少年修仙传客户端代码仓库
client_linchunjie
2018-08-30 24756897e69fa38fbd9844bcdf0cc53d42f8dd86
Merge branch 'master' of http://192.168.0.87:10010/r/snxxz_scripts
4个文件已修改
87 ■■■■■ 已修改文件
Core/GameEngine/Login/LoginStage.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Stage/StageManager.cs 38 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/AssetVersion/InGameDownLoadProgress.cs 37 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/WindowJump/WindowJumpMgr.cs 10 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Login/LoginStage.cs
@@ -10,7 +10,7 @@
    public override void Initialize()
    {
        base.Initialize();
        WindowCenter.Instance.OpenFromLocal<LaunchBackGroundWin>();
        WindowCenter.Instance.Open<LaunchBackGroundWin>(true);
        var backGroundWin = WindowCenter.Instance.Get<LaunchBackGroundWin>();
        if (backGroundWin != null)
Fight/Stage/StageManager.cs
@@ -17,32 +17,40 @@
    public event Action<float> loadingProgressEvent;
    bool m_IsServerPreparing = false;
    public bool isServerPreparing {
    public bool isServerPreparing
    {
        get { return m_IsServerPreparing; }
        set { m_IsServerPreparing = value; }
    }
    public Stage.E_StageType StageType {
        get {
    public Stage.E_StageType StageType
    {
        get
        {
            return m_StageType;
        }
    }
    public Stage CurrentStage {
        get {
    public Stage CurrentStage
    {
        get
        {
            return m_CurrentStage;
        }
    }
    int m_CurrentMapId;
    public int currentMapId {
    public int currentMapId
    {
        get { return m_CurrentMapId; }
        private set { m_CurrentMapId = value; }
    }
    int m_CurrentMapResID;
    public int currentMapResId {
        get {
    public int currentMapResId
    {
        get
        {
            return m_CurrentMapResID;
        }
        private set { m_CurrentMapResID = value; }
@@ -53,9 +61,11 @@
    float m_LoadingProgress = 0f;
    float loadingProgress {
    float loadingProgress
    {
        get { return m_LoadingProgress; }
        set {
        set
        {
            m_LoadingProgress = value;
            if (loadingProgressEvent != null)
            {
@@ -119,9 +129,9 @@
    {
        if (currentMapResId != 0 && currentMapResId == mapResConfigID)
        {
            //OperationLogCollect.Instance.BugReport("Warning", "StageManager Load Same MapID:" + mapResConfigID);
            //OperationLogCollect.Instance.BugReport("Warning", "StageManager Load Same MapID:" + mapResConfigID);
#if UNITY_EDITOR
            Debug.LogFormat("StageManager出现加载相同地图行为:" + mapResConfigID);
            Debug.LogFormat("StageManager出现加载相同地图行为:" + mapResConfigID);
#endif
            yield break;
        }
@@ -162,7 +172,7 @@
                WindowCenter.Instance.CloseOthers<LaunchBackGroundWin>();
                if (!WindowCenter.Instance.CheckOpen<LaunchBackGroundWin>())
                {
                    WindowCenter.Instance.OpenFromLocal<LaunchBackGroundWin>();
                    WindowCenter.Instance.Open<LaunchBackGroundWin>(true);
                }
                WindowCenter.Instance.CloseOthers<LaunchBackGroundWin>();
@@ -172,7 +182,7 @@
                WindowCenter.Instance.CloseOthers<LaunchBackGroundWin>();
                if (!WindowCenter.Instance.CheckOpen<LaunchBackGroundWin>())
                {
                    WindowCenter.Instance.OpenFromLocal<LaunchBackGroundWin>();
                    WindowCenter.Instance.Open<LaunchBackGroundWin>(true);
                }
                WindowCenter.Instance.CloseOthers<LaunchBackGroundWin>();
System/AssetVersion/InGameDownLoadProgress.cs
@@ -18,19 +18,26 @@
        private void Awake()
        {
            if (InGameDownLoad.Instance.dominantState != InGameDownLoad.Dominant.None
                && InGameDownLoad.Instance.state != InGameDownLoad.State.Completed)
            if (!InGameDownLoad.Instance.hasReward
                   && InGameDownLoad.Instance.completeDownLoadAccount == PlayerDatas.Instance.baseData.AccID)
            {
