId] + "x" + count : packModel.textCountShow[itemId]; } else if (packModel.gameCashShow.Contains(itemId)) { //代金券 countText.SetActive(true); countText.text = count > 1000000 ? UIHelper.ReplaceLargeNum(count / 100.0f) : (count / 100.0f).ToString("0.##"); } else if (Array.IndexOf(packModel.textCountShow2, itemId) != -1) { countText.SetActive(true); countText.text = UIHelper.ReplaceLargeNum(count * (ulong)config.EffectValueA1); } else { countText.SetActive(count > 1); if (count > 1) { countText.text = UIHelper.ReplaceLargeNum((double)count); } } // suitEffect.Display(itemId, suitEffectDirty); // suitEffectDirty = false; itemBaseEffect.Display(itemId); var compareReslut = isCompare ? Compare(type, itemId, score, guid) : 0; switch (compareReslut) { case -1: stateIcon.SetActive(true); stateIcon.SetSprite("EquipDownIcon"); break; case 0: stateIcon.SetActive(false); break; case 1: stateIcon.SetActive(true); stateIcon.SetSprite("EquipUpIcon"); break; case 99: stateIcon.SetActive(true); stateIcon.SetSprite("EquipForbidIcon"); break; } } // / <summary> // / 0 相等 99 禁止比较 1 高评分 -1 低评分 // / </summary> // / <param name="itemId"></param> // / <param name="score"></param> // / <param name="isCompare"></param> // / <param name="compareSocre"></param> // / <returns></returns> int Compare(PackType type, int itemId, int score, string guid) { if (type == PackType.Equip || type == PackType.DogzEquip) { return 0; } //此处可能是武将卡 // if (!ItemLogicUtility.Instance.IsJobCompatibleItem(itemId)) // { // return 99; // } var config = ItemConfig.Get(itemId); if (config == null || config.EquipPlace == 0) { return 0; } var item = packModel.GetItemByGuid(guid); if (item != null && ItemLogicUtility.Instance.IsOverdue(guid)) { return 99; } if (ItemLogicUtility.Instance.IsRealmEquip(itemId)) { return EquipModel.Instance.CompareToCurrent(guid); } else { return 0; } } // int GetDogzEquipScore(int equipPlace) // { // var dogzModel = ModelCenter.Instance.GetModel<DogzModel>(); // ItemModel putOnModel = null; // dogzModel.TryGetDogzEquip(dogzModel.presentSelectDogz, equipPlace, out putOnModel); // return putOnModel == null ? 0 : putOnModel.score; // } // int GetSpiritWeaponScore(int equipPlace) // { // var spiritWeaponModel = ModelCenter.Instance.GetModel<SpiritWeaponModel>(); // var guid = spiritWeaponModel.GetSpiritWeapon((RoleEquipType)equipPlace); // var item = packModel.GetItemByGuid(guid); // return item != null ? item.score : 0; // } } public class ItemCellModel { public string guid { get; private set; } public int itemId { get; private set; } public ulong count { get; private set; } public int score { get; private set; } public bool isCompare { get; private set; } public ItemConfig itemConfig { get { return ItemConfig.Get(itemId); } } public PackType packType { get; private set; } public Dictionary<int, List<int>> useDataDic { get; private set; } public ItemCellModel(int itemId, bool isPreview = false, ulong count = 0, string guid = "", PackType type = PackType.Deleted, bool isCompare = false, Dictionary<int, List<int>> useDataDic = null) { this.itemId = AdjustItemId(itemId); this.guid = guid; this.count = count; this.isCompare = isCompare; this.useDataDic = useDataDic; this.packType = type; //this.score = ItemLogicUtility.Instance.GetEquipScore(itemId, useDataDic, isPreview); } public ItemCellModel(int itemId) { this.itemId = AdjustItemId(itemId); this.guid = ""; this.count = 0; this.isCompare = false; this.useDataDic = null; this.packType = PackType.Deleted; this.score = 0; } public ItemCellModel(int itemId, bool isPreview, ulong count) { this.itemId = AdjustItemId(itemId); this.guid = ""; this.count = count; this.isCompare = false; this.useDataDic = null; this.packType = PackType.Deleted; //this.score = ItemLogicUtility.Instance.GetEquipScore(itemId, null, isPreview); } int AdjustItemId(int itemId) { var config = ItemConfig.Get(itemId); if (config != null && config.Effect1 == 220) { return config.EffectValueA1; } else { return itemId; } } } Main/System/KnapSack/New/ItemCell.cs
@@ -5,67 +5,18 @@ public class ItemCell : CommonItemBaisc { private Button m_Reducebtn; public Button reducebtn { get { if (m_Reducebtn == null) { LoadPrefab(); m_Reducebtn = this.transform.GetComponent<Button>("Container_ItemCell/Btn_Reduce"); } return m_Reducebtn; } } Image m_AuctionIcon; public Image auctionIcon { get { if (m_AuctionIcon == null) { LoadPrefab(); m_AuctionIcon = this.transform.GetComponent<Image>("Container_ItemCell/Img_Auction"); } return m_AuctionIcon; } } Image m_TimeMark; public Image timeMark { get { if (m_TimeMark == null) { LoadPrefab(); m_TimeMark = this.transform.GetComponent<Image>("Container_ItemCell/Img_Time"); } return m_TimeMark; } } public override void Init(ItemModel model, bool isCompare = false) { base.Init(model, isCompare); reducebtn.SetActive(false); auctionIcon.SetActive(false); // auctionIcon.SetActive(model.isAuction); // if (model.isAuction) // { // auctionIcon.SetSprite(ItemLogicUtility.Instance.IsOverdue(model.guid) ? "Item_Auction_3" : "Item_Auction_1"); // } timeMark?.SetActive(model.config.Type == 145 && model.config.CDTime > 0); } public override void Init(ItemCellModel model) { base.Init(model); reducebtn.SetActive(false); auctionIcon.SetActive(false); timeMark?.SetActive(model.itemConfig.Type == 145 && model.itemConfig.CDTime > 0); } } Main/System/Launch/LaunchWin.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Tuesday, September 05, 2017 //-------------------------------------------------------- Main/System/Login/ServerBehaviour.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Wednesday, January 10, 2018 //-------------------------------------------------------- using UnityEngine; Main/System/Login/ServerBehaviourGroup.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Wednesday, January 10, 2018 //-------------------------------------------------------- using UnityEngine; Main/System/Login/ServerData.cs
@@ -1,5 +1,5 @@ // //-------------------------------------------------------- // // [Author]: 第二世界 // // [Author]: 玩个游戏 // // [ Date ]: Wednesday, January 10, 2018 // //-------------------------------------------------------- using UnityEngine; Main/System/Login/ServerGroupToggle.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Wednesday, January 10, 2018 //-------------------------------------------------------- using UnityEngine; Main/System/Main/HomeWin.cs
