少年修仙传客户端代码仓库
client_Hale
2018-10-11 9aa64c680dc2032193229b61da8be8dea3dd73c5
Merge branch 'master' of http://192.168.0.87:10010/r/snxxz_scripts
3个文件已修改
2个文件已添加
138 ■■■■■ 已修改文件
System/Vip/VipInvest/RotatePointer.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Vip/VipInvest/UIEffectFly.cs 98 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Vip/VipInvest/UIEffectFly.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Vip/VipInvest/WheelOfFortuneWin.cs 18 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Welfare/WelfareWin.cs 8 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Vip/VipInvest/RotatePointer.cs
@@ -13,7 +13,7 @@
    public class RotatePointer : MonoBehaviour
    {
        public bool _isRotate = false;//是否旋转      
        public float Speed = 2000;//旋转速度
        private float Speed = 2000;//旋转速度
        public float Angle = 0; // 这个是设置停止的角度
        private float Acceleration = 0;//加速度
        private float _time;
System/Vip/VipInvest/UIEffectFly.cs
New file
@@ -0,0 +1,98 @@
//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Tuesday, October 09, 2018
//--------------------------------------------------------
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
namespace Snxxz.UI {
    public class UIEffectFly:MonoBehaviour {
        [SerializeField] Transform m_tran1;
        [SerializeField] Transform m_tran2;
        [SerializeField] Transform m_tran3;
        [SerializeField] Transform m_tran4;
        [SerializeField] Transform m_tran5;
        [SerializeField] Transform m_tran6;
        [SerializeField] Transform m_tran7;
        [SerializeField] Transform m_tran8;
        [SerializeField] Transform m_tran9;
        [SerializeField] Transform m_endTran;
        [Header("需要生成的个数")]
        public int NUMBER = 5;
        [Header("移动的时间")]
        public float SPEED = 2f;
        [Header("需要进行延迟的时间")]
        public float LOADTIME = 0.1f;
        public void StartFly(int Inedx)
        {
            switch (Inedx)
            {
                case 1:
                    GetVector3Pos(m_tran1.position, m_endTran.position);
                    break;
                case 2:
                    GetVector3Pos(m_tran2.position, m_endTran.position);
                    break;
                case 3:
                    GetVector3Pos(m_tran3.position, m_endTran.position);
                    break;
                case 4:
                    GetVector3Pos(m_tran4.position, m_endTran.position);
                    break;
                case 5:
                    GetVector3Pos(m_tran5.position, m_endTran.position);
                    break;
                case 6:
                    GetVector3Pos(m_tran6.position, m_endTran.position);
                    break;
                case 7:
                    GetVector3Pos(m_tran7.position, m_endTran.position);
                    break;
                case 8:
                    GetVector3Pos(m_tran8.position, m_endTran.position);
                    break;
                case 9:
                    GetVector3Pos(m_tran9.position, m_endTran.position);
                    break;
            }
        }
        private void GetVector3Pos(Vector3 StartVec,Vector3 endVec)
        {
            var direction = Vector3.Normalize(StartVec - endVec);
            var normal = new Vector3(-direction.y, direction.x, 0);
            var distance = Vector3.Distance(StartVec, endVec);
            int Type = 0;
            int Type1 = 0;
            for (int i = 0; i < NUMBER; i++)
            {
                var pivot = StartVec + normal * UnityEngine.Random.Range(-distance, distance) * 0.7f + direction * distance * 0.4f;
                var effect = EffectMgr.Instance.PlayUIEffect(5134,2500, this.transform, true);
                effect.transform.position = StartVec;
                var bezierMove = effect.AddMissingComponent<BezierMove>();
                bezierMove.duration = (SPEED - i * LOADTIME);
