少年修仙传客户端代码仓库
client_Wu Xijin
2019-04-13 db262279929aa542e1a98e33c21dd5eaad246e30
6481 【前端】【2.0】创角修改
6个文件已修改
107 ■■■■ 已修改文件
Fight/Stage/CreateRoleStage.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/CreateRole/CreateRoleBehaviour.cs 51 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/CreateRole/CreateRoleManager.cs 14 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/CreateRole/CreateRoleProcessor.cs 34 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Login/CreateRoleWin.cs 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
UI/Common/InputSpecialWordLimit.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Stage/CreateRoleStage.cs
@@ -32,7 +32,8 @@
    {
        base.OnStageLoadFinish();
        CreateRoleManager.Instance.StarShow();
        CreateRoleManager.Instance.RandomJob();
        CreateRoleManager.Instance.View(CreateRoleManager.Instance.selectedJob.Fetch(), true);
        WindowCenter.Instance.Close<LaunchBackGroundWin>();
    }
System/CreateRole/CreateRoleBehaviour.cs
@@ -9,11 +9,9 @@
    [SerializeField] float m_Scale = 1;
    [SerializeField] EnterPictureType m_EnterPictureType;
    [SerializeField] ShowAnimation m_EnterShowAnimation;
    [SerializeField] ShowAnimation m_RoutimeShowAnimation;
    [SerializeField] Effect[] m_PersistentEffect;
    [SerializeField] Effect[] m_EnterShowEffect;
    [SerializeField] Effect[] m_RoutimeShowEffect;
    [SerializeField] CreateRoleHeroPlatform m_Platform;
@@ -24,55 +22,6 @@
    public State state { get; private set; }
    List<SFXController> sfxControllers = new List<SFXController>();
    public void DoEnterShow()
    {
        CreateRoleManager.Instance.LoadModel(m_Job, (bool ok, UnityEngine.Object @object) =>
       {
           if (ok)
           {
               var model = @object as GameObject;
               model.transform.SetParentEx(m_Platform.transform, Vector3.zero, Quaternion.identity, Vector3.one * m_Scale);
               m_Shadow.Cast(model.transform);
               model.SetActive(true);
               ReleaseEffects();
               state = State.EnterShow;
               showTimeLine.ClearNode();
               foreach (var effect in m_PersistentEffect)
               {
                   showTimeLine.AddNone(effect.delay, () =>
                   {
                       PlayEffect(model.transform, effect);
                   });
               }
               foreach (var effect in m_EnterShowEffect)
               {
                   showTimeLine.AddNone(effect.delay, () =>
                   {
                       PlayEffect(model.transform, effect);
                   });
               }
               showTimeLine.AddNone(m_EnterShowAnimation.delay, () =>
               {
                   var animator = model.GetComponent<Animator>();
                   animator.Play(m_EnterShowAnimation.animation);
               });
               showTimeLine.AddNone(5f, () =>
               {
                   WindowCenter.Instance.Open<CreateRoleWin>();
               });
               showTimeLine.OnComplete(() => { state = State.Idle; });
               showTimeLine.Begin();
           }
       });
    }
    public void DoRoutineShow()
    {
System/CreateRole/CreateRoleManager.cs
@@ -16,23 +16,23 @@
    public readonly LogicInt selectedJob = new LogicInt();
    public void StarShow()
    public void RandomJob()
    {
        selectedJob.value = 1;
        processor.LoadNecessaryResources();
        processor.DoEnterShow();
        var random = UnityEngine.Random.Range(0, 100);
        selectedJob.value = random < 40 ? 1 : 2;
    }
    public void View(int job)
    public void View(int job, bool immediately)
    {
        processor.LoadNecessaryResources();
