| Core/NetworkPackage/DTCFile/ServerPack/H02_PlayerTalk/DTC0212_tagNotifyCode.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| LogicProject/System/MergeServerActivity/MergeServerTurntableWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| LogicProject/System/OpenServerActivity/GodKingRandomGiftWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| LogicProject/System/TreasurePavilion/TreasurePavilionWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/KnapSack/Logic/ItemLogicUtility.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/KnapSack/Logic/PackModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/LoopAct/YunShi/YunShiXBActWin.cs | ●●●●● 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++)