少年修仙传客户端代码仓库
hch
2025-01-07 315013580696d521db39fb15d5b7b9d46f0cc194
Merge branch 'tqxbqy' of http://mobile.secondworld.net.cn:10010/r/snxxz_scripts into tqxbqy
7个文件已修改
51 ■■■■■ 已修改文件
Core/NetworkPackage/DTCFile/ServerPack/H02_PlayerTalk/DTC0212_tagNotifyCode.cs 12 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
LogicProject/System/MergeServerActivity/MergeServerTurntableWin.cs 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
LogicProject/System/OpenServerActivity/GodKingRandomGiftWin.cs 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
LogicProject/System/TreasurePavilion/TreasurePavilionWin.cs 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/KnapSack/Logic/ItemLogicUtility.cs 8 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/KnapSack/Logic/PackModel.cs 3 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/LoopAct/YunShi/YunShiXBActWin.cs 22 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/NetworkPackage/DTCFile/ServerPack/H02_PlayerTalk/DTC0212_tagNotifyCode.cs
@@ -1,17 +1,25 @@
using UnityEngine;
using System.Collections;
using vnxbqy.UI;
//02 12 代码提示#tagNotifyCode
public class DTC0212_tagNotifyCode : DtcBasic {
public class DTC0212_tagNotifyCode : DtcBasic
{
    public override void Done(GameNetPackBasic vNetPack) {
    public override void Done(GameNetPackBasic vNetPack)
    {
        base.Done(vNetPack);
        H0212_tagNotifyCode vNetData = vNetPack as H0212_tagNotifyCode;
        //抽奖时屏蔽 获得货币信息
        if (vNetData.Msg == "GetMoney" && ItemLogicUtility.Instance.hidePickItem)
            return;
        SysNotifyMgr.Instance.ReceiveNotifyCode(vNetData);
        DebugEx.Log(vNetData.Msg);
LogicProject/System/MergeServerActivity/MergeServerTurntableWin.cs
@@ -87,6 +87,7 @@
    protected override void OnPreOpen()
    {
        ItemLogicUtility.Instance.hidePickItem = true;
        model.OnOperationTimeUpdateEvent += operationTimeUpdateEvent;
        model.PlayerTurntableEvent += OnPlayerTurntableEvent;
        WindowCenter.Instance.windowAfterCloseEvent += WindowAfterCloseEvent;
@@ -102,6 +103,7 @@
    protected override void OnPreClose()
    {
        ItemLogicUtility.Instance.hidePickItem = false;
        model.OnOperationTimeUpdateEvent -= operationTimeUpdateEvent;
        model.PlayerTurntableEvent -= OnPlayerTurntableEvent;
        WindowCenter.Instance.windowAfterCloseEvent -= WindowAfterCloseEvent;
LogicProject/System/OpenServerActivity/GodKingRandomGiftWin.cs
@@ -95,6 +95,7 @@
    protected override void OnPreOpen()
    {
        ItemLogicUtility.Instance.hidePickItem = true;
        GodKingGiftModel.Instance.awardShowSetp = -1;
        GodKingGiftModel.Instance.selectedItems.Clear();
@@ -105,6 +106,7 @@
    protected override void OnPreClose()
    {
        ItemLogicUtility.Instance.hidePickItem = false;
        GodKingGiftModel.Instance.OnPlayerInfoEvent -= OnPlayerInfoEvent;
    }
LogicProject/System/TreasurePavilion/TreasurePavilionWin.cs
@@ -130,6 +130,7 @@
    protected override void OnPreOpen()
    {
        ItemLogicUtility.Instance.hidePickItem = true;
        TreasurePavilionModel.Instance.isWinOpen = true;
        model.PowerUpdate += PowerUpdate;
        scroller.OnRefreshCell += OnRefreshCell;
@@ -283,6 +284,7 @@
    protected override void OnPreClose()
    {
        ItemLogicUtility.Instance.hidePickItem = false;
        TreasurePavilionModel.Instance.isWinOpen = false;
        model.PowerUpdate -= PowerUpdate;
        scroller.OnRefreshCell -= OnRefreshCell;
System/KnapSack/Logic/ItemLogicUtility.cs
@@ -917,13 +917,11 @@
        public event Action<PackType, string> PickItemEvent; //捡起的物品
        //用于过滤道具飘入表现 在不想出现物品飘动的界面 开启界面的时候设置true ,关闭界面设置false
        public bool hidePickItem = false;
        public void RefreshPickItem(PackType type, string itemIDStr)
        {
            if (WindowCenter.Instance.IsOpen("MergeServerTurntableWin") ||
                WindowCenter.Instance.IsOpen("GodKingRandomGiftWin"))
                return;
            if (WindowCenter.Instance.IsOpen("TreasurePavilionWin"))
            if (hidePickItem)
                return;
            if (!DTC0403_tagPlayerLoginLoadOK.finishedLogin) return;
System/KnapSack/Logic/PackModel.cs
@@ -181,6 +181,9 @@
        {
            if (key != "GetMoney") return;
            if (ItemLogicUtility.Instance.hidePickItem)