                this.gameObject.SetActive(true);
                m_ProgressText.gameObject.SetActive(true);
                m_ProgressText.text = "100%";
                this.gameObject.SetActive(true);
            }
            else if (!InGameDownLoad.Instance.hasReward
                && InGameDownLoad.Instance.completeDownLoadAccount == PlayerDatas.Instance.baseData.AccID)
            else if (InGameDownLoad.Instance.dominantState != InGameDownLoad.Dominant.None)
            {
                m_ProgressText.gameObject.SetActive(true);
                var progress = Mathf.RoundToInt(InGameDownLoad.Instance.progress * 100);
                m_ProgressText.text = StringUtility.Contact(progress, "%");
                this.gameObject.SetActive(true);
                m_ProgressText.gameObject.SetActive(true);
                if (InGameDownLoad.Instance.state != InGameDownLoad.State.Completed)
                {
                    m_ProgressText.text = "100%";
                }
                else
                {
                    var progress = Mathf.RoundToInt(InGameDownLoad.Instance.progress * 100);
                    m_ProgressText.text = StringUtility.Contact(progress, "%");
                }
            }
            else
            {
@@ -72,7 +79,6 @@
            {
                case InGameDownLoad.State.Completed:
                    this.gameObject.SetActive(false);
                    m_ProgressText.gameObject.SetActive(false);
                    break;
                case InGameDownLoad.State.None:
                case InGameDownLoad.State.Prepared:
@@ -92,8 +98,7 @@
                case InGameDownLoad.State.Award:
                    this.gameObject.SetActive(true);
                    m_ProgressText.gameObject.SetActive(true);
                    var progress = Mathf.RoundToInt(InGameDownLoad.Instance.progress * 100);
                    m_ProgressText.text = StringUtility.Contact(progress, "%");
                    m_ProgressText.text = "100%";
                    break;
            }
        }
@@ -106,16 +111,18 @@
        private void UpdateDownLoadProgress()
        {
            m_ProgressSlider.fillAmount = InGameDownLoad.Instance.progress;
            if (InGameDownLoad.Instance.state == InGameDownLoad.State.DownLoad)
            if (m_ProgressText != null)
            {
                if (m_ProgressText != null)
                if (InGameDownLoad.Instance.state == InGameDownLoad.State.Award)
                {
                    m_ProgressText.text = "100%";
                }
                else
                {
                    var progress = Mathf.RoundToInt(InGameDownLoad.Instance.progress * 100);
                    m_ProgressText.text = StringUtility.Contact(Mathf.Clamp(progress, 0, 99), "%");
                }
            }
        }
        private void OpenInGameDownloadWin()
System/WindowJump/WindowJumpMgr.cs
@@ -266,7 +266,13 @@
                    return;
                }
                break;
            case JumpUIType.VipRechargeFunc3:
                if (!OpenServerActivityCenter.Instance.IsActivityOpen(10))
                {
                    SysNotifyMgr.Instance.ShowTip("ActiveOutTime");
                    return;
                }
                break;
            case JumpUIType.OSTimeLimitGift:
                if (!OpenServerActivityCenter.Instance.IsActivityOpen(3))
                {
@@ -528,7 +534,6 @@
            case JumpUIType.WelfareFunc2:
            case JumpUIType.WelfareFunc3:
            case JumpUIType.WelfareFunc2Type2:
            case JumpUIType.VipRechargeFunc3:
                SetJumpLogic<WelfareWin>(_tagWinSearchModel.TABID);
                break;
            case JumpUIType.SystemSettingFunc1:
@@ -643,6 +648,7 @@
            case JumpUIType.TreasureSoul:
                SetJumpLogic<TreasureSoulWin>(_tagWinSearchModel.TABID);
                break;
            case JumpUIType.VipRechargeFunc3:
            case JumpUIType.OSTimeLimitGift:
            case JumpUIType.FlashSale:
            case JumpUIType.ConsumreRebate: