| Fight/Stage/CreateRoleStage.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/CreateRole/CreateRoleBehaviour.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/CreateRole/CreateRoleManager.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/CreateRole/CreateRoleProcessor.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Login/CreateRoleWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| UI/Common/InputSpecialWordLimit.cs | ●●●●● 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