| Main/Component/UI/Effect/EffectPlayer.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/Equip/EquipModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/Hero/UIHeroController.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/System/OtherPlayerDetail/OtherEquipCardItem.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/OtherPlayerDetail/OtherHeroDetailWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/OtherPlayerDetail/OtherNPCDetailWin.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/Battle/BattleField/BattleField.cs
@@ -657,6 +657,11 @@ foreach (var obj in blueTeam) { if (obj is MinggeBattleObject) { continue; } obj.SetActive(true); obj.PlayAnimation(MotionName.run, true); RectTransform trans = obj.GetRectTransform(); @@ -669,6 +674,11 @@ { foreach (var obj in blueTeam) { if (obj is MinggeBattleObject) { continue; } obj.PlayAnimation(MotionName.idle, true); } Main/System/Equip/EquipModel.cs
@@ -273,7 +273,7 @@ } /// <summary> /// 装备操作, // 0 - 拾取非装备物品;1 - 分解;2 - 穿戴/替换 /// 装备操作, // 0 - 拾取非装备物品;1 - 分解;2 - 穿戴/替换 3 请求更多卡住的装备 /// </summary> /// <param name="itemIndexList"> 暂定都是单件处理如果要批量处理 注意战力的计算消耗</param> /// <param name="opType"></param> Main/System/Hero/UIHeroController.cs
@@ -126,14 +126,25 @@ Debug.LogError("未配置spine"); return; } skeletonGraphic.initialSkinName = skinConfig.InitialSkinName; skeletonGraphic.Initialize(true); // 初始化完成后设置皮肤 if (!string.IsNullOrEmpty(skinConfig.InitialSkinName)) { var skeleton = skeletonGraphic.Skeleton; skeleton.SetSkin(skinConfig.InitialSkinName); skeleton.SetSlotsToSetupPose(); skeletonGraphic.Update(0); } skeletonGraphic.enabled = true; SetMaterialNone(); spineAnimationState = skeletonGraphic.AnimationState; spineAnimationState.Data.DefaultMix = 0f; if (motionName == "") motionName = GetFistSpineAnim(); PlayAnimation(motionName, true); spineAnimationState.Complete -= OnAnimationComplete; spineAnimationState.Complete += OnAnimationComplete; Main/System/Mingge/MinggeManager.cs
@@ -44,6 +44,7 @@ DTC0403_tagPlayerLoginLoadOK.playerLoginOkEvent += OnPlayerLoginOK; FuncPresetManager.Instance.OnFuncPresetUseDataEvent += OnFuncPresetUseDataEvent; GlobalTimeEvent.Instance.MSEvent += OnMSEvent; FuncOpen.Instance.OnFuncStateChangeEvent += OnFuncStateChangeEvent; ParseConfig(); } @@ -56,6 +57,7 @@ DTC0403_tagPlayerLoginLoadOK.playerLoginOkEvent -= OnPlayerLoginOK; FuncPresetManager.Instance.OnFuncPresetUseDataEvent -= OnFuncPresetUseDataEvent; GlobalTimeEvent.Instance.MSEvent -= OnMSEvent; FuncOpen.Instance.OnFuncStateChangeEvent -= OnFuncStateChangeEvent; } @@ -94,11 +96,20 @@ isStartAuto = false; isPauseAuto = false; qlNotNotify = false; decomposeMGList.Clear(); } private void OnBeforePlayerDataInitialize() { waitTYOPPack = false; } void OnFuncStateChangeEvent(int id) { if (id == (int)FuncOpenEnum.Mingge) { InitAutoSet(); } } void OnPlayerLoginOK() @@ -155,10 +166,22 @@ 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 +557,7 @@ { m_IsStartAuto = value; isPauseAuto = false; decomposeMGList.Clear(); UpdateRedPoint(); ChangeAutoEvent?.Invoke(); } @@ -668,9 +692,21 @@ } } 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 +900,15 @@ 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); } Main/System/OtherPlayerDetail/OtherEquipCardItem.cs
@@ -34,7 +34,7 @@ { uiEffect.effectId = 1026; uiEffect.PlayByArrIndex(config.ItemColor - 7, true, true); uiEffect.PlayByArrIndex(config.ItemColor - 7, true, false); } else { Main/System/OtherPlayerDetail/OtherHeroDetailWin.cs
@@ -288,7 +288,7 @@ potential.SetActive(false); return; } potential.SetActive(true); var list = HeroBreakConfig.configDics[heroID].Keys.ToList(); Main/System/OtherPlayerDetail/OtherNPCDetailWin.cs
@@ -178,7 +178,7 @@ potential.SetActive(false); return; } potential.SetActive(true); var list = HeroBreakConfig.configDics[heroID].Keys.ToList();