forked from endernon/PGRData
514 lines
No EOL
19 KiB
Lua
514 lines
No EOL
19 KiB
Lua
local XUiDrawActivityShow = XLuaUiManager.Register(XLuaUi, "UiDrawActivityShow")
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-- local drawShowWeapon = require("XUi/XUiDraw/XUiDrawTools/XUiDrawWeapon")
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local drawShowEffect = require("XUi/XUiDraw/XUiDrawTools/XUiDrawShowEffect")
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local drawScene = require("XUi/XUiDraw/XUiDrawTools/XUiDrawScene")
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local XUiPanelRoleModel = require("XUi/XUiCharacter/XUiPanelRoleModel")
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local QualityFive = 5
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local QualitySix = 6
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function XUiDrawActivityShow:OnAwake()
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self:InitAutoScript()
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end
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function XUiDrawActivityShow:OnStart()
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self.Animation = self.Transform:GetComponent("Animation")
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self:InitImgRewards()
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end
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function XUiDrawActivityShow:SetData(rewardList, resultCb, backGround)
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self.BackGround = backGround
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self.RewardList = rewardList
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self.ResultCb = resultCb
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self:ResetState()
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self:InitTools()
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self.ShowIndex = 1
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self.IsOpening = false
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self.CurLight = {}
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self.PlayBoxAnim = false
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self.BtnClick.gameObject:SetActiveEx(false)
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self:InitDrawBackGround()
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XUiHelper.SetDelayPopupFirstGet(true)
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end
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function XUiDrawActivityShow:OnDisable()
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self:ClearLastModel()
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self:HideAllEffect()
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XUiHelper.SetDelayPopupFirstGet()
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end
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function XUiDrawActivityShow:Update()
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if self.PlayBoxAnim then
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if self.PlayableDirector.time >= self.PlayableDirector.duration - 0.1 then
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self:BoxAnimEnd()
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end
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end
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end
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function XUiDrawActivityShow:InitImgRewards()
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self.ImgRewards = {}
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self.ImgRewards[XArrangeConfigs.Types.Character] = self.ImgCharacter
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self.ImgRewards[XArrangeConfigs.Types.Fashion] = self.ImgItem
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self.ImgRewards[XArrangeConfigs.Types.Item] = self.ImgItem
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self.ImgRewards[XArrangeConfigs.Types.Wafer] = self.ImgWafer
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self.ImgRewards[XArrangeConfigs.Types.Weapon] = self.ImgEquip
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self.ImgRewards[XArrangeConfigs.Types.Furniture] = self.ImgItem
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self.ImgRewards[XArrangeConfigs.Types.HeadPortrait] = self.ImgItem
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self.ImgRewards[XArrangeConfigs.Types.ChatEmoji] = self.ImgItem
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end
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function XUiDrawActivityShow:ResetState()
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self.ImgCharacter.gameObject:SetActiveEx(false)
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self.ImgItem.gameObject:SetActiveEx(false)
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self.ImgWafer.gameObject:SetActiveEx(false)
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self.ImgEquip.gameObject:SetActiveEx(false)
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self.ImageItemPack.gameObject:SetActiveEx(false)
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self.ImageWeaponPack.gameObject:SetActiveEx(false)
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self.ImageCharacterPack.gameObject:SetActiveEx(false)
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self.ImageWaferPack.gameObject:SetActiveEx(false)
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end
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function XUiDrawActivityShow:InitTools()
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--drawScene.AddObject(self.PanelWeapon, drawScene.Types.WEAPON)
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--drawShowWeapon.SetNode(self.PanelAnim, self.PanelWeapon)
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drawScene.SetActive(drawScene.Types.BOX, false)
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drawScene.SetActive(drawScene.Types.BG, false)
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XRTextureManager.SetTextureCache(self.RImgDrawCardShow)
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end
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-- auto
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-- Automatic generation of code, forbid to edit