        selectedJob.value = job;
        switch (job)
        {
            case 1:
                processor.SwitchToWarrior();
                processor.SwitchToWarrior(immediately);
                break;
            case 2:
                processor.SwitchToMagic();
                processor.SwitchToMagic(immediately);
                break;
        }
    }
System/CreateRole/CreateRoleProcessor.cs
@@ -24,48 +24,39 @@
        }
    }
    public void DoEnterShow()
    public void SwitchToWarrior(bool immediately)
    {
        WindowCenter.Instance.Close<CreateRoleWin>();
        cameraAnimator.Play(m_CameraParams.enterShow);
        m_Warrior.gameObject.SetActive(true);
        m_Warrior.DoEnterShow();
    }
    public void SwitchToWarrior()
    {
        WindowCenter.Instance.Close<CreateRoleWin>();
        cameraAnimator.Play(m_CameraParams.magicToWarrior);
        cameraAnimator.Play(m_CameraParams.magicToWarrior, 0, immediately ? 1f : 0f);
        m_Magic.ReleaseEffects();
        m_Warrior.ReleaseEffects();
        StopCoroutine("Co_SwitchToWarrior");
        StartCoroutine("Co_SwitchToWarrior");
        StartCoroutine("Co_SwitchToWarrior", immediately ? 0f : m_CameraParams.magicToWarriorTime);
    }
    public void SwitchToMagic()
    public void SwitchToMagic(bool immediately)
    {
        WindowCenter.Instance.Close<CreateRoleWin>();
        cameraAnimator.Play(m_CameraParams.warriorToMagic);
        cameraAnimator.Play(m_CameraParams.warriorToMagic, 0, immediately?1f:0f);
        m_Magic.ReleaseEffects();
        m_Warrior.ReleaseEffects();
        StopCoroutine("Co_SwitchToMagic");
        StartCoroutine("Co_SwitchToMagic");
        StartCoroutine("Co_SwitchToMagic", immediately ? 0f : m_CameraParams.warriorToMagicTime);
    }
    IEnumerator Co_SwitchToWarrior()
    IEnumerator Co_SwitchToWarrior(float waitTime)
    {
        m_Warrior.gameObject.SetActive(true);
        yield return WaitingForSecondConst.WaitMS1000;
        yield return new WaitForSeconds(waitTime);
        m_Magic.gameObject.SetActive(false);
        m_Warrior.gameObject.SetActive(true);
        m_Warrior.DoRoutineShow();
    }
    IEnumerator Co_SwitchToMagic()
    IEnumerator Co_SwitchToMagic(float waitTime)
    {
        yield return WaitingForSecondConst.WaitMS1000;
        yield return new WaitForSeconds(waitTime);
        m_Warrior.gameObject.SetActive(false);
        m_Magic.gameObject.SetActive(true);
        m_Magic.DoRoutineShow();
@@ -81,9 +72,10 @@
    public struct CameraParams
    {
        public string prefabName;
        public string enterShow;
        public string warriorToMagic;
        public float warriorToMagicTime;
        public string magicToWarrior;
        public float magicToWarriorTime;
    }
System/Login/CreateRoleWin.cs
@@ -119,7 +119,7 @@
            }
            ChangeUserName(1, false);
            CreateRoleManager.Instance.View(1);
            CreateRoleManager.Instance.View(1, false);
        }
        private void SelectJob2()
@@ -131,7 +131,7 @@
            }
            ChangeUserName(2, false);
            CreateRoleManager.Instance.View(2);
            CreateRoleManager.Instance.View(2, false);
        }
        private void ChangeUserName(int job, bool force = true)
UI/Common/InputSpecialWordLimit.cs
@@ -18,7 +18,6 @@
        private char OnValidateInput(string text, int charIndex, char addedChar)
        {
            DebugEx.Log(char.GetUnicodeCategory(addedChar));
            if (char.GetUnicodeCategory(addedChar) == UnicodeCategory.Surrogate
                || char.GetUnicodeCategory(addedChar) == UnicodeCategory.OtherSymbol
                || char.GetUnicodeCategory(addedChar) == UnicodeCategory.OtherNumber