lzx vor 1 Tag
Ursprung
Commit
a9669e01ab

Datei-Diff unterdrückt, da er zu groß ist
+ 126 - 0
Assets/Res/Config/SentimentEffectConfig.json


+ 411 - 10
Assets/Res/UI/SentimentPanel/SentimentInfoPanel.prefab

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     m_LineSpacing: 1
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@@ -870,6 +950,95 @@ MonoBehaviour:
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+  _icon_name: 
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+  CurrSpriteAtlas: {fileID: 0}
+  packInfo:
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+    packgJsonPath: 
+    packgSpritePath: 
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+  useGradient: 0
+  topOrLeftColor: {r: 1, g: 1, b: 1, a: 1}
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 GameObject:
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@@ -903,6 +1072,8 @@ RectTransform:
   m_Children:
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   - {fileID: 2094779113935113657}
+  - {fileID: 870851736323112643}
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   m_AnchorMin: {x: 0.5, y: 0.5}
@@ -1221,8 +1392,8 @@ MonoBehaviour:
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     m_Top: 0
     m_Bottom: 0
-  m_ChildAlignment: 0
-  m_StartCorner: 1
+  m_ChildAlignment: 1
+  m_StartCorner: 0
   m_StartAxis: 0
   m_CellSize: {x: 130, y: 130}
   m_Spacing: {x: 100.48, y: 0}
@@ -1306,13 +1477,225 @@ MonoBehaviour:
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-  m_ChildAlignment: 0
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+  m_ChildAlignment: 1
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   m_StartAxis: 0
   m_CellSize: {x: 130, y: 130}
-  m_Spacing: {x: 0, y: 0}
+  m_Spacing: {x: 100.48, y: 0}
   m_Constraint: 1
   m_ConstraintCount: 3
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@@ -1391,11 +1774,11 @@ MonoBehaviour:
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   m_StartAxis: 0
   m_CellSize: {x: 130, y: 130}
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@@ -1601,8 +1984,10 @@ RectTransform:
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@@ -1728,6 +2113,22 @@ MonoBehaviour:
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     - gameObject: {fileID: 5901101323936336534}
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   isAssetBundle: 1
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 PrefabInstance:

+ 3 - 3
Assets/Res/UI/SentimentPanel/SentimentXianWidget.prefab

@@ -36,8 +36,8 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 1}
   m_AnchorMax: {x: 0.5, y: 1}
-  m_AnchoredPosition: {x: -28, y: -135}
-  m_SizeDelta: {x: 8.0772, y: 247}
+  m_AnchoredPosition: {x: -2.0193, y: 0}
+  m_SizeDelta: {x: 4.0386, y: 247}
   m_Pivot: {x: 0.5, y: 1}
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@@ -60,7 +60,7 @@ MonoBehaviour:
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   m_EditorClassIdentifier: 
   m_Material: {fileID: 0}
-  m_Color: {r: 1, g: 1, b: 1, a: 1}
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   m_RaycastTarget: 1
   m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
   m_Maskable: 1

+ 6 - 0
Assets/Scripts/GameData/ExcelConfig/SentimentEffectConfig.cs

@@ -62,6 +62,12 @@ public int pos;
 public int lastSentimentEffectId;
 
 
+		/// <summary>
+		///解锁等级
+		/// </summary>
+public int unlockLevel;
+
+
 		/// <summary>
 		///见条件类型表
 		/// </summary>

+ 17 - 18
Assets/Scripts/GameLogic/Bag/BagController.cs

@@ -9,19 +9,18 @@ using Utility;
 
 namespace GameLogic.Bag
 {
-    public class BagController 
+    public class BagController
     {
         /// <summary>
         /// 玩家的所有道具(包含货币)
         /// </summary>
         // private List<ItemInfo> m_bagList = new List<ItemInfo>();
-        
         private Dictionary<string, ItemInfo> m_allBagDic = new Dictionary<string, ItemInfo>();
 
