| Main/System/Battle/BattleObject/BattleObject.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/Equip/ItemsOnFloor.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Main/System/Battle/BattleObject/BattleObject.cs
@@ -473,7 +473,7 @@ public void PerformDrop() { if (null == m_battleDrops || m_battleDrops.dropItemPackIndex.Count == 0) if (null == m_battleDrops) return; EventBroadcast.Instance.Broadcast<string, BattleDrops, Action>( Main/System/Equip/EquipModel.cs
@@ -11,7 +11,7 @@ public const int TotleEquip = 12; //装备栏大小 public bool waitEquipOPPack = false; // 穿戴装备的操作 不含分解 public event Action<bool, int> OnEquipOPResultAction; //是否换上了新装备且分解了 装备索引 public event Action<List<int>, RectTransform> OnItemDropEvent; public event Action<BattleDrops> OnItemDropEvent; //用于飘动逻辑 // public Dictionary<int, EquipOnFloorInfo> equipFloorInfo = new Dictionary<int, EquipOnFloorInfo>(); //真实背包的索引,对应地板装备的信息 @@ -98,9 +98,9 @@ if (!string.IsNullOrEmpty(guid)) return; lastDropIndexs = drops.dropItemPackIndex; // lastDropIndexs = drops.dropItemPackIndex; // Debug.Log("-掉落装备 " + lastDropIndexs.Count + " 个" + JsonMapper.ToJson(lastDropIndexs)); NotifyItemDrop(drops.dropItemPackIndex, drops.rectTransform); NotifyItemDrop(drops); action?.Invoke(); } @@ -140,7 +140,7 @@ //掉落通知 public void NotifyItemDrop(List<int> indexs, RectTransform rect) public void NotifyItemDrop(BattleDrops drops)//(List<int> indexs, RectTransform rect) { // 界面不显示则立即处理 // if (!UIManager.Instance.IsOpened<HomeWin>()) @@ -154,7 +154,7 @@ // { // OnItemDropEvent?.Invoke(indexs, rect); // } OnItemDropEvent?.Invoke(indexs, rect); OnItemDropEvent?.Invoke(drops); } public void CalcFloorEquip(int itemIndex) Main/System/Equip/ItemsOnFloor.cs
@@ -12,7 +12,7 @@ [SerializeField] FloorItemCell floorItemCell; //非装备显示组件 [SerializeField] MoneyMoveByPath moneyMoveByPathCell; //掉落物金钱 [SerializeField] RectTransform defaultDropRect; //默认掉落位置 [SerializeField] Text[] expTexts; FloorItemCell[] floorItemCells = new FloorItemCell[20]; //包含非装备的战利品掉落 MoneyMoveByPath[] moneyMoveByPathArr = new MoneyMoveByPath[20]; //掉落货币,金钱,经验等 @@ -48,6 +48,10 @@ Display(true, EquipModel.Instance.lastDropIndexs); EquipModel.Instance.OnItemDropEvent += NotifyPlayItemDrop; PackManager.Instance.DeleteItemEvent += DeleteDropItem; for (int i = 0; i < expTexts.Length; i++) { expTexts[i].text = ""; } } @@ -59,11 +63,33 @@ } void NotifyPlayItemDrop(List<int> itemIndexs, RectTransform rect) void NotifyPlayItemDrop(BattleDrops drops) { Display(true, itemIndexs, rect); if (drops.dropItemPackIndex.Count > 0) { Display(true, drops.dropItemPackIndex, drops.rectTransform); } DisplayExp(drops); } int expIndex = 0; void DisplayExp(BattleDrops drops) { // startPos = new Vector2(transform.localPosition.x + UnityEngine.Random.Range(-30, 30), transform.localPosition.y + UnityEngine.Random.Range(50, 100)); if (drops.expDrops.Count > 0) { var nowIndex = expIndex; expTexts[nowIndex].text = "E+" + (drops.expDrops[0].Exp + drops.expDrops[0].ExpPoint * Constants.ExpPointValue); expTexts[nowIndex].transform.position = drops.rectTransform.position; expTexts[nowIndex].transform.DOLocalMove(expTexts[nowIndex].transform.localPosition + new Vector3(0, 20, 0), 1f).SetEase(Ease.InOutSine).onComplete = () => { expTexts[nowIndex].text = ""; }; expIndex = (expIndex + 1) % 6; } } void DeleteDropItem(PackType packType, string guid, int itemID, int index, int clearType) {