0312 特效try报错,砍价界面打开try报错,群英胜利结算防范没有玩家ID
3个文件已修改
101 ■■■■■ 已修改文件
Main/Component/UI/Effect/EffectPlayer.cs 75 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Guild/GuildHawkerWin.cs 14 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Qunying/QYBattleVictoryWin.cs 12 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Effect/EffectPlayer.cs
@@ -263,43 +263,50 @@
    protected void PlaySpineEffect(bool closePMA = false)
    {
        // 从特效预制体池获取特效
        if (spineComp == null)
        {
            spineComp = gameObject.AddMissingComponent<SkeletonGraphic>();
        }
        if (spineComp.skeletonDataAsset == null || spineAnimationState == null)
        try
        {
            //LoadAsset 已经有缓存SkeletonDataAsset
            spineComp.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("UIEffect/" + effectConfig.packageName, effectConfig.fxName);
            //为true时会有部分特效不显示 如满级经验条;改成伽马后部分特效正常,还有部分依然要改此设置
            spineComp.MeshGenerator.settings.pmaVertexColors = !closePMA;
            spineComp.raycastTarget = false;
            spineComp.Initialize(true);
            // 检查动画是否有相加模式
            // bool hasAdditiveBlend = CheckForAdditiveBlend(spineComp.Skeleton);
            // if (hasAdditiveBlend)
            // {
            //    spineComp.material = ResManager.Instance.LoadAsset<Material>("UIEffect/" + effectConfig.packageName, effectConfig.fxName.Split('_')[0] + "_Material-Additive");
            // }
            // else
            // {
            //     spineComp.material = null;
            // }
            spineComp.material = ResManager.Instance.LoadAsset<Material>("Materials", "SkeletonGraphicDefault-Straight");
            // 从特效预制体池获取特效
            if (spineComp == null)
            {
                spineComp = gameObject.AddMissingComponent<SkeletonGraphic>();
            }
            spineAnimationState = spineComp.AnimationState;
            spineAnimationState.TimeScale = speedRate;
            spineAnimationState.Data.DefaultMix = 0f;
            spineAnimationState.Complete -= OnSpineAnimationComplete;
            spineAnimationState.Complete += OnSpineAnimationComplete;
            if (spineComp.skeletonDataAsset == null || spineAnimationState == null)
            {
                //LoadAsset 已经有缓存SkeletonDataAsset
                spineComp.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("UIEffect/" + effectConfig.packageName, effectConfig.fxName);
                //为true时会有部分特效不显示 如满级经验条;改成伽马后部分特效正常,还有部分依然要改此设置
                spineComp.MeshGenerator.settings.pmaVertexColors = !closePMA;
                spineComp.raycastTarget = false;
                spineComp.Initialize(true);
                // 检查动画是否有相加模式
                // bool hasAdditiveBlend = CheckForAdditiveBlend(spineComp.Skeleton);
                // if (hasAdditiveBlend)
                // {
                //    spineComp.material = ResManager.Instance.LoadAsset<Material>("UIEffect/" + effectConfig.packageName, effectConfig.fxName.Split('_')[0] + "_Material-Additive");
                // }
                // else
                // {
                //     spineComp.material = null;
                // }
                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;
            }
            spineComp.enabled = true;
            PlayerTheSpineAnim();
            SoundPlayer.Instance.PlayUIAudioDelay(effectConfig.audio).Forget();
        }
        spineComp.enabled = true;
        PlayerTheSpineAnim();
        SoundPlayer.Instance.PlayUIAudioDelay(effectConfig.audio).Forget();
        catch (Exception e)
        {
            Debug.LogError(e);
        }
    }
        // 播放指定动画
Main/System/Guild/GuildHawkerWin.cs
@@ -1,4 +1,5 @@
using System.Collections.Generic;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
@@ -39,8 +40,15 @@
        GuildManager.Instance.UpdateZhenbaogeEvent += OnPlayerZBGEvent;
        GlobalTimeEvent.Instance.secondEvent += OnSecondEvent;
        GlobalTimeEvent.Instance.fiveSecondEvent += OnFiveSecondEvent;
        Display();
        try
        {
            Display();
        }
        catch (Exception e)
        {
            Debug.LogError(e);
        }
        CreateScroller();
    }
Main/System/Qunying/QYBattleVictoryWin.cs
@@ -53,9 +53,17 @@
    // itemInfo:奖励物品列表,可能为空
    void Display()
    {
        int quickCnt = QunyingManager.Instance.quickCnt;
        uint tagPlayerID = quickCnt == 0 ? (uint)jsonData["tagPlayerID"] : (uint)QunyingManager.Instance.tagPlayerID;
        uint tmpTagPlayerID = 0;
        if (jsonData.ContainsKey("tagPlayerID"))
        {
            tmpTagPlayerID = (uint)jsonData["tagPlayerID"];
        }
        else
        {
            tmpTagPlayerID = (uint)QunyingManager.Instance.tagPlayerID;
        }
        uint tagPlayerID = quickCnt == 0 ? tmpTagPlayerID : (uint)QunyingManager.Instance.tagPlayerID;
        if (!QunyingManager.Instance.TryGetPlayerInfo(tagPlayerID, out QunyingMatchInfo info))
            return;
        uint enemyFace = info.Face;