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function XUiDrawActivityShow:InitAutoScript()
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self:AutoAddListener()
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end
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function XUiDrawActivityShow:AutoAddListener()
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self:RegisterClickEvent(self.BtnClick, self.OnBtnClickClick)
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self:RegisterClickEvent(self.BtnSkip, self.OnBtnSkipClick)
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end
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-- auto
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function XUiDrawActivityShow:OnBtnClickClick()
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if self.IsOpening then
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self:ShowResult()
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else
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self:HideAllEffect()
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self:NextPack()
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end
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end
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function XUiDrawActivityShow:OnBtnSkipClick()
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self:ClearLastModel()
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self:PlayEnd()
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end
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function XUiDrawActivityShow:ShowWeapon()
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drawScene.SetActive(drawScene.Types.WEAPON, true)
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end
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function XUiDrawActivityShow:ShowResult()
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XUiHelper.StopAnimation(false)
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local id = self:GetRewardId(self.ShowIndex)
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local Type = self:GetRewardType(id)
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local quality = self:GetQuality(id, Type)
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local showTable = XDataCenter.DrawManager.GetDrawShow(Type)
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local skipEffect = XDrawConfigs.GetSkipEffect(showTable.DrawEffectGroupId[quality])
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self.CurPanelOpenUpEffect = self.PanelOpenUp:LoadPrefab(skipEffect)
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self.CurPanelOpenUpEffect.gameObject.name = skipEffect
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self.CurPanelOpenUpEffect.gameObject:SetActiveEx(true)
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self.IsOpening = false
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self.Animation:Play(showTable.UiResultAnim)
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-- if Type == XArrangeConfigs.Types.Weapon then
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-- drawShowWeapon.PlayResultAnim()
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-- end
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self.ShowIndex = self.ShowIndex + 1
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end
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function XUiDrawActivityShow:ClearLastModel()
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if self.LastCharacterModel then
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self.LastCharacterModel.gameObject:SetActiveEx(false)
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self.LastCharacterModel = nil
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end
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if self.LastWeaponModel then
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self.LastWeaponModel.gameObject:SetActiveEx(false)
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self.LastWeaponModel = nil
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end
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end
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function XUiDrawActivityShow:NextPack()
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self.BtnClick.gameObject:SetActiveEx(false)
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self:ClearLastModel()
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if self.ShowIndex > #self.RewardList then
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self:PlayEnd()
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return
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end
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if self.CvInfo then
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self.CvInfo:Stop()
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self.CvInfo = nil
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end
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self.Plane.gameObject:SetActiveEx(false)
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local reward = self.RewardList[self.ShowIndex]
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local id = reward.Id and reward.Id > 0 and reward.Id or reward.TemplateId
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if reward.ConvertFrom > 0 then
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id = reward.ConvertFrom
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end
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local Type = XTypeManager.GetTypeById(id)
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local quality
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local templateIdData = XGoodsCommonManager.GetGoodsShowParamsByTemplateId(id)
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if Type == XArrangeConfigs.Types.Wafer then
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quality = templateIdData.Star
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elseif Type == XArrangeConfigs.Types.Weapon then
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quality = templateIdData.Star
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elseif Type == XArrangeConfigs.Types.Character then
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quality = XCharacterConfigs.GetCharMinQuality(id)