@@ -12,7 +12,7 @@ [SerializeField] AvatarCell avatarCell; [SerializeField] Text playerNameText; [SerializeField] Text powerText; [SerializeField] Text officialRankText; [SerializeField] OfficialTitleCell officialRankText; [SerializeField] Text goldText; [SerializeField] Text sparText; @@ -68,7 +68,7 @@ powerText.text = UIHelper.ReplaceLargeArtNum(PlayerDatas.Instance.baseData.FightPoint); break; case PlayerDataType.RealmLevel: officialRankText.text = RealmConfig.Get(PlayerDatas.Instance.baseData.realmLevel).Name; officialRankText.InitUI(PlayerDatas.Instance.baseData.realmLevel, PlayerDatas.Instance.baseData.TitleID); break; case PlayerDataType.TotalExp: case PlayerDataType.ExpPoint: @@ -108,7 +108,7 @@ playerLevelText.text = PlayerDatas.Instance.baseData.LV.ToString(); powerText.text = UIHelper.ReplaceLargeArtNum(PlayerDatas.Instance.baseData.FightPoint); officialRankText.text = RealmConfig.Get(PlayerDatas.Instance.baseData.realmLevel).Name; officialRankText.InitUI(PlayerDatas.Instance.baseData.realmLevel, PlayerDatas.Instance.baseData.TitleID); ShowExp(); @@ -143,7 +143,7 @@ var taskConfig = TaskConfig.Get(task.TaskID); taskText.text = taskConfig.TaskDescribe; taskNumText.text = string.Format("({0}/{1})", task.CurValue, taskConfig.NeedValue); taskNumText.color = task.CurValue >= taskConfig.NeedValue ? UIHelper.GetUIColor(TextColType.NavyBrown) : UIHelper.GetUIColor(TextColType.Red); taskNumText.color = task.CurValue >= taskConfig.NeedValue ? UIHelper.GetUIColor(TextColType.NavyYellow) : UIHelper.GetUIColor(TextColType.Red); taskEffect.SetActive(TaskManager.Instance.GetMainTaskState() == 2); awardIcon.SetSprite(ItemConfig.Get(taskConfig.AwardItemList[0][0]).IconKey); awardCnt.text = taskConfig.AwardItemList[0][1].ToString(); Main/System/OfficialRank/OfficialTitleCell.cs
New file @@ -0,0 +1,131 @@ using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; //官职和称号:根据用户选择,佩戴称号的情况下优先显示称号 //组件默认参考大小为官职的底图大小 public class OfficialTitleCell : MonoBehaviour { private void Awake() { //如果有需要按钮点击逻辑,在外层创建,此处不处理点击逻辑 LoadPrefab(); } Transform m_OfficialRankObj; private Transform officialRankObj { get { if (m_OfficialRankObj == null) { m_OfficialRankObj = this.GetComponent<Transform>("OfficialTitleCell/offcialRank"); } return m_OfficialRankObj; } } Text m_OfficialRankText; private Text officialRankText { get { if (m_OfficialRankText == null) { m_OfficialRankText = this.GetComponent<Text>("OfficialTitleCell/offcialRank/text"); } return m_OfficialRankText; } } Image m_TitleImage; private Image titleImage { get { if (m_TitleImage == null) { m_TitleImage = this.GetComponent<Image>("OfficialTitleCell/Img_Title"); } return m_TitleImage; } } UIFrame m_UIFrame; private UIFrame titleUIFrame { get { if (m_UIFrame == null) { m_UIFrame = this.GetComponent<UIFrame>("OfficialTitleCell/Img_Title"); } return m_UIFrame; } } GameObject prefab; protected void LoadPrefab() { if (prefab != null) return; var tmp = transform.Find("OfficialTitleCell"); if (tmp != null) { prefab = tmp.gameObject; return; } prefab = UIUtility.CreateWidget("OfficialTitleCell", "OfficialTitleCell"); prefab.transform.SetParentEx(this.transform, Vector3.zero, Quaternion.identity, Vector3.one); prefab.transform.SetAsFirstSibling(); } public void InitUI(int offcialRank, int titleID) { if (titleID == 0) { officialRankObj.SetActive(true); titleUIFrame.SetActive(false); officialRankText.text = RealmConfig.Get(offcialRank).Name; } else { officialRankObj.SetActive(false); titleUIFrame.SetActive(true); titleUIFrame.enabled = false; var titleConfig = DienstgradConfig.Get(titleID); string imgStr = titleConfig.Image; if (!FrameAnimationConfig.HasKey(imgStr)) { titleImage.SetSprite(imgStr); titleImage.SetNativeSize(); return; } if (UIFrameMgr.Inst.ContainsDynamicImage(imgStr)) { titleUIFrame.ResetFrame(imgStr); List<Sprite> spriteList = UIFrameMgr.Inst.GetDynamicImage(imgStr); if (!spriteList.IsNullOrEmpty()) { titleImage.rectTransform.sizeDelta = new Vector2(spriteList[0].rect.width, spriteList[0].rect.height); } titleUIFrame.enabled = true; } } } } Main/System/OfficialRank/OfficialTitleCell.cs.meta