                Type += 1;
                bezierMove.Begin(StartVec, pivot, endVec, () =>
                {
                    Type1 += 1;
                    effect.Stop();
                    DestroyObject(bezierMove);
                    if (Type == Type1)
                    {
                      //  OnComplet();
                    }
                });
            }
        }
    }
}
System/Vip/VipInvest/UIEffectFly.cs.meta
New file
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: cd341680a37e9b14d92099dbcb899a44
timeCreated: 1539072327
licenseType: Free
MonoImporter:
  serializedVersion: 2
  defaultReferences: []
  executionOrder: 0
  icon: {instanceID: 0}
  userData:
  assetBundleName:
  assetBundleVariant:
System/Vip/VipInvest/WheelOfFortuneWin.cs
@@ -16,6 +16,7 @@
    public class WheelOfFortuneWin : Window
    {
        [SerializeField] Button m_LotteryBtn;
        [SerializeField] ImageEx m_LotteryImage;
        [SerializeField] RotatePointer m_RotatePointer;
        [SerializeField] Toggle m_Toggle;
        [SerializeField] CheckDisplay m_CheckDisplay;
@@ -24,6 +25,9 @@
        [SerializeField] Text m_Text_remainingTimes;
        [SerializeField] Button m_PromotionBtn;
        [SerializeField] RotationTween m_RotationTween;
        [SerializeField] GameObject m_RequiredConsumption;
        [SerializeField] Text m_NeedMoney_Text;
        [SerializeField] UIEffectFly m_UIEffectFly;
        [Header("滚动时间")]
        public float RollingTime = 1f;
        VipModel m_Vipmodel;
@@ -48,8 +52,11 @@
            FairyJade = (int)UIHelper.GetMoneyCnt(2);
            Money1_Text.text = FairyJade.ToString();
            Money2_Text.text = UIHelper.GetMoneyCnt(1).ToString();
            m_NeedMoney_Text.text = wheelOfFortuneModel.NeedJade.ToString();
            m_RotatePointer.Init();
            m_LotteryBtn.interactable = true;
            m_RequiredConsumption.SetActive(true);
            m_LotteryImage.gray = false;
            RemainingTimes();//剩余次数
        }
        protected override void OnActived()
@@ -86,16 +93,23 @@
            {
                RemainingTimes();//剩余次数
            }
            if (obj == PlayerDataRefresh.Gold)
            {
                Money2_Text.text = UIHelper.GetMoneyCnt(1).ToString();
            }
        }
        private void EndOfFlashing()
        {
            TiedJadeChange();
            m_UIEffectFly.StartFly(wheelOfFortuneModel.Lattice);
        }
        private void WheelOfFortuneUpdate(float Angel)
        {
            m_LotteryBtn.interactable = false;
            m_RequiredConsumption.SetActive(false);
            m_LotteryImage.gray = true;
            m_RotatePointer.SetTime(m_Toggle.isOn);
            RemainingTimes();//剩余次数
        }
@@ -120,6 +134,8 @@
            else if (LotteryNumber > wheelOfFortuneModel.Number && (int)UIHelper.GetMoneyCnt(1) >= wheelOfFortuneModel.NeedJade)
            {
                m_CheckDisplay.CloseAll();
                FairyJade = (int)UIHelper.GetMoneyCnt(2);
                Money1_Text.text = FairyJade.ToString();
                wheelOfFortuneModel.StartTheDraw();//开始抽奖
            }
        }
@@ -141,6 +157,8 @@
        private void IsButtonShow(bool _bool)//是否可点击旋转
        {
            m_LotteryBtn.interactable = _bool;
            m_RequiredConsumption.SetActive(_bool);
            m_LotteryImage.gray = !_bool;
        }
        private Sequence mScoreSequence;
        private void TiedJadeChange()//绑玉变化
System/Welfare/WelfareWin.cs
@@ -138,6 +138,14 @@
            {
                Btn_InSeven.gameObject.SetActive(true);
            }
            if (FuncOpen.Instance.IsFuncOpen(144))
            {
                m_TurntableBtn.gameObject.SetActive(true);
            }
            else
            {
                m_TurntableBtn.gameObject.SetActive(false);
            }
            CheckOperationOpen();