关于立绘预览图加载的提示信息
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5151c77289
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@ -117,7 +117,9 @@ public class SkinChangeController : UIWindow
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else
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posterLargePics[dataCharacter.SkinID] = sprite;
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//TODO 目前半身图使用好感度图片路径
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path = CommonUtils.GetCharacterPicPath((int)curCharacterInfo.ID, CommonUtils.ECharacterPicPathType.Favorable, dataCharacter.SkinID);
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DebugUtil.Log("目前半身图暂用使用路径为:" + path + ",请待补充相关资源与更新配置表后在此处更新相关代码");
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var halfSprite = await LoadAssetAsync<Sprite>(path);
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if (!posterHalfPics.ContainsKey(dataCharacter.SkinID))
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posterHalfPics.Add(dataCharacter.SkinID, halfSprite);
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@ -788,23 +788,25 @@ public class UICameraAndPosterChangeController : UIWindow
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//if (_curSelectSkin == index)
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//{
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var posterPic =
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//TODO 目前半身图使用好感度图片路径
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var posterPic =
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CommonUtils.GetCharacterPicPath((int)_charIDList[_curSelect], CommonUtils.ECharacterPicPathType.Favorable, index + 1);
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var imgSkin = CommonUtils.GetComponent<Image>(go, "ButtonChange/ImageSkin");
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var imgSelect = CommonUtils.GetGameObject(go, "ButtonChange/ImageChooseRect");
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var imgDoSelect = CommonUtils.GetGameObject(go, "ButtonChange/ImageCover");
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var btnChange = CommonUtils.GetComponent<Button>(go, "ButtonChange");
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var btnNotSelect = CommonUtils.GetComponent<Button>(go, "ButtonNotSelect");
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imgSkin.sprite = await LoadAssetAsync<Sprite>(posterPic);
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btnChange.gameObject.SetActive(true);
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btnNotSelect.gameObject.SetActive(false);
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imgSelect.SetActive(_curSelectSkin == index);
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imgDoSelect.SetActive(_curSelectSkin != index);
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ClearBind(btnChange);
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ClearBind(btnNotSelect);
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BindButton(btnChange, _OnClickSkinItem, index);
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var imgSkin = CommonUtils.GetComponent<Image>(go, "ButtonChange/ImageSkin");
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var imgSelect = CommonUtils.GetGameObject(go, "ButtonChange/ImageChooseRect");
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var imgDoSelect = CommonUtils.GetGameObject(go, "ButtonChange/ImageCover");
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var btnChange = CommonUtils.GetComponent<Button>(go, "ButtonChange");
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var btnNotSelect = CommonUtils.GetComponent<Button>(go, "ButtonNotSelect");
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DebugUtil.Log("目前半身图暂用使用路径为:" + posterPic + ",请待补充相关资源与更新配置表后在此处更新相关代码");
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imgSkin.sprite = await LoadAssetAsync<Sprite>(posterPic);
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btnChange.gameObject.SetActive(true);
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btnNotSelect.gameObject.SetActive(false);
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imgSelect.SetActive(_curSelectSkin == index);
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imgDoSelect.SetActive(_curSelectSkin != index);
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ClearBind(btnChange);
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ClearBind(btnNotSelect);
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BindButton(btnChange, _OnClickSkinItem, index);
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btnChange.GetComponent<RectTransform>().sizeDelta = SkinScrollView.GetItemSizeFromList(index);
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//}
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@ -158,6 +158,11 @@ public class VehicleCultivateData : Gameplay.Net.VehicleInfo
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}
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/// <summary>
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/// 选定升级类型强化至满级增加的总数值
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/// </summary>
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/// <param name="viType">升级类型</param>
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/// <returns></returns>
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public float MaxUpgrades(VihecleUpgradeType viType)
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{
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DataVehicleUpgrade dataVehicleUpgrade = VehicleUpgradeTableHelper.Get(Cfg.ID, viType);
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@ -16,6 +16,7 @@
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"com.unity.mathematics": "1.2.6",
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"com.unity.memoryprofiler": "1.1.0",
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"com.unity.mobile.android-logcat": "1.3.2",
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"com.unity.mobile.notifications": "2.3.2",
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"com.unity.nuget.newtonsoft-json": "3.2.1",
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"com.unity.profiling.core": "1.0.2",
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"com.unity.purchasing": "http://1.14.122.170:3000/liutao/lib_unity_purchase.git",
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