| Main/Component/UI/Effect/EffectPlayer.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/Mingge/MinggeManager.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/Mingge/MinggeWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Main/Component/UI/Effect/EffectPlayer.cs
@@ -35,7 +35,7 @@ public EffectConfig effectConfig; public float speedRate = 1f; public float speedRate = 1f; //初始化的时候用 修改使用SetSpeed [Header("是否循环播放spine特效")] public bool isPlaySpineLoop = false; @@ -249,7 +249,17 @@ // return; // } //越大越快 public void SetSpeed(float speed) { speedRate = speed; if (spineAnimationState == null) { Debug.LogError("spineAnimationState is null 可以先调用play"); return; } spineAnimationState.TimeScale = speed; } protected void PlaySpineEffect(bool closePMA = false) { @@ -268,7 +278,6 @@ spineComp.MeshGenerator.settings.pmaVertexColors = !closePMA; spineComp.raycastTarget = false; spineComp.Initialize(true); spineComp.timeScale = speedRate; // 检查动画是否有相加模式 // bool hasAdditiveBlend = CheckForAdditiveBlend(spineComp.Skeleton); // if (hasAdditiveBlend) @@ -282,6 +291,7 @@ spineComp.material = ResManager.Instance.LoadAsset<Material>("Materials", "SkeletonGraphicDefault-Straight"); spineAnimationState = spineComp.AnimationState; spineAnimationState.TimeScale = speedRate; spineAnimationState.Data.DefaultMix = 0f; spineAnimationState.Complete -= OnSpineAnimationComplete; spineAnimationState.Complete += OnSpineAnimationComplete; Main/System/Mingge/MinggeManager.cs
@@ -94,6 +94,7 @@ isStartAuto = false; isPauseAuto = false; qlNotNotify = false; decomposeMGList.Clear(); } private void OnBeforePlayerDataInitialize() @@ -155,10 +156,22 @@ if (OpenMinggeEquipWin(item)) { //需要玩家处理装备 if (!decomposeMGList.IsNullOrEmpty()) { SendDecompose(decomposeMGList.ToArray()); decomposeMGList.Clear(); } return true; } } //需要玩家处理装备 if (!decomposeMGList.IsNullOrEmpty()) { SendDecompose(decomposeMGList.ToArray()); decomposeMGList.Clear(); } return false; } @@ -534,6 +547,7 @@ { m_IsStartAuto = value; isPauseAuto = false; decomposeMGList.Clear(); UpdateRedPoint(); ChangeAutoEvent?.Invoke(); } @@ -668,9 +682,21 @@ } } SendDecompose(new byte[] { (byte)mgEquip.gridIndex }); // SendDecompose(new byte[] { (byte)mgEquip.gridIndex }); AddDecomposeMG((byte)mgEquip.gridIndex); return false; } List<byte> decomposeMGList = new List<byte>(); void AddDecomposeMG(byte index) { if (decomposeMGList.Contains(index)) { return; } decomposeMGList.Add(index); } //单方案判断,未开启的也当作可分解,外层多套判断有一套需要就是需要穿戴 bool CanDecomposeMG(ItemModel mgEquip, MinggeAutoSet autoSet) @@ -864,15 +890,15 @@ if (!ui.tyEffect.isPlaying) { ui.tyEffect.onComplete = null; ui.tyEffect.Play(); if (autoSpeedUP) { ui.tyEffect.speedRate = autoTYCDs[0] / autoTYCDs[1]; ui.tyEffect.SetSpeed(autoTYCDs[0] / autoTYCDs[1]); } else { ui.tyEffect.speedRate = 1; ui.tyEffect.SetSpeed(1); } ui.tyEffect.Play(); } } Main/System/Mingge/MinggeWin.cs
@@ -297,12 +297,12 @@ { MinggeManager.Instance.StartAuto(false); } tyEffect.speedRate = 1; tyEffect.onComplete = () => { MinggeManager.Instance.SendTY(1); }; tyEffect.Play(); tyEffect.SetSpeed(1); }