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else
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quality = XTypeManager.GetQualityById(id)
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end
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local soundType = XSoundManager.UiBasicsMusic.UiDrawCard_Type.Normal
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if quality then
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if quality == QualityFive then
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soundType = XSoundManager.UiBasicsMusic.UiDrawCard_Type.FiveStar
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elseif quality == QualitySix then
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soundType = XSoundManager.UiBasicsMusic.UiDrawCard_Type.SixStar
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end
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end
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local icon
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if Type == XArrangeConfigs.Types.Weapon or
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Type == XArrangeConfigs.Types.Furniture or
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Type == XArrangeConfigs.Types.HeadPortrait or
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XDataCenter.ItemManager.IsWeaponFashion(id) then
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local goodsShowParams = XGoodsCommonManager.GetGoodsShowParamsByTemplateId(id)
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icon = goodsShowParams.BigIcon
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if Type ~= XArrangeConfigs.Types.Weapon then
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self.ImgRewards[Type]:SetRawImage(icon)
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self.BtnClick.gameObject:SetActiveEx(true)
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end
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else
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if Type == XArrangeConfigs.Types.Character then
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icon = XDataCenter.CharacterManager.GetCharHalfBodyImage(id)
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if quality < 3 then
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soundType = XSoundManager.UiBasicsMusic.UiDrawCard_Type.FiveStar
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elseif quality > 2 then
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soundType = XSoundManager.UiBasicsMusic.UiDrawCard_Type.SixStar
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end
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elseif Type == XArrangeConfigs.Types.Wafer then
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icon = XDataCenter.EquipManager.GetEquipLiHuiPath(id)
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elseif Type == XArrangeConfigs.Types.Item then
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icon = XDataCenter.ItemManager.GetItemBigIcon(id)
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elseif Type == XArrangeConfigs.Types.Fashion then
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icon = XDataCenter.FashionManager.GetFashionIcon(id)
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elseif Type == XArrangeConfigs.Types.ChatEmoji then
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icon = XDataCenter.ChatManager.GetEmojiIcon(id)
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end
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if Type ~= XArrangeConfigs.Types.Character then
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self.ImgRewards[Type]:SetRawImage(icon)
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self.BtnClick.gameObject:SetActiveEx(true)
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end
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end
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local curShowNum = self.ShowIndex
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local showTable = XDataCenter.DrawManager.GetDrawShow(Type)
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self.IsOpening = true
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XUiHelper.StopAnimation(false)
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XUiHelper.PlayAnimation(self, showTable.UiAnim, nil, function()
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self.PanelCardShowOff.gameObject:SetActiveEx(true)
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if self.GameObject.activeInHierarchy then
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if curShowNum == self.ShowIndex then
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local effect = XDrawConfigs.GetOpenUpEffect(showTable.DrawEffectGroupId[quality])
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self.CurPanelOpenUpEffect = self.PanelOpenUp.transform:Find(effect)
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if self.CurPanelOpenUpEffect then
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self.CurPanelOpenUpEffect.gameObject:SetActiveEx(false)
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self.CurPanelOpenUpEffect.gameObject:SetActiveEx(true)
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else
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self.CurPanelOpenUpEffect = self.PanelOpenUp:LoadPrefab(effect)
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self.CurPanelOpenUpEffect.gameObject.name = effect
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self.CurPanelOpenUpEffect.gameObject:SetActiveEx(false)
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self.CurPanelOpenUpEffect.gameObject:SetActiveEx(true)
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end
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end
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if Type == XArrangeConfigs.Types.Character then
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self:ShowCharacterModel(id)
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elseif Type == XArrangeConfigs.Types.Weapon then
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self:ShowWeaponModel(id)
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end
