Main/Core/NetworkPackage/DTCFile/ServerPack/HB4_FightDefine/DTCB424_tagSCTurnFightInit.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/System/Battle/BattleConst.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/System/Battle/BattleField/BattleField.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/System/Battle/BattleField/BoneBattleField.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/System/Battle/BattleField/StoryBattleField.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/System/Battle/BattleField/StoryBossBattleField.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/System/Battle/BattleObject/BattleObjectFactory.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/System/Battle/StoryBossBattleWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/System/Battle/StoryBossBattleWin.cs.meta | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/System/Main/HomeWin.cs | ●●●●● 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>(); }