| Core/Editor/AssetBundleBrowser/AssetBundleBuildTab.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Skill/SkillPassWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Core/Editor/AssetBundleBrowser/AssetBundleBuildTab.cs
@@ -387,6 +387,7 @@ GUILayout.EndHorizontal(); EditorGUILayout.Space(); #endif GUILayout.BeginHorizontal(); EditorGUILayout.TextField("SDK Project Path", ClientPackage.SDK_PLUGIN_PROJECT); if (GUILayout.Button("Browse", GUILayout.MaxWidth(75f))) @@ -396,7 +397,6 @@ GUILayout.EndHorizontal(); EditorGUILayout.Space(); #endif publishers = EditorGUILayout.TextField("Publishers", publishers, GUILayout.Height(50)); System/Skill/SkillPassWin.cs
@@ -35,6 +35,7 @@ [SerializeField] ScrollerController scrollerController; [SerializeField] RectTransform m_ContainerGetWay; [SerializeField] ClickScreenOtherSpace clickOtherSpace; [SerializeField, Header("特效时长")] float m_EffectDuration = 1f; private List<SkillConfig> skillListPass = new List<SkillConfig>(); private int presentSltEquipIndex = -1; Coroutine cacheCoroutine = null; @@ -193,7 +194,8 @@ IEnumerator Co_UnlockEffectComplete() { yield return WaitingForSecondConst.WaitMS800; var duration = m_EffectDuration > 0f ? m_EffectDuration : 1.0f; yield return WaitingForSecondConst.GetWaitForSeconds(duration); SysNotifyMgr.Instance.ShowTip("PassNewHole"); UpdateEquipPassSkill(); }