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XUiHelper.PlayAnimation(self, showTable.UiAnim .. "Item", nil, function()
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if curShowNum == self.ShowIndex then
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self.IsOpening = false
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self.ShowIndex = self.ShowIndex + 1
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end
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end)
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end
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CS.XAudioManager.PlaySound(soundType.Show)
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end)
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CS.XAudioManager.PlaySound(soundType.Start)
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local templeid = id
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if XArrangeConfigs.Types.Furniture == reward.RewardType then
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local cfg = XFurnitureConfigs.GetFurnitureReward(id)
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if cfg and cfg.FurnitureId then
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templeid = cfg.FurnitureId
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end
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end
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self.TxtName.text = XTypeManager.GetNameById(templeid)
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self.TxtType.text = showTable.TypeText
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self.TxtQuality.text = showTable.QualityText[quality]
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--effect
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self.PanelOpenUp.gameObject:SetActiveEx(true)
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self.PanelOpenDown.gameObject:SetActiveEx(true)
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local effect = XDrawConfigs.GetOpenDownEffect(showTable.DrawEffectGroupId[quality])
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self.CurPanelOpenDownEffect = self.PanelOpenDown.transform:Find(effect)
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if self.CurPanelOpenDownEffect then
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self.CurPanelOpenDownEffect.gameObject:SetActiveEx(true)
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else
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self.CurPanelOpenDownEffect = self.PanelOpenDown:LoadPrefab(effect)
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self.CurPanelOpenDownEffect.gameObject.name = effect
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self.CurPanelOpenDownEffect.gameObject:SetActiveEx(true)
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end
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end
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function XUiDrawActivityShow:ShowWeaponModel(templateId)
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local modelConfig = XDataCenter.EquipManager.GetWeaponModelCfg(templateId, self.Name, 0)
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if modelConfig then
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XModelManager.LoadWeaponModel(modelConfig.ModelId, self.WeaponRoot, modelConfig.TransformConfig, self.Name, function(model)
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model.gameObject:SetActiveEx(true)
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self.LastWeaponModel = model
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self.BtnClick.gameObject:SetActiveEx(true)
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end, { gameObject = self.GameObject })
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end
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end
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function XUiDrawActivityShow:ShowWeaponFashionModel(templateId)
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local fashionId = XDataCenter.ItemManager.GetWeaponFashionId(templateId)
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local modelConfig = XDataCenter.WeaponFashionManager.GetWeaponModelCfg(fashionId, nil, self.Name)
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if modelConfig then
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XModelManager.LoadWeaponModel(modelConfig.ModelId, self.WeaponRoot, modelConfig.TransformConfig, self.Name, function(model)
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model.gameObject:SetActiveEx(true)
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self.LastWeaponModel = model
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self.BtnClick.gameObject:SetActiveEx(true)
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end, { gameObject = self.GameObject })
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end
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end
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function XUiDrawActivityShow:ShowCharacterModel(templateId, fashtionId)
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if not templateId and not fashtionId then
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return
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end
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if not self.InitRoleMode then
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self.InitRoleMode = true
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self.RoleModelPanel = XUiPanelRoleModel.New(self.CharacterRoot, self.Name, true, false, false)
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end
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local curCharacterId = templateId or XDataCenter.FashionManager.GetCharacterId(fashtionId)
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local curFashtionId = fashtionId or XCharacterConfigs.GetCharacterTemplate(curCharacterId).DefaultNpcFashtionId
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XDataCenter.DisplayManager.UpdateRoleModel(self.RoleModelPanel, curCharacterId, nil, curFashtionId)
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self.RoleModelPanel:UpdateCharacterModel(curCharacterId, self.CharacterRoot, XModelManager.MODEL_UINAME.XUiDrawShow, function(model)
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CS.XAudioManager.PlaySound(XSoundManager.UiBasicsMusic.UiDrawCard_Chouka_Name)
