From eda22bcd9683f3a94e0744da60d23808272c627f Mon Sep 17 00:00:00 2001
From: client_Wu Xijin <364452445@qq.com>
Date: 星期一, 13 八月 2018 17:28:00 +0800
Subject: [PATCH] 1528 冰晶矿脉里面角色死亡复活后怪物血条位置显示异常

---
 System/MainInterfacePanel/AnimationFadeOut.cs |  456 ++++++++++++++++++++++++++++----------------------------
 1 files changed, 228 insertions(+), 228 deletions(-)

diff --git a/System/MainInterfacePanel/AnimationFadeOut.cs b/System/MainInterfacePanel/AnimationFadeOut.cs
index 8f71352..4a5686a 100644
--- a/System/MainInterfacePanel/AnimationFadeOut.cs
+++ b/System/MainInterfacePanel/AnimationFadeOut.cs
@@ -1,228 +1,228 @@
-锘�//--------------------------------------------------------
-//    [Author]:           绗簩涓栫晫
-//    [  Date ]:           Tuesday, April 10, 2018
-//--------------------------------------------------------
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using System.Text.RegularExpressions;
-using System.Text;
-using Snxxz.UI;
-using UnityEngine.UI;
-
-namespace Snxxz.UI
-{
-
-    public class AnimationFadeOut : MonoBehaviour
-    {
-        [Header("姣忓垪涓暟")]
-        public int LINE = 4;
-        [SerializeField] Transform m_OblNull;
-        [SerializeField] LineFadeOut m_LineFadeOut1;
-        [SerializeField] LineFadeOut m_LineFadeOut2;
-        [SerializeField] LineFadeOut m_LineFadeOut3;
-        [SerializeField] Animator m_Animator;
-
-        [SerializeField] CanvasGroup m_CanvasGroup;
-
-        [SerializeField] GameObject m_ShadeObj;
-        Dictionary<int, List<Transform>> AnimationFadeOutDic = new Dictionary<int, List<Transform>>();
-        Dictionary<int, Transform> tranDic = new Dictionary<int, Transform>();
-
-        public void Init()
-        {
-            
-            PositionReduction();
-            Classify();
-            FuncOpen.Instance.OnFuncStateChangeEvent += OnFuncStateChange;
-        }
-        public void Unit()
-        {
-            FuncOpen.Instance.OnFuncStateChangeEvent -= OnFuncStateChange;
-        }
-        public void FadeOut()//娣″嚭
-        {
-            m_Animator.Play("MainFadeIn");
-            m_ShadeObj.SetActive(false);
-        }
-        public void FadeIn()//娣″叆
-        {
-            m_Animator.Play("MainFadeOut");
-            m_ShadeObj.SetActive(true);
-        }
-        public void ImmediatelyAppear()//绔嬪埢鍑虹幇
-        {
-            m_Animator.Play("ImmediatelyAppear", 0, 1);
-            m_ShadeObj.SetActive(true);
-        }
-        public void FadeAtOnce()//绔嬪埢娑堝け
-        {
-            m_Animator.Play("FadeAtOnce", 0, 1);
-            m_ShadeObj.SetActive(false);
-        }
-        public bool GetIsFadeIn()//鏄惁娣″叆
-        {
-            if (m_CanvasGroup.alpha < 0.5)
-            {
-                return false;
-            }
-            else
-            {
-                return true;
-            }            
-        }
-
-        private void OnFuncStateChange(int obj)
-        {
-            PositionReduction();
-            Classify();
-        }
-     
-        private void Classify()
-        {
-            SetGroup();
-            SetfatherNode();
-
-        }
-
-        private void SetGroup()//杩涜鍒嗙粍
-        {
-            AnimationFadeOutDic.Clear();
-            tranDic.Clear();
-            int Index = 0;
-            for (int i = 0; i < m_OblNull.childCount; i++)
-            {
-                if (m_OblNull.GetChild(i).GetComponent<UIFuncOpen>() != null && !FuncOpen.Instance.IsFuncOpen(m_OblNull.GetChild(i).GetComponent<UIFuncOpen>().id))
-                {
-
-                }
-                else
-                {
-                    if (m_OblNull.GetChild(i).GetComponent<PositionIndex>() != null)
-                    {
-                        if (!tranDic.ContainsKey(m_OblNull.GetChild(i).GetComponent<PositionIndex>().Index))
-                        {
-                            int index = m_OblNull.GetChild(i).GetComponent<PositionIndex>().Index;
-                            tranDic.Add(index, m_OblNull.GetChild(i));
-                        }
-
-                    }
-                    Index += 1;
-                    int line = Mathf.CeilToInt((float)Index / LINE);
-                    if (!AnimationFadeOutDic.ContainsKey(line))
-                    {
-                        List<Transform> tran = new List<Transform>();
-                        tran.Add(m_OblNull.GetChild(i).transform);
-                        AnimationFadeOutDic.Add(line, tran);
-                    }
-                    else
-                    {
-                        AnimationFadeOutDic[line].Add(m_OblNull.GetChild(i).transform);
-                    }
-                }
-            }
-
-        }
-
-        private void SetfatherNode()//璁剧疆鐖惰妭鐐�
-        {
-            if (AnimationFadeOutDic.Count != 0)
-            {
-                foreach (var key in AnimationFadeOutDic.Keys)
-                {
-                    SwithSome(key, AnimationFadeOutDic[key]);                    