New file @@ -0,0 +1,11 @@ fileFormatVersion: 2 guid: b31dab6b10749ee47959bb5f8807d9e5 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: Main/System/PhantasmPavilion/AvatarCell.cs
@@ -4,7 +4,6 @@ //头像模块(支持帧动画和特效) public class AvatarCell : MonoBehaviour { public float scale = 1.0f; private void Awake() { @@ -12,7 +11,7 @@ } ImageEx m_BgImage; public ImageEx bgImage private ImageEx bgImage { get { @@ -25,7 +24,7 @@ } ImageEx m_AvatarImage; public ImageEx avatarImage private ImageEx avatarImage { get { @@ -38,7 +37,7 @@ } ImageEx m_AvatarFrameImage; public ImageEx avatarFrameImage private ImageEx avatarFrameImage { get { @@ -64,7 +63,7 @@ } UIFrame m_AvatarUIFrame; public UIFrame avatarUIFrame private UIFrame avatarUIFrame { get { @@ -77,7 +76,7 @@ } UIFrame m_AvatarFrameUIFrame; public UIFrame avatarFrameUIFrame private UIFrame avatarFrameUIFrame { get { @@ -90,7 +89,7 @@ } UIEffect m_AvatarUIEffect; public UIEffect avatarUIEffect private UIEffect avatarUIEffect { get { @@ -103,7 +102,7 @@ } UIEffect m_AvatarFrameUIEffect; public UIEffect avatarFrameUIEffect private UIEffect avatarFrameUIEffect { get { @@ -141,7 +140,6 @@ prefabRect.anchorMin = new Vector2(0.5f, 0.5f); prefabRect.anchorMax = new Vector2(0.5f, 0.5f); prefabRect.sizeDelta = new Vector2(parentRect.rect.width, parentRect.rect.height); prefabRect.localScale = new Vector3(scale, scale, scale); } } Main/System/PhantasmPavilion/PhantasmPavilionModel.cs
@@ -470,7 +470,7 @@ public List<string> GetEmojiList(int id) { var info = FaceConfig.GetEmojiPackList(); var info = FrameAnimationConfig.GetEmojiPackList(); if (info == null || !info.TryGetValue(id, out var list) || list == null) return new List<string>(); return list; Main/System/Redpoint/MainRedDot.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Thursday, November 16, 2017 //-------------------------------------------------------- Main/System/Redpoint/RedpointBehaviour.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Monday, August 14, 2017 //-------------------------------------------------------- using UnityEngine; Main/System/Skill/FlipScroll.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Monday, September 11, 2017 //-------------------------------------------------------- using UnityEngine; Main/System/Sound/SoundUtility.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Tuesday, January 30, 2018 //-------------------------------------------------------- using UnityEngine; Main/System/Tip/PopConfirmWin.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Wednesday, November 29, 2017 //-------------------------------------------------------- Main/System/Tip/ScrollTipWin.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Saturday, October 07, 2017 //-------------------------------------------------------- Main/System/Tip/ToggleConfirmWin.cs
@@ -1,5 +1,5 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [Author]: 玩个游戏 // [ Date ]: Saturday, December 02, 2017 //-------------------------------------------------------- Main/System/UIBase/UIBase.cs
@@ -9,9 +9,9 @@ public enum UILayer { Static, // 静态UI 适合做 战斗 主界面 Bottom, // 主界面 Mid, // 功能窗口 System, // 网络弹窗/其他重要弹窗 Bottom, // 部分界面特殊处理层级用 Mid, // 大部分功能窗口都放这层,便于跳转上下层管理(一个界面可以同时存在多个) System, // 网络弹窗,信息提示等,其他重要弹窗 Loading, // 加载界面 }