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model.gameObject:SetActiveEx(true)
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local animeID = XDataCenter.DrawManager.GetDrawShowCharacter(curCharacterId).AnimeID
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local voiceId = XDataCenter.DrawManager.GetDrawShowCharacter(curCharacterId).VoiceId
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if animeID then
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self.RoleModelPanel:PlayAnima(animeID)
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end
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if voiceId then
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self.CvInfo = CS.XAudioManager.PlayCv(voiceId)
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end
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self.LastCharacterModel = model
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self.BtnClick.gameObject:SetActiveEx(true)
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end, nil, curFashtionId)
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end
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function XUiDrawActivityShow:HideAllEffect()
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if not XTool.UObjIsNil(self.PanelOpenUp) then
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self.PanelOpenUp.gameObject:SetActiveEx(false)
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end
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if not XTool.UObjIsNil(self.PanelOpenDown) then
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self.PanelOpenDown.gameObject:SetActiveEx(false)
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end
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if not XTool.UObjIsNil(self.PanelCardShowOff) then
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self.PanelCardShowOff.gameObject:SetActiveEx(false)
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end
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if not XTool.UObjIsNil(self.CurPanelOpenUpEffect) then
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self.CurPanelOpenUpEffect.gameObject:SetActiveEx(false)
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end
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if not XTool.UObjIsNil(self.CurPanelOpenDownEffect) then
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self.CurPanelOpenDownEffect.gameObject:SetActiveEx(false)
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end
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if not XTool.UObjIsNil(self.CurPanelCardShowOffEffect) then
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self.CurPanelCardShowOffEffect.gameObject:SetActiveEx(false)
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end
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if not XTool.UObjIsNil(self.CurStape_1) then
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self.CurStape_1.gameObject:SetActiveEx(false)
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end
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if not XTool.UObjIsNil(self.CurStape_2) then
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self.CurStape_2.gameObject:SetActiveEx(false)
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end
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end
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function XUiDrawActivityShow:PlayEnd()
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XUiHelper.StopAnimation()
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self.Plane.gameObject:SetActiveEx(true)
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self.BtnClick.gameObject:SetActiveEx(true)
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drawScene.SetActive(drawScene.Types.BOX, true)
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if self.CurLight.gameObject then
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self.CurLight.gameObject:SetActiveEx(false)
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end
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if self.CurLightLock and not XTool.UObjIsNil(self.CurLightLock.gameObject) then
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self.CurLightLock.gameObject:SetActiveEx(false)
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end
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if self.CvInfo then
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self.CvInfo:Stop()
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self.CvInfo = nil
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end
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self:Close()
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self.ResultCb()
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end
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function XUiDrawActivityShow:OnDestroy()
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drawScene.DestroyObject(drawScene.Types.EFFECT)
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drawScene.DestroyObject(drawScene.Types.WEAPON)
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drawScene.DestroyObject(drawScene.Types.SHOWBG)
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drawShowEffect.Dispose()
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end
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--wind
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function XUiDrawActivityShow:InitDrawBackGround()
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self.TxtType.text = ""
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self.TxtName.text = ""
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self.TxtQuality.text = ""
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self.PanelInfo.gameObject:GetComponent("CanvasGroup").alpha = 0
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self:PlayBoxAnimStart()
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end
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function XUiDrawActivityShow:PlayBoxAnimStart()
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self.PanelOpenUp = self.BackGround.transform:Find("ModelRoot/UiNearRoot/EffectRoot/PanelOpenUp")
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self.PanelOpenDown = self.BackGround.transform:Find("ModelRoot/UiNearRoot/EffectRoot/PanelOpenDown")