         /// <summary>
         /// 外部访问用
         /// </summary>
-        public Dictionary<string, ItemInfo>  allBagDic => m_allBagDic;
+        public Dictionary<string, ItemInfo> allBagDic => m_allBagDic;
 
 
         public void Init()
@@ -146,9 +145,8 @@ namespace GameLogic.Bag
         {
             for (int i = 0; i < itemInfos.Count; i++)
             {
-                
                 ItemInfo item = itemInfos[i];
-                LogTool.Log("获得了道具"+item.itemID);
+                LogTool.Log("获得了道具" + item.itemID);
                 AddItem(item);
                 // //掉落的数量
                 // long count = itemInfo.count.Value;
@@ -159,7 +157,7 @@ namespace GameLogic.Bag
                 //     PlayerManager.Instance.eqController.AddEquipment(item);
                 // }
                 //
-                
+
                 // AddItemCount(item, count);
             }
         }
@@ -178,11 +176,11 @@ namespace GameLogic.Bag
             }
 
             item.count += count;
-            
-            EventManager.Instance.Dispatch(CustomEventType.ItemUpdate, new ItemUpdateData() { ItemInfo = item,Count = (int)count});
-            EventManager.Instance.Dispatch(CustomEventType.AddItem, new ItemUpdateData() { ItemInfo = item,Count = (int)count});
+
+            EventManager.Instance.Dispatch(CustomEventType.ItemUpdate, new ItemUpdateData() { ItemInfo = item, Count = (int)count });
+            EventManager.Instance.Dispatch(CustomEventType.AddItem, new ItemUpdateData() { ItemInfo = item, Count = (int)count });
             AccountFileInfo.Instance.SaveItemData(item);
-        
+
             return true;
         }
 
@@ -215,7 +213,7 @@ namespace GameLogic.Bag
             //掉落的数量
             long count = item.count.Value;
             ItemInfo itemInfo = GetItemInfo(item);
-            
+
             // if (itemInfo.IsEquipItem())
             // {
             //     PlayerManager.Instance.eqController.AddEquipment(itemInfo);    
@@ -244,6 +242,7 @@ namespace GameLogic.Bag
             {
                 m_allBagDic.Remove(itemInfo.guid);
             }
+
             AccountFileInfo.Instance.SaveItemData(itemInfo, saveNow);
         }
 
@@ -252,7 +251,7 @@ namespace GameLogic.Bag
             itemInfo.count.Value -= itemInfo.count.Value;
             AccountFileInfo.Instance.SaveItemData(itemInfo, saveNow);
         }
-        
+
         /// <summary>
         /// 获取道具信息
         /// 不传guid,默认itemId就是guid
@@ -284,7 +283,6 @@ namespace GameLogic.Bag
         /// <returns></returns>
         public ItemInfo GetItemInfo(ItemInfo itemInfo)
         {
-            
             string guidStr = string.IsNullOrEmpty(itemInfo.guid) ? itemInfo.itemID.ToString() : itemInfo.guid;
 
             if (m_allBagDic.TryGetValue(guidStr, out ItemInfo item))
@@ -299,11 +297,14 @@ namespace GameLogic.Bag
 
             return itemInfo;
         }
-        
+
         public long GetItemCount(int itemId)
         {
-
             ItemInfo itemInfo = GetItemInfo(itemId);
+            if (itemInfo == null)
+            {
+                return 0;
+            }
 
             return itemInfo.count.Value;
         }
@@ -337,9 +338,7 @@ namespace GameLogic.Bag
 
             return newItem;
         }
-        
-       
-        
+
 
         /// <summary>
         /// 扣除道具,最后都这里

+ 37 - 23
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentEffectWidget.cs

@@ -1,3 +1,4 @@
+using System.Collections.Generic;
 using Core.Language;
 using Excel2Json;
 using Fort23.UTool;
@@ -12,7 +13,9 @@ namespace Fort23.Mono
 
         public SentimentEffectConfig sentimentEffectConfig;
 
-        private SentimentEffectWidget lastSentimentWidget;
+        public SentimentEffectWidget lastSentimentWidget;
+
+        List<SentimentXianWidget> _sentimentXianWidgets = new List<SentimentXianWidget>();
 
         private void Init()
         {
@@ -46,6 +49,7 @@ namespace Fort23.Mono
             {
                 Text_Level.text = "lv." + level;
             }
+      
         }
 
         public async void CreatXian(RectTransform root, SentimentEffectWidget lastSentimentWidget)
@@ -53,33 +57,43 @@ namespace Fort23.Mono
             this.lastSentimentWidget = lastSentimentWidget;
 
 
-            // Vector2 localPointA = root.worldToLocalMatrix * lastSentimentWidget.own.transform.position;
-            // Vector2 localPointB = root.worldToLocalMatrix * transform.position;
-
-            // SentimentXianWidget sentimentXianWidget = await UIManager.Instance.CreateGComponent<SentimentXianWidget>(null, root);
-            // sentimentXianWidget.own.name = lastSentimentWidget.sentimentEffectConfig.groupId.ToString();
-            //
-            //
-            // sentimentXianWidget.transform.anchoredPosition = localPointB;
-          
-            
-            
-            // 使用 worldToLocalMatrix 转换世界坐标到 Canvas 本地坐标
+            SentimentXianWidget sentimentXianWidget = await UIManager.Instance.CreateGComponent<SentimentXianWidget>(null, root);
+            _sentimentXianWidgets.Add(sentimentXianWidget);
+            var lineRect = sentimentXianWidget.transform;
             Vector2 localPointA = root.worldToLocalMatrix.MultiplyPoint3x4(lastSentimentWidget.own.transform.position);
-            Vector2 localPointB = root.worldToLocalMatrix.MultiplyPoint3x4(transform.position);
+            Vector2 localPointB = root.worldToLocalMatrix.MultiplyPoint3x4(this.transform.position);
 
