立绘资源改动
parent
12a3da4763
commit
2c1d5819dd
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@ -145,7 +145,7 @@ public class ItemObj : UIGameObjectWrapper
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}
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private void RefreshDetail()
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private async void RefreshDetail()
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{
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CommonUtils.GetGameObject(_itemGo, "test2").SetActive(_type == UIType.mail);
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CommonUtils.GetGameObject(_itemGo, "test1").SetActive(_type == UIType.cultivate);
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@ -158,7 +158,9 @@ public class ItemObj : UIGameObjectWrapper
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CommonUtils.GetGameObject(_itemGo, "DebugID").SetActive(DisplayIDForCeHua.IsDisplayID);
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CommonUtils.GetComponent<TMP_Text>(_itemGo, "DebugID").text = _Id.ToString();
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OnIconLoaded();
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_itemGo.gameObject.SetActive(false);
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await OnIconLoaded();
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_itemGo.gameObject.SetActive(true);
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}
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private void InitData(int itemId, GameObject paObj, int itemCount = 0)
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{
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@ -183,10 +185,11 @@ public class ItemObj : UIGameObjectWrapper
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//下面写物品默认点击事件
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}
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private async void OnIconLoaded()
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private async UniTask OnIconLoaded()
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{
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var spritePath = CommonUtils.GetItemPath(_Id);
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CommonUtils.GetComponent<Image>(_itemGo, string.Format("test{0}/icon", (int)_type + 1)).sprite = await LoadAssetAsync<Sprite>(spritePath);
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var img = CommonUtils.GetComponent<Image>(_itemGo, string.Format("test{0}/icon", (int)_type + 1));
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img.sprite = await LoadAssetAsync<Sprite>(spritePath);
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}
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#endregion
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}
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@ -244,9 +244,25 @@ namespace Gameplay
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switch (eCharacterPicPathType)
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{
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case ECharacterPicPathType.Cultivate:
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return @"Assets/Art/UI/Texture/UI_Pic_Main/UI_Poster/Cutivate/" + postCfg.Get(1, id).Cultivate + ".png";
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name = postCfg.Get(1, id).Cultivate;
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split = name.Split('_');
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if (split[1].Equals("Cul"))
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{
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DebugUtil.Log("该角色使用旧版立绘资源配置:" + id);
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return @"Assets/Art/UI/Texture/UI_Pic_Main/UI_Poster/Cutivate/" + postCfg.Get(1, id).Cultivate + ".png";
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}
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else
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return Constants.UI_POSTER_DEFAULT_PATH + postCfg.Get(1, id).Cultivate + ".png";
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case ECharacterPicPathType.Favorable:
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return @"Assets/Art/UI/Texture/UI_Pic_Main/UI_Poster/Favorate/" + postCfg.Get(1, id).Favorable + ".png";
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name = postCfg.Get(1, id).Favorable;
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split = name.Split('_');
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if (split[1].Equals("Fa"))
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{
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DebugUtil.Log("该角色使用旧版立绘资源配置:" + id);
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return @"Assets/Art/UI/Texture/UI_Pic_Main/UI_Poster/Favorate/" + postCfg.Get(1, id).Favorable + ".png";
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}
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else
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return Constants.UI_POSTER_DEFAULT_PATH + postCfg.Get(1, id).Favorable + ".png";
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case ECharacterPicPathType.LevelUp:
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name = postCfg.Get(1, id).LevelUp;
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split = name.Split('_');
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