hch
8 小时以前 df03c997716c6f5fbd4b87c01caef1d2e75165fc
0312 武将培养界面升级属性飘字改用池子管理
1个文件已修改
2个文件已添加
81 ■■■■ 已修改文件
Main/System/HeroUI/HeroTrainAddAttrCell.cs 30 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/HeroUI/HeroTrainAddAttrCell.cs.meta 11 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/HeroUI/HeroTrainWin.cs 40 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/HeroUI/HeroTrainAddAttrCell.cs
New file
@@ -0,0 +1,30 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 武将培养飘字处理
/// </summary>
public class HeroTrainAddAttrCell : MonoBehaviour
{
    [SerializeField] Text[] addPerText;    //增加百分比(飘动) 加入池
    [SerializeField] PositionTween addPerObject;
    public void Display(int value, Action func)
    {
        addPerObject.SetActive(true);
        for (int i = 0; i < addPerText.Length; i++)
        {
            addPerText[i].text = "+" + PlayerPropertyConfig.GetValueDescription(PlayerPropertyConfig.basePerAttrs[i], value);
        }
        addPerObject.Play(() =>
        {
            func?.Invoke();
        });
    }
}
Main/System/HeroUI/HeroTrainAddAttrCell.cs.meta
New file
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ebf03799112fc5244ad17cb46d2e32f8
MonoImporter:
  externalObjects: {}
  serializedVersion: 2
  defaultReferences: []
  executionOrder: 0
  icon: {instanceID: 0}
  userData:
  assetBundleName:
  assetBundleVariant:
Main/System/HeroUI/HeroTrainWin.cs
@@ -54,8 +54,8 @@
    [SerializeField] Text[] inheritAttrText;    //武将会继承的属性
    [SerializeField] RichText heroAddPerText; //主公(上阵)加成描述
    [SerializeField] Text[] heroAddAttrPerText; //主公(上阵)加成
    [SerializeField] Text[] addPerText;    //增加百分比(飘动)
    [SerializeField] PositionTween addPerObject;
    [SerializeField] Transform addPerParent;
    [SerializeField] HeroTrainAddAttrCell addPerObject;
    [SerializeField] Image lvupMoneyIcon;
    [SerializeField] Text lvupMoneyText;
    [SerializeField] Text lvupBtnText;
@@ -92,6 +92,9 @@
    [SerializeField] Image redpointAwake;
    [SerializeField] Image redpointGift;
    [SerializeField] Image redpointLVUP;
    Queue<HeroTrainAddAttrCell> lvupAttrQueue = new Queue<HeroTrainAddAttrCell>();
    string guid;
    HeroInfo hero;
@@ -457,15 +460,14 @@
                GameNetSystem.Instance.SendInfo(pack);
                //预显示
                lvupEffect.Play();
                addPerObject.SetActive(true);
                for (int i = 0; i < addPerText.Length; i++)
                {
                    addPerText[i].text = "+" + PlayerPropertyConfig.GetValueDescription(PlayerPropertyConfig.basePerAttrs[i], hero.qualityConfig.LVAddPer);
                }
                addPerObject.Play(() =>
                {
                    addPerObject.SetActive(false);
                var cell = RequestCell();
                cell.transform.localPosition = new Vector3(0, 0, 0);
                cell.Display(hero.qualityConfig.LVAddPer, ()=>
                {
                    cell.SetActive(false);
                    ReturnCell(cell);
                });
                HeroUIManager.Instance.lastFightPower = new KeyValuePair<string, long>(hero.itemHero.guid, hero.CalculatePower(false));
            }
@@ -473,6 +475,24 @@
    }
    HeroTrainAddAttrCell RequestCell()
    {
        if (lvupAttrQueue.Count == 0)
        {
            return Instantiate(addPerObject, addPerParent);
        }
        return lvupAttrQueue.Dequeue();
    }
    void ReturnCell(HeroTrainAddAttrCell cell)
    {
        lvupAttrQueue.Enqueue(cell);
    }
    void RefreshAllPotential()
    {
        if (!HeroBreakConfig.configDics.ContainsKey(hero.heroId))