少年修仙传客户端代码仓库
Client_PangDeRong
2018-10-13 2308dcd6d31f3db2bdf6174b4cbf1a43feda89b4
Merge branch 'master' of http://192.168.0.87:10010/r/snxxz_scripts
4个文件已修改
50 ■■■■■ 已修改文件
Fight/PreFightMission.cs 10 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Vip/VipInvest/RotatePointer.cs 10 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Vip/VipInvest/WheelOfFortuneModel.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
UI/Common/UI3DModelFactory.cs 28 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/PreFightMission.cs
@@ -951,11 +951,17 @@
        yield return WaitingForSecondConst.WaitMS500;
        string _path = "BaseCanvas/MainInterfaceWin/TaskAndTeamTip/TaskListTip/Parent/TaskScroll View/Content/Main_1000";
        if(!WindowCenter.Instance.uiRoot.transform.Find(_path))
        {
            _path = "BaseCanvas/MainInterfaceWin/TaskAndTeamTip/TaskListTip/Parent/TaskScroll View/Content/Main_1001";
        }
        // 打开引导界面
        NewGuideModel _model2 = ModelCenter.Instance.GetModel<NewGuideModel>();
        _model2.showMask = true;
        _model2.content = "点击开始<color=#00ff00>试炼</color>";
        _model2.componentPath = "BaseCanvas/MainInterfaceWin/TaskAndTeamTip/TaskListTip/Parent/TaskScroll View/Content/Main_1001";
        _model2.componentPath = _path;
        _model2.size = new Vector2(276, 72);
        _model2.direction = 3;
        _model2.clickClosed = true;
@@ -964,7 +970,7 @@
        {
            GA_Hero.s_MapSwitching = false;
            _temp = WindowCenter.Instance.uiRoot.baseCanvas.Find("MainInterfaceWin/TaskAndTeamTip/TaskListTip/Parent/TaskScroll View/Content/Main_1001");
            _temp = WindowCenter.Instance.uiRoot.transform.Find(_path);
            var _btn = _temp.GetComponent<UnityEngine.UI.Button>();
            if (_btn)
            {
System/Vip/VipInvest/RotatePointer.cs
@@ -43,20 +43,25 @@
        {
        }
        private Sequence sequence;
        void Update()
        {
            if (!_isRotate)
            {
                if (Math.Abs((360 - Angle) - transform.eulerAngles.z) > 2 && Angle- transform.eulerAngles.z!=0)
                if (Math.Abs((360 - Angle) - transform.eulerAngles.z) > 0.2 && Angle - transform.eulerAngles.z != 0)
                {
                    transform.DOPause();
                    sequence.Kill();
                    transform.localRotation = Quaternion.Euler(0, 0, -Angle);
                    m_CheckDisplay.ShowSelected(wheelOfFortuneModel.Lattice);
                    if (IsButtonShow != null)
                    {
                        IsButtonShow(true);
                    }
                    _time = 0;
                    IsRotateBool = false;
                    _isRotate = false;
                }
                return; //不旋转结束
            }
@@ -91,7 +96,8 @@
                {
                    //结束,使用DoTween旋转到结束角度,耗时1秒
                    //这里有个360,使用来防止指针回转的,如果不加这个360,你会看到指针倒退
                    Sequence sequence = DOTween.Sequence();
                    sequence = DOTween.Sequence();
                    sequence.SetAutoKill(false);
                    sequence.Append(transform.DORotate(new Vector3(0, 0, -(360 + Angle)), 2f, RotateMode.FastBeyond360));
                    sequence.AppendCallback(() =>
                    {
System/Vip/VipInvest/WheelOfFortuneModel.cs
@@ -89,7 +89,7 @@
        {
            Lattice = Info.Index;
            Number = Info.Cnt;
            if (IsOk)
            if (IsOk && Info.Index!=0)
            {
                if (AngleDic.ContainsKey(Lattice))
                {
UI/Common/UI3DModelFactory.cs
@@ -82,10 +82,38 @@
        var animator = model.GetComponent<Animator>();
        if (animator != null)
        {
            var suffix = AnimatorControllerLoader.controllerUISuffix;
            var animatorController = AnimatorControllerLoader.LoadMobController(suffix, config.MODE);
            if (animatorController != null)
            {
                animator.runtimeAnimatorController = animatorController;
            }
            var isDance = false;
            if (config.NPCType == (int)E_NpcType.Func)
            {
                var clipInfos = animator.runtimeAnimatorController.animationClips;
                foreach (var item in clipInfos)
                {
                    if (item.name == "Idle2")
                    {
                        isDance = true;
                        break;
                    }
                }
            }
            animator.enabled = true;
            if (isDance)
            {
                animator.Play(GAStaticDefine.State_Dance);
            }
            else
            {
            animator.SetInteger(GAStaticDefine.Param_Action, GAStaticDefine.Act_Idle);
            animator.Play(GAStaticDefine.State_IdleHash);
        }
        }
        LayerUtility.SetLayer(model, LayerUtility.Monster, true);
        return model;