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self.PanelCardShowOff = self.BackGround.transform:Find("ModelRoot/UiNearRoot/EffectRoot/PanelCardShowOff")
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self.WeaponRoot = self.BackGround.transform:Find("ModelRoot/UiNearRoot/WeaponRoot")
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self.CharacterRoot = self.BackGround.transform:Find("ModelRoot/UiNearRoot/CharacterRoot")
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self.Plane = self.BackGround.transform:Find("ModelRoot/UiFarRoot/Plane")
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local behaviour = self.GameObject:AddComponent(typeof(CS.XLuaBehaviour))
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if self.Update then
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behaviour.LuaUpdate = function() self:Update() end
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end
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self.PlayableDirector = self.BackGround:GetComponent("PlayableDirector")
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self.PlayableDirector:Play()
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self.PlayBoxAnim = true
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self.PanelBoxLight = self.BackGround.transform:Find("ModelRoot/UiNearRoot/PanelBox/PanelBoxLight")
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self.PanelBoxLock = self.BackGround.transform:Find("ModelRoot/UiNearRoot/PanelBox/PanelBoxLock")
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self.CurLight = self.PanelBoxLight:LoadPrefab(self:GetMaxQualityEffectName())
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self.CurLight.gameObject:SetActiveEx(true)
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if self.PanelBoxLock then
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self.CurLightLock = self.PanelBoxLock:LoadPrefab(XUiConfigs.GetComponentUrl("UiDrawOpenBoxPre"))
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self.CurLightLock.gameObject:SetActiveEx(true)
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end
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end
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function XUiDrawActivityShow:BoxAnimEnd()
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self.PlayBoxAnim = false
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self:NextPack()
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end
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function XUiDrawActivityShow:GetQuality(id, type)
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local quality
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local templateIdData = XGoodsCommonManager.GetGoodsShowParamsByTemplateId(id)
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if type == XArrangeConfigs.Types.Wafer then
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quality = templateIdData.Star
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elseif type == XArrangeConfigs.Types.Weapon then
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quality = templateIdData.Star
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elseif type == XArrangeConfigs.Types.Character then
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quality = XCharacterConfigs.GetCharMinQuality(id)
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else
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quality = XTypeManager.GetQualityById(id)
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end
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return quality
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end
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function XUiDrawActivityShow:GetRewardType(id)
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local IsWeaponFashion = XDataCenter.ItemManager.IsWeaponFashion(id)
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local Type = IsWeaponFashion and XArrangeConfigs.Types.WeaponFashion or XTypeManager.GetTypeById(id)
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return Type
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end
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function XUiDrawActivityShow:GetRewardId(showIndex)
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local reward = self.RewardList[showIndex]
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local id = reward.Id and reward.Id > 0 and reward.Id or reward.TemplateId
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if reward.ConvertFrom > 0 then
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id = reward.ConvertFrom
|
|
end
|
|
return id
|
|
end
|
|
|
|
--获取最高品级效果,按类型取每一类最大值,最后比较大小得出最大的类型和值
|
|
function XUiDrawActivityShow:GetMaxQualityEffectName()
|
|
local maxByType = {}
|
|
|
|
for k, v in pairs(XArrangeConfigs.Types) do
|
|
local maxQuality = 0
|
|
for i = 1, #self.RewardList do
|
|
local id = self:GetRewardId(i)
|
|
local type = self:GetRewardType(id)
|
|
if type == v then
|
|
local tempQuality = self:GetQuality(id, type)
|
|
if tempQuality > maxQuality then
|
|
maxQuality = tempQuality
|
|
end
|
|
end
|
|
end
|
|
maxByType[k] = maxQuality
|
|
end
|
|
local maxEffectLevel = 1
|
|
local maxEffectPath
|
|
for k, v in pairs(XArrangeConfigs.Types) do
|
|
if maxByType[k] > 0 then
|
|
local showTable = XDataCenter.DrawManager.GetDrawShow(v)
|
|
local effect = XDrawConfigs.GetOpenBoxEffect(showTable.DrawEffectGroupId[maxByType[k]])
|
|
if tonumber(string.sub(effect, -8, -8)) > maxEffectLevel then
|
|
maxEffectLevel = tonumber(string.sub(effect, -8, -8))
|
|
maxEffectPath = effect
|
|
end
|
|
end
|
|
end
|
|
return maxEffectPath
|
|
end
|
|
|
|
function XUiDrawActivityShow:SetWeaponPos(target, config)
|
|
if not target or not config then
|
|
return
|
|
end
|
|
target.transform.localPosition = CS.UnityEngine.Vector3(config.PositionX, config.PositionY, config.PositionZ)
|
|
--检查数据 模型旋转
|
|
target.transform.localEulerAngles = CS.UnityEngine.Vector3(config.RotationX, config.RotationY, config.RotationZ)
|
|
--检查数据 模型大小
|
|
target.transform.localScale = CS.UnityEngine.Vector3(
|
|
config.ScaleX == 0 and 1 or config.ScaleX,
|
|
config.ScaleY == 0 and 1 or config.ScaleY,
|
|
config.ScaleZ == 0 and 1 or config.ScaleZ
|
|
)
|
|
end
|
|
--windEnd |