-            SentimentXianWidget sentimentXianWidget = await UIManager.Instance.CreateGComponent<SentimentXianWidget>(null, root);
-            sentimentXianWidget.transform.anchoredPosition = root.worldToLocalMatrix * transform.position;
 
+            lineRect.anchoredPosition = localPointB;
 
-            // // 计算 Image 的长度(两点之间的距离)
+            // 计算长度
             float distance = Vector2.Distance(localPointA, localPointB);
-            sentimentXianWidget.transform.sizeDelta = new Vector2(sentimentXianWidget.transform.sizeDelta.x,distance);
-            //
-            // // 计算 Image 的旋转角度
-            Vector2 direction = transform.position - lastSentimentWidget.own.transform.position;
-            float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
-            sentimentXianWidget.transform.rotation = Quaternion.Euler(0, 0, angle);
+            lineRect.sizeDelta = new Vector2(lineRect.sizeDelta.x, distance);
+
+            //计算角度
+            Vector2 direction = localPointB - localPointA;
+            Quaternion q = Quaternion.identity;
+            q.SetFromToRotation(Vector3.up, direction);
+            lineRect.eulerAngles = new Vector3(q.eulerAngles.x, 0, q.eulerAngles.z);
+            UpdateXian();
+        }
+
+        public void UpdateXian()
+        {
+            if (lastSentimentWidget.sentimentProperty.level >= sentimentEffectConfig.unlockLevel)
+            {
+                foreach (var sentimentXianWidget in _sentimentXianWidgets)
+                {
+                    sentimentXianWidget.own.transform.RecoverColor();
+                }
+            }
+            else
+            {
+                foreach (var sentimentXianWidget in _sentimentXianWidgets)
+                {
+                    sentimentXianWidget.own.transform.Gray();
+                }
+            }
         }
     }
 }

+ 116 - 23
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanel.cs

@@ -4,6 +4,7 @@ using Core.Language;
 using Excel2Json;
 using Fort23.Core;
 using Fort23.UTool;
+using UnityEngine.UI;
 using Utility;
 
 namespace Fort23.Mono
@@ -24,6 +25,10 @@ namespace Fort23.Mono
 
         private SentimentEffectWidget currentSentimentEffectWidget;
 
+        private EnergyWidget energyWidget;
+
+        private ItemWidgetType1 _itemWidgetType1;
+
         private void Init()
         {
             isAddStack = false;
@@ -41,6 +46,32 @@ namespace Fort23.Mono
 
         public override void AddButtonEvent()
         {
+            Btn_Rest.onClick.AddListener(() =>
+            {
+                foreach (var sentimentDataSentimentProperty in sentimentData.sentimentProperties)
+                {
+                    int count = 0;
+                    for (int i = 0; i < sentimentDataSentimentProperty.level; i++)
+                    {
+                        int level1 = sentimentData.sentimentProperties[0].level <= 0 ? 1 : sentimentData.sentimentProperties[0].level;
+                        int conFigId1 = sentimentData.sentimentProperties[0].groupId * 10 + level1;
+                        var sentimentEffectConfig1 = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId1);
+                        count += sentimentEffectConfig1.upConstCount;
+                    }
+
+                    PlayerManager.Instance.BagController.AddItem(energyWidget._itemConfig.ID, count);
+
+
+                    sentimentDataSentimentProperty.level = 0;
+                }
+
+                foreach (var sentimentEffectWidget in sentimentEffectWidgets)
+                {
+                    sentimentEffectWidget.CustomInit(sentimentEffectWidget.sentimentProperty);
+                }
+
+                AccountFileInfo.Instance.SavePlayerData();
+            });
             Btn_Close.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
             Btn_LingWu.onClick.AddListener(() =>
             {
@@ -49,6 +80,12 @@ namespace Fort23.Mono
                     return;
                 }
 
