yyl
5 天以前 c124d98bdf9659cf764bebb799bee42c30eb152f
125 战斗 战场开关接口
8个文件已修改
2 文件已重命名
97 ■■■■■ 已修改文件
Main/Core/NetworkPackage/DTCFile/ServerPack/HB4_FightDefine/DTCB424_tagSCTurnFightInit.cs 22 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/BattleConst.cs 13 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/BattleField/BattleField.cs 5 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/BattleField/BoneBattleField.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/BattleField/StoryBattleField.cs 13 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/BattleField/StoryBossBattleField.cs 12 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/BattleObject/BattleObjectFactory.cs 13 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/StoryBossBattleWin.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/StoryBossBattleWin.cs.meta 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Main/HomeWin.cs 14 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Core/NetworkPackage/DTCFile/ServerPack/HB4_FightDefine/DTCB424_tagSCTurnFightInit.cs
@@ -6,6 +6,7 @@
// B4 24 回合战斗初始化 #tagSCTurnFightInit
public class DTCB424_tagSCTurnFightInit : DtcBasic {
    public override void Done(GameNetPackBasic vNetPack)
    {
        base.Done(vNetPack);
@@ -66,25 +67,6 @@
        BattleDebug.LogError("创建战场 guid:" + guid + " MapID:" + vNetData.MapID + " FuncLineID:" + vNetData.FuncLineID + "  " + battleField.GetType().ToString());
        if (vNetData.MapID == 1)
        {
            BattleWin battleWin = UIManager.Instance.GetUI<BattleWin>();
            if (null != battleWin)
            {
                battleWin.SetBattleField(battleField);
            }
        }
        else
        {
            FullScreenBattleWin fsBattleWin = UIManager.Instance.GetUI<FullScreenBattleWin>();
            if (null == fsBattleWin)
            {
                fsBattleWin = UIManager.Instance.OpenWindow<FullScreenBattleWin>();
            }
            fsBattleWin.SetBattleField(battleField);
        }
        battleField.ShowWindow(vNetData);
    }
}
Main/System/Battle/BattleConst.cs
@@ -8,6 +8,10 @@
    public const int BattlePointItemID = 3;//战锤ID
    public const int BattleTotalDamageType = 100001; // 总伤害类型ID
    public const int BattleTotalRecoverType = 100002; // 总治疗类型ID
    //  1000~10000之间的战斗层级
    //  需要考虑根据UI 特效 战斗角色三方的层级关系
@@ -25,13 +29,6 @@
    // 激活英雄后特效|激活英雄|激活英雄前特效
    // 应该如何管理层级?
    // RendererAdjuster如何替换EffectPenetrationBlocker?
    // RendererAdjuster应该不参与管理子RendererAdjuster
    // RendererAdjuster怎么联系起来
    public const int BattleBlackTransparentMaskOffset = 100;
@@ -45,7 +42,7 @@
            {
                return battleWin.GetSortingOrder();
            }
            FullScreenBattleWin fsBattleWin = UIManager.Instance.GetUI<FullScreenBattleWin>();
            StoryBossBattleWin fsBattleWin = UIManager.Instance.GetUI<StoryBossBattleWin>();
            if (fsBattleWin != null)
            {
                return fsBattleWin.GetSortingOrder();
Main/System/Battle/BattleField/BattleField.cs
@@ -580,4 +580,9 @@
            battleObj.buffMgr.RemoveBuff(vNetData);
        }
    }
    public virtual void ShowWindow(HB424_tagSCTurnFightInit vNetData)
    {
    }
}
Main/System/Battle/BattleField/BoneBattleField.cs
@@ -81,7 +81,6 @@
    public override void WhaleFall()
    {
        UIManager.Instance.CloseWindow<FullScreenBattleWin>();
        AutoFightModel.Instance.isPause = false;
        UIManager.Instance.OpenWindow<BoneFieldWin>();
        Destroy();
Main/System/Battle/BattleField/StoryBattleField.cs
@@ -189,7 +189,7 @@
            return true;