-                }
-            }
-            else
-            {
-                m_LineFadeOut1.gameObject.SetActive(false);
-                m_LineFadeOut2.gameObject.SetActive(false);
-                m_LineFadeOut3.gameObject.SetActive(false);
-            }
-        }
-
-
-        private void SwithSome(int key, List<Transform> list)
-        {
-            switch (key)
-            {
-                case 1:
-                    m_LineFadeOut1.gameObject.SetActive(true);
-                    for (int i = 0; i < list.Count; i++)
-                    {
-                        int index = i;
-                        Node(m_LineFadeOut1, index, list[index]);
-                    }
-                    break;
-                case 2:
-                    m_LineFadeOut2.gameObject.SetActive(true);
-                    for (int i = 0; i < list.Count; i++)
-                    {
-                        int index = i;
-                        Node(m_LineFadeOut2, index, list[index]);
-                    }
-                    break;
-                case 3:
-                    m_LineFadeOut3.gameObject.SetActive(true);
-                    for (int i = 0; i < list.Count; i++)
-                    {
-                        int index = i;
-                        Node(m_LineFadeOut3, index, list[index]);
-                    }
-                    break;
-            }
-        }//杩涜鍒嗗垪
-        private void Node(LineFadeOut lineFadeOut, int index, Transform tran)//璁剧疆杩涚┖鐩掑瓙涓�
-        {
-            switch (index)
-            {
-                case 0:
-
-
-                    tran.SetParent(lineFadeOut.OneParent);
-                    tran.localPosition = Vector3.zero;
-                    break;
-                case 1:
-
-                    tran.SetParent(lineFadeOut.TwoParent);
-                    tran.localPosition = Vector3.zero;
-                    break;
-                case 2:
-                    tran.SetParent(lineFadeOut.ThreeParent);
-                    tran.localPosition = Vector3.zero;
-                    break;
-                case 3:
-                    tran.SetParent(lineFadeOut.FourParent);
-                    tran.localPosition = Vector3.zero;
-                    break;
-                default:
-                    break;
-            }
-
-
-
-        }
-
-        private void PositionReduction()//杩樺師浣嶇疆锛堟妸鐩掑瓙涓殑浣嶇疆鍏ㄩ儴閲嶆柊鎷夊嚭鏉ワ級
-        {
-            if (tranDic.Count <= 0)
-            {
-                return;
-            }
-            foreach (var key in tranDic.Keys)
-            {
-                tranDic[key].SetParent(m_OblNull);
-                tranDic[key].SetSiblingIndex(key);
-            }
-        }
-
-     
-    }
-
-
-
-}
-
-
-
+锘�//--------------------------------------------------------
+//    [Author]:           绗簩涓栫晫
+//    [  Date ]:           Tuesday, April 10, 2018
+//--------------------------------------------------------
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using System.Text.RegularExpressions;
+using System.Text;
+using Snxxz.UI;
+using UnityEngine.UI;
+
+namespace Snxxz.UI
+{
+
+    public class AnimationFadeOut : MonoBehaviour
+    {
+        [Header("姣忓垪涓暟")]
+        public int LINE = 4;
+        [SerializeField] Transform m_OblNull;
+        [SerializeField] LineFadeOut m_LineFadeOut1;
+        [SerializeField] LineFadeOut m_LineFadeOut2;
+        [SerializeField] LineFadeOut m_LineFadeOut3;
+        [SerializeField] Animator m_Animator;
+
+        [SerializeField] CanvasGroup m_CanvasGroup;
+
+        [SerializeField] GameObject m_ShadeObj;
+        Dictionary<int, List<Transform>> AnimationFadeOutDic = new Dictionary<int, List<Transform>>();
+        Dictionary<int, Transform> tranDic = new Dictionary<int, Transform>();
+
+        public void Init()
+        {
+            
+            PositionReduction();
+            Classify();
+            FuncOpen.Instance.OnFuncStateChangeEvent += OnFuncStateChange;
+        }
+        public void Unit()
+        {
+            FuncOpen.Instance.OnFuncStateChangeEvent -= OnFuncStateChange;
+        }
+        public void FadeOut()//娣″嚭
+        {
+            m_Animator.Play("MainFadeIn");
+            m_ShadeObj.SetActive(false);
+        }
+        public void FadeIn()//娣″叆
+        {
+            m_Animator.Play("MainFadeOut");
+            m_ShadeObj.SetActive(true);
+        }
+        public void ImmediatelyAppear()//绔嬪埢鍑虹幇
+        {
+            m_Animator.Play("ImmediatelyAppear", 0, 1);
+            m_ShadeObj.SetActive(true);
+        }
+        public void FadeAtOnce()//绔嬪埢娑堝け
+        {
+            m_Animator.Play("FadeAtOnce", 0, 1);
+            m_ShadeObj.SetActive(false);
+        }
+        public bool GetIsFadeIn()//鏄惁娣″叆
+        {
+            if (m_CanvasGroup.alpha < 0.5)
+            {
+                return false;
+            }
+            else
+            {