+                if (currentSentimentEffectWidget.lastSentimentWidget.sentimentProperty.level < currentSentimentEffectWidget.sentimentEffectConfig.unlockLevel)
+                {
+                    TipMessagePanel.OpenTipMessagePanel("前置节点没有解锁");
+                    return;
+                }
+
                 if (curretnSentimentProperty.level >= currentGroupSentimentEffectConfigs.Count)
                 {
                     TipMessagePanel.OpenTipMessagePanel("已经达到最大等级");
@@ -56,9 +93,10 @@ namespace Fort23.Mono
                 }
 
                 int level = curretnSentimentProperty.level <= 0 ? 1 : curretnSentimentProperty.level;
-                int conFigId = curretnSentimentProperty.groupId * 100 + level;
+                int conFigId = curretnSentimentProperty.groupId * 100 + level + 1;
                 SentimentEffectConfig sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
 
+                PlayerManager.Instance.BagController.DeductItem(sentimentEffectConfig.upConstItemId, sentimentEffectConfig.upConstCount);
                 //扣除道具
                 // sentimentEffectConfig.upConstItemId.
                 // s
@@ -66,11 +104,38 @@ namespace Fort23.Mono
                 curretnSentimentProperty.level++;
 
                 AccountFileInfo.Instance.SavePlayerData();
+
+
+                foreach (var sentimentEffectWidget in sentimentEffectWidgets)
+                {
+                    sentimentEffectWidget.UpdateXian();
+                }
+
                 UpdateUi();
                 currentSentimentEffectWidget.CustomInit(curretnSentimentProperty);
             });
         }
 
+        public int MapNumber(int input)
+        {
+            if (input >= 1 && input <= 3)
+            {
+                return 0;
+            }
+            else if (input >= 4 && input <= 6)
+            {
+                return 1;
+            }
+            else if (input >= 7 && input <= 9)
+            {
+                return 2;
+            }
+            else
+            {
+                return -1;
+            }
+        }
+
         public async override CTask<bool> AsyncInit(object[] uiData)
         {
             sentimentData = uiData[0] as AccountFileInfo.SentimentData;
@@ -78,12 +143,21 @@ namespace Fort23.Mono
             mainSentimentEffectWidget = await UIManager.Instance.CreateGComponentForObject<SentimentEffectWidget>(MainSentimentEffectWidget, null);
             mainSentimentEffectWidget.CustomInit(sentimentData.mainSentiment);
             mainSentimentEffectWidget.OnClick = OnClick;
+
+
+            int level1 = sentimentData.sentimentProperties[0].level <= 0 ? 1 : sentimentData.sentimentProperties[0].level;
+            int conFigId1 = sentimentData.sentimentProperties[0].groupId * 10 + level1;
+            var sentimentEffectConfig1 = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId1);
+            EnergyWidget energyWidget =
+                await UIManager.Instance.CreateGComponent<EnergyWidget>(null, Group_ResourceBar);
+            energyWidget.CustomInit(sentimentEffectConfig1.upConstItemId);
+
             foreach (var sentimentDataSentimentProperty in sentimentData.sentimentProperties)
             {
                 int level = sentimentDataSentimentProperty.level <= 0 ? 1 : sentimentDataSentimentProperty.level;
                 int conFigId = sentimentDataSentimentProperty.groupId * 10 + level;
                 var sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
-                int index = sentimentEffectConfig.pos / 3;
+                int index = MapNumber(sentimentEffectConfig.pos);
 
                 SentimentEffectWidget sentimentEffectWidget1 = await UIManager.Instance.CreateGComponent<SentimentEffectWidget>(null, Root[index]);
                 sentimentEffectWidget1.CustomInit(sentimentDataSentimentProperty);
@@ -96,34 +170,38 @@ namespace Fort23.Mono
                 }
             }
 
-           
+            foreach (var rectTransform in Root)
+            {
+                LayoutRebuilder.ForceRebuildLayoutImmediate(rectTransform);
+            }
+
 
