yyl
2026-01-30 ed26f235a0f41c5676a9ce3c898d6bef18623fbe
Merge branch 'master' of http://192.168.1.20:10010/r/Project_SG_scripts
9个文件已修改
91 ■■■■ 已修改文件
Main/Component/UI/Effect/EffectPlayer.cs 16 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/BattleField/BattleField.cs 10 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Equip/EquipModel.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Hero/UIHeroController.cs 11 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Mingge/MinggeManager.cs 44 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Mingge/MinggeWin.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/OtherPlayerDetail/OtherEquipCardItem.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/OtherPlayerDetail/OtherHeroDetailWin.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/OtherPlayerDetail/OtherNPCDetailWin.cs 2 ●●● 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();