+                return true;
+            }            
+        }
+
+        private void OnFuncStateChange(int obj)
+        {
+            PositionReduction();
+            Classify();
+        }
+     
+        private void Classify()
+        {
+            SetGroup();
+            SetfatherNode();
+
+        }
+
+        private void SetGroup()//杩涜鍒嗙粍
+        {
+            AnimationFadeOutDic.Clear();
+            tranDic.Clear();
+            int Index = 0;
+            for (int i = 0; i < m_OblNull.childCount; i++)
+            {
+                if (m_OblNull.GetChild(i).GetComponent<UIFuncOpen>() != null && !FuncOpen.Instance.IsFuncOpen(m_OblNull.GetChild(i).GetComponent<UIFuncOpen>().id))
+                {
+
+                }
+                else
+                {
+                    if (m_OblNull.GetChild(i).GetComponent<PositionIndex>() != null)
+                    {
+                        if (!tranDic.ContainsKey(m_OblNull.GetChild(i).GetComponent<PositionIndex>().Index))
+                        {
+                            int index = m_OblNull.GetChild(i).GetComponent<PositionIndex>().Index;
+                            tranDic.Add(index, m_OblNull.GetChild(i));
+                        }
+
+                    }
+                    Index += 1;
+                    int line = Mathf.CeilToInt((float)Index / LINE);
+                    if (!AnimationFadeOutDic.ContainsKey(line))
+                    {
+                        List<Transform> tran = new List<Transform>();
+                        tran.Add(m_OblNull.GetChild(i).transform);
+                        AnimationFadeOutDic.Add(line, tran);
+                    }
+                    else
+                    {
+                        AnimationFadeOutDic[line].Add(m_OblNull.GetChild(i).transform);
+                    }
+                }
+            }
+
+        }
+
+        private void SetfatherNode()//璁剧疆鐖惰妭鐐�
+        {
+            if (AnimationFadeOutDic.Count != 0)
+            {
+                foreach (var key in AnimationFadeOutDic.Keys)
+                {
+                    SwithSome(key, AnimationFadeOutDic[key]);                    
+                }
+            }
+            else
+            {
+                m_LineFadeOut1.gameObject.SetActive(false);
+                m_LineFadeOut2.gameObject.SetActive(false);
+                m_LineFadeOut3.gameObject.SetActive(false);
+            }
+        }
+
+
+        private void SwithSome(int key, List<Transform> list)
+        {
+            switch (key)
+            {
+                case 1:
+                    m_LineFadeOut1.gameObject.SetActive(true);
+                    for (int i = 0; i < list.Count; i++)
+                    {
+                        int index = i;
+                        Node(m_LineFadeOut1, index, list[index]);
+                    }
+                    break;
+                case 2:
+                    m_LineFadeOut2.gameObject.SetActive(true);
+                    for (int i = 0; i < list.Count; i++)
+                    {
+                        int index = i;
+                        Node(m_LineFadeOut2, index, list[index]);
+                    }
+                    break;
+                case 3:
+                    m_LineFadeOut3.gameObject.SetActive(true);
+                    for (int i = 0; i < list.Count; i++)
+                    {
+                        int index = i;
+                        Node(m_LineFadeOut3, index, list[index]);
+                    }
+                    break;
+            }
+        }//杩涜鍒嗗垪
+        private void Node(LineFadeOut lineFadeOut, int index, Transform tran)//璁剧疆杩涚┖鐩掑瓙涓�
+        {
+            switch (index)
+            {
+                case 0:
+
+
+                    tran.SetParent(lineFadeOut.OneParent);
+                    tran.localPosition = Vector3.zero;
+                    break;
+                case 1:
+
+                    tran.SetParent(lineFadeOut.TwoParent);
+                    tran.localPosition = Vector3.zero;
+                    break;
+                case 2:
+                    tran.SetParent(lineFadeOut.ThreeParent);
+                    tran.localPosition = Vector3.zero;
+                    break;
+                case 3:
+                    tran.SetParent(lineFadeOut.FourParent);
+                    tran.localPosition = Vector3.zero;
+                    break;
+                default:
+                    break;
+            }
+
+
+
+        }
+
+        private void PositionReduction()//杩樺師浣嶇疆锛堟妸鐩掑瓙涓殑浣嶇疆鍏ㄩ儴閲嶆柊鎷夊嚭鏉ワ級
+        {
+            if (tranDic.Count <= 0)
+            {
+                return;
+            }
+            foreach (var key in tranDic.Keys)
+            {
+                tranDic[key].SetParent(m_OblNull);
+                tranDic[key].SetSiblingIndex(key);
+            }
+        }
+
+     
+    }
+
+
+
+}
+
+
+

--
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