             return await base.AsyncInit(uiData);
         }
 
         public async override CTask Show()
         {
-             await base.Show();
-             foreach (var sentimentEffectWidget in sentimentEffectWidgets)
-             {
-                 int level = sentimentEffectWidget.sentimentProperty.level <= 0 ? 1 : sentimentEffectWidget.sentimentProperty.level;
-                 int conFigId = sentimentEffectWidget.sentimentProperty.groupId * 10 + level;
-                 var sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
-                 SentimentEffectWidget sentimentEffectWidget1 = null;
-                 if (sentimentEffectConfig.lastSentimentEffectId == -1)
-                 {
-                     sentimentEffectWidget1 = mainSentimentEffectWidget;
-                 }
-                 else
-                 {
-                     sentimentEffectWidget1 = sentimentEffectWidgets.FirstOrDefault(s => s.sentimentEffectConfig.groupId == sentimentEffectConfig.lastSentimentEffectId);
-                 }
-
-                 sentimentEffectWidget.CreatXian(XianRoot, sentimentEffectWidget1);
-             }
+            await base.Show();
+            foreach (var sentimentEffectWidget in sentimentEffectWidgets)
+            {
+                int level = sentimentEffectWidget.sentimentProperty.level <= 0 ? 1 : sentimentEffectWidget.sentimentProperty.level;
+                int conFigId = sentimentEffectWidget.sentimentProperty.groupId * 10 + level;
+                var sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
+                SentimentEffectWidget sentimentEffectWidget1 = null;
+                if (sentimentEffectConfig.lastSentimentEffectId == -1)
+                {
+                    sentimentEffectWidget1 = mainSentimentEffectWidget;
+                }
+                else
+                {
+                    sentimentEffectWidget1 = sentimentEffectWidgets.FirstOrDefault(s => s.sentimentEffectConfig.groupId == sentimentEffectConfig.lastSentimentEffectId);
+                }
+
+                sentimentEffectWidget.CreatXian(XianRoot, sentimentEffectWidget1);
+            }
         }
 
-        private void UpdateUi()
+        private async void UpdateUi()
         {
             int level = curretnSentimentProperty.level <= 0 ? 1 : curretnSentimentProperty.level;
             int conFigId = curretnSentimentProperty.groupId * 10 + level;
@@ -131,7 +209,20 @@ namespace Fort23.Mono
             currentGroupSentimentEffectConfigs = _sentimentEffectConfigs.Where(se => se.groupId == sentimentEffectConfig.groupId).ToList();
             Text_Name.text = LanguageManager.Instance.Text(sentimentEffectConfig.name);
             Text_Desc.text = UtilTools.GetString(LanguageManager.Instance.Text(sentimentEffectConfig.massge), sentimentEffectConfig.effectVale);
-            Text_Level.text = $"当前层 ;{curretnSentimentProperty.level}/{currentGroupSentimentEffectConfigs.Count}";
+
+            UIManager.Instance.DormancyGComponent(_itemWidgetType1);
+            _itemWidgetType1 = null;
+            _itemWidgetType1 = await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam, null);
+            _itemWidgetType1.CustomInit(sentimentEffectConfig.upConstItemId, sentimentEffectConfig.upConstCount);
+
+            if (curretnSentimentProperty.level >= currentGroupSentimentEffectConfigs.Count)
+            {
+                Text_Level.text = $"{curretnSentimentProperty.level}级 ——> MAX级";
+            }
+            else
+            {
+                Text_Level.text = $"{curretnSentimentProperty.level}级 ——> {curretnSentimentProperty.level + 1}级";
+            }
         }
 
         private void OnClick(ItemWidgetBasic obj)
@@ -160,6 +251,8 @@ namespace Fort23.Mono
 
             currentSentimentEffectWidget = null;
             curretnSentimentProperty = null;
+            UIManager.Instance.DormancyGComponent(energyWidget);
+            energyWidget = null;
 
             base.Close();
         }

+ 22 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanelData.cs

@@ -118,6 +118,28 @@ namespace Fort23.Mono
 	      return _XianRoot;
 	     }
 	   }
+	  private Button _Btn_Rest;
+	  public Button Btn_Rest
+	   {
+	   get{
+	      if (_Btn_Rest == null)
+	       {
+	         _Btn_Rest  = GetUIUnit<Button>("Btn_Rest"); 
+	       }
+	      return _Btn_Rest;
+	     }
+	   }
+	  private RectTransform _Group_ResourceBar;
+	  public RectTransform Group_ResourceBar
+	   {
+	   get{
+	      if (_Group_ResourceBar == null)
+	       {
+	         _Group_ResourceBar  = GetUIUnit<RectTransform>("Group_ResourceBar"); 
+	       }
+	      return _Group_ResourceBar;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

+ 1 - 1
Assets/Scripts/GameUI/UI/ShopPanel/EnergyWidget.cs

@@ -13,7 +13,7 @@ namespace Fort23.Mono
     [UIBinding(prefab = "EnergyWidget")]
     public partial class EnergyWidget : UIComponent
     {
-        private ItemConfig _itemConfig;
+        public ItemConfig _itemConfig;
 
         private void Init()
         {

BIN
Excel2Json/Excel/Sentiment.xlsx


Einige Dateien werden nicht angezeigt, da zu viele Dateien in diesem Diff geändert wurden.