yyl
4 天以前 9c7efb57bf1b21954c7d81b705c8a8a34e7fb364
Merge branch 'master' of http://192.168.1.20:10010/r/Project_SG_scripts

# Conflicts:
# Main/Config/Configs/FrameAnimationConfig.cs
75个文件已修改
4 文件已重命名
7个文件已添加
699 ■■■■■ 已修改文件
Main/Component/UI/Common/AutoSelectCyclicScroll.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/BoundedDrag.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/CanvasRaycastFilter.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/CoolDownBehaviour.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/DragContainer.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/DragItem.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/DynamicCyclicScroll.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/FakeButton.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/FakeButton2.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/FrameEffect.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/FunctionButton.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/FunctionButtonGroup.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/GameObjectDefaultActive.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/GestureCatcher.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/ItemBaseEffect.cs 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/ItemBehaviour.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/OnOffToggle.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/PopupMessage.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/PopupMessageContainer.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/RandomTip.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/ScreenDiffuseMove.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/ScreenMoveTo.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/TimerBehaviour.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/UIFuncOpen.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/UIPlaySound.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Common/UIPrefabLoader.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Core/DelayButton.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Core/PointerDownUp.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Core/ToggleButtonGroup.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Decorate/Effect/SpriteEffect.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Decorate/Graph/CustomImage.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Decorate/Graph/Hexagon.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Decorate/Graph/OffsetImage.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Decorate/Graph/OffsetImage2.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Decorate/Graph/PolylineImage.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Decorate/Graph/Rhombus.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Decorate/Move/UILinerMove.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Decorate/Move/UISmoothMove.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Decorate/Tweens/UIAlphaTween.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Config/ConfigManager.cs 6 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Config/Configs/FrameAnimationConfig.cs 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Config/Configs/FrameAnimationConfig.cs.meta 补丁 | 查看 | 原始文档 | blame | 历史
Main/Config/PartialConfigs/FrameAnimationConfig.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Config/PartialConfigs/FrameAnimationConfig.cs.meta 补丁 | 查看 | 原始文档 | blame | 历史
Main/Core/Frame/UIFrame.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Core/Frame/UIFrameMgr.cs 8 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/AssetVersion/DownLoadWin.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/AssetVersion/InGameDownLoadWin.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Boss.meta 8 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Boss/MainBossEnterWin.cs 44 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Boss/MainBossEnterWin.cs.meta 11 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Boss/MainBossRankWin.cs 42 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Boss/MainBossRankWin.cs.meta 11 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Chat/ChatFloatWin.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Chat/ChatFriend.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Chat/ChatWin.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/ClientVersion/VersionUtility.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/CustomizedGift/CustomizedGiftCell.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/CustomizedGift/CustomizedGiftChooseCell.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/CustomizedGift/CustomizedGiftWin.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Debug/DebugController.cs 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Equip/EquipModel.cs 13 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Equip/EquipSet.cs 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Equip/EquipSuitEffect.cs 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/ItemTip/ItemTipUtility.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/KnapSack/BackpackData.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/KnapSack/New/CommonItemBaisc.cs 186 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/KnapSack/New/ItemCell.cs 49 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Launch/LaunchWin.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Login/ServerBehaviour.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Login/ServerBehaviourGroup.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Login/ServerData.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Login/ServerGroupToggle.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Main/HomeWin.cs 8 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/OfficialRank/OfficialTitleCell.cs 131 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/OfficialRank/OfficialTitleCell.cs.meta 11 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/PhantasmPavilion/AvatarCell.cs 16 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/PhantasmPavilion/PhantasmPavilionModel.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Redpoint/MainRedDot.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Redpoint/RedpointBehaviour.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Skill/FlipScroll.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Sound/SoundUtility.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Tip/PopConfirmWin.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Tip/ScrollTipWin.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Tip/ToggleConfirmWin.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/UIBase/UIBase.cs 6 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
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;
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),
@@ -230,14 +230,14 @@
        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
@@ -1,6 +1,6 @@
//--------------------------------------------------------
//    [Author]:           YYL
//    [  Date ]:           Friday, June 27, 2025
//    [  Date ]:           2025年6月30日
//--------------------------------------------------------
using System.Collections.Generic;
@@ -10,7 +10,7 @@
using UnityEngine;
using LitJson;
public partial class FaceConfig : ConfigBase<string, FaceConfig>
public partial class FrameAnimationConfig : ConfigBase<string, FrameAnimationConfig>
{
    public string name;
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()
    {
#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
@@ -5,6 +5,7 @@
    public enum ItemCellformat
    {
    Format_100x100,
        Format_84x84,
        Format_80x80,
        Format_70x70,
@@ -18,7 +19,7 @@
        public ItemCellformat format { get { return m_Format; } set { m_Format = value; } }
        Image m_BgIcon;
        public Image bgIcon {
    private Image bgIcon {
            get {
                if (m_BgIcon == null)
                {
@@ -30,7 +31,7 @@
        }
        Image m_ItemIcon;
        public Image itemIcon {
    private Image itemIcon {
            get {
                if (m_ItemIcon == null)
                {
@@ -78,20 +79,20 @@
            }
        }
        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;
@@ -109,11 +110,13 @@
            }
        }
        public bool suitEffectDirty { get; set; }
    // public bool suitEffectDirty { get; set; }
        GameObject cellContainer;
        protected void LoadPrefab()
        {
        if (cellContainer != null)
            return;
            //clone 会造成二次创建
            var tmp = transform.Find("Container_ItemCell");
            if (tmp != null)
@@ -136,6 +139,9 @@
                        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;
                }
@@ -181,55 +187,55 @@
            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
            // {
        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;
        // 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;
            // }
        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>
@@ -240,53 +246,41 @@
        /// <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;
        //     }
    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 config = ItemConfig.Get(itemId);
        if (config == null || config.EquipPlace == 0)
        {
            return 0;
        }
        //     var item = packModel.GetItemByGuid(guid);
        //     //if (item != null && item.isAuction)
        //     //{
        //     //    return 0;
        //     //}
        var item = packModel.GetItemByGuid(guid);
        //     if (item != null && ItemLogicUtility.Instance.IsOverdue(guid))
        //     {
        //         return 99;
        //     }
        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;
        //     }
        // }
        if (ItemLogicUtility.Instance.IsRealmEquip(itemId))
        {
            return EquipModel.Instance.CompareToCurrent(guid);
        }
        else
        {
            return 0;
        }
    }
        // int GetDogzEquipScore(int equipPlace)
        // {
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
}