        }
        if (BattleManager.Instance.isWaitServerStory)
        {
        {
            return true;
        }
@@ -265,7 +265,7 @@
                return true;
            }
            else
            {
            {
            }
        }
        else
@@ -278,6 +278,15 @@
        }
        return false;
    }
    public override void ShowWindow(HB424_tagSCTurnFightInit vNetData)
    {
        BattleWin battleWin = UIManager.Instance.GetUI<BattleWin>();
        if (null != battleWin)
        {
            battleWin.SetBattleField(this);
        }
    }
    
    protected override void SetRootNodePosition()
    {
Main/System/Battle/BattleField/StoryBossBattleField.cs
@@ -81,7 +81,7 @@
    public override void WhaleFall()
    {
        UIManager.Instance.CloseWindow<FullScreenBattleWin>();
        UIManager.Instance.CloseWindow<StoryBossBattleWin>();
        AutoFightModel.Instance.isPause = false;
        Destroy();
    }
@@ -119,5 +119,13 @@
        BattleManager.Instance.DistributeNextReportPackage(guid);
    }
    public override void ShowWindow(HB424_tagSCTurnFightInit vNetData)
    {
        StoryBossBattleWin fsBattleWin = UIManager.Instance.GetUI<StoryBossBattleWin>();// as FullScreenBattleWin;
        if (null == fsBattleWin)
        {
            fsBattleWin = UIManager.Instance.OpenWindow<StoryBossBattleWin>();
        }
        fsBattleWin.SetBattleField(this);
    }
}
Main/System/Battle/BattleObject/BattleObjectFactory.cs
@@ -9,8 +9,19 @@
    //  本意是要在这里做池的内容的 但是想了一下 利用效率有点差 最多做一下红色方的缓存 蓝色方的即时用 即时删除 或者缓存上一次战斗的就行
    // private static int AutoIncrementID = 100000;
    private static float modelScaleRate => float.Parse(FuncConfigConfig.Get("BattleModelScale").Numerical1);
    private static float m_modelScaleRate = 0f;
    private static float modelScaleRate
    {
        get
        {
            if (m_modelScaleRate <= 0f)
            {
                m_modelScaleRate = float.Parse(FuncConfigConfig.Get("BattleModelScale").Numerical1);
            }
            return m_modelScaleRate;
        }
    }
    //  这里报错了检查一下
    public static BattleObject CreateBattleObject(BattleField _battleField, List<GameObject> posNodeList, TeamHero teamHero, BattleCamp _Camp)
    {
Main/System/Battle/StoryBossBattleWin.cs
File was renamed from Main/System/Battle/FullScreenBattleWin.cs
@@ -2,7 +2,7 @@
using UnityEngine;
using UnityEngine.UI;
public class FullScreenBattleWin : UIBase
public class StoryBossBattleWin : UIBase
{
    // 组件引用
Main/System/Battle/StoryBossBattleWin.cs.meta
File was renamed from Main/System/Battle/FullScreenBattleWin.cs.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: b6123261c7e438e46a128ac22a8dbf9b
guid: 3b93d6e08b58ee84da625e83d665509c
MonoImporter:
  externalObjects: {}
  serializedVersion: 2
Main/System/Main/HomeWin.cs
@@ -172,14 +172,14 @@
    private void OnClickEnterBoss()
    {
        BattleField battleField = BattleManager.Instance.GetBattleFieldByMapID(2); //BOSS战斗
        // BattleField battleField = BattleManager.Instance.GetBattleFieldByMapID(2); //BOSS战斗
        if (null != battleField)
        {
            FullScreenBattleWin fsBattleWin = UIManager.Instance.OpenWindow<FullScreenBattleWin>();
            fsBattleWin.SetBattleField(battleField);
            return;
        }
        // if (null != battleField)
        // {
        //     StoryBossBattleWin fsBattleWin = UIManager.Instance.OpenWindow<StoryBossBattleWin>();
        //     fsBattleWin.SetBattleField(battleField);
        //     return;
        // }
        UIManager.Instance.OpenWindow<MainBossEnterWin>();
    }