                return;
            if (WindowCenter.Instance.IsOpen("GodKingRandomGiftWin"))
            {
                return;
System/LoopAct/YunShi/YunShiXBActWin.cs
@@ -1,5 +1,4 @@
using DG.Tweening;
using Spine.Unity;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
@@ -26,7 +25,7 @@
        [SerializeField] List<PositionTween> qianPositionTweens = new List<PositionTween>();
        [SerializeField] RotationTween qianTongRotationTween;
        [SerializeField] UIEffect qianTongUIEffect;
        [SerializeField] List<SkeletonGraphic> haveSkeletonGraphics;
        [SerializeField] List<UIEffect> haveUIEffects;
        [SerializeField] TextEx actTime;
        [SerializeField] ButtonEx btnXBOne;
@@ -106,6 +105,7 @@
        protected override void OnPreOpen()
        {
            WindowCenter.Instance.uiRoot.eventSystem.enabled = true;
            ItemLogicUtility.Instance.hidePickItem = true;
            happyXBModel.RefreshXBTypeInfoAct += OnRefreshXBTypeInfoAct;
            model.PlayAnimationSync += OnPlaySyncAnimation;
            packModel.refreshItemCountEvent += OnRefreshItemCountEvent;
@@ -144,6 +144,7 @@
        protected override void OnPreClose()
        {
            ItemLogicUtility.Instance.hidePickItem = false;
            happyXBModel.RefreshXBTypeInfoAct -= OnRefreshXBTypeInfoAct;
            model.PlayAnimationSync -= OnPlaySyncAnimation;
            packModel.refreshItemCountEvent -= OnRefreshItemCountEvent;
@@ -263,10 +264,9 @@
        {
            qianTongUIEffect.Stop();
            for (int i = 0; i < haveSkeletonGraphics.Count; i++)
            for (int i = 0; i < haveUIEffects.Count; i++)
            {
                haveSkeletonGraphics[i].SetActive(false);
                haveSkeletonGraphics[i].AnimationState.ClearTracks();
                haveUIEffects[i].Stop();
            }
            for (int i = 0; i < yunShiXBItems.Count; i++)
@@ -352,15 +352,13 @@
            if (xbItemlist.Count == 1)
            {
                YunShiXBItem item = yunShiXBItems[0];
                yunShiXBItems[0].transform.position = haveSkeletonGraphics[0].transform.position;
                yunShiXBItems[0].transform.position = haveUIEffects[0].transform.position;
                Vector3 targetPosition = oneEnd.position;
                XBGetItem xbItem = happyXBModel.rangelist[0];
                DG.Tweening.Tween tween = item.transform.DOMove(targetPosition, 0.05f).SetDelay(0.05f).SetEase(Ease.InOutSine)
                    .OnStart(() =>
                    {
                        haveSkeletonGraphics[0].SetActive(true);
                        haveSkeletonGraphics[0].Skeleton.SetToSetupPose();
                        haveSkeletonGraphics[0].AnimationState.SetAnimation(0, "animation1", false);
                        haveUIEffects[0].Play();
                        yunShiXBItems[0].Display(xbItem.itemId, xbItem.count);
                        yunShiXBItems[0].SetActive(true);
                        for (int i = 0; i < qianPositionTweens.Count; i++)
@@ -378,15 +376,13 @@
                    {
                        int index = i;
                        YunShiXBItem item = yunShiXBItems[i];
                        yunShiXBItems[i].transform.position = haveSkeletonGraphics[i].transform.position;
                        yunShiXBItems[i].transform.position = haveUIEffects[i].transform.position;
                        Vector3 targetPosition = manyEnds[i].position;
                        XBGetItem xbItem = happyXBModel.rangelist[i];
                        DG.Tweening.Tween tween = item.transform.DOMove(targetPosition, 0.1f).SetDelay(0.1f).SetEase(Ease.InOutSine)
                            .OnStart(() =>
                            {
                                haveSkeletonGraphics[index].SetActive(true);
                                haveSkeletonGraphics[index].Skeleton.SetToSetupPose();
                                haveSkeletonGraphics[index].AnimationState.SetAnimation(0, "animation1", false);
                                haveUIEffects[index].Play();
                                yunShiXBItems[index].Display(xbItem.itemId, xbItem.count);
                                yunShiXBItems[index].SetActive(true);
                                for (int i = 0; i < qianPositionTweens.Count; i++)