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修改功法ui

lzx hace 3 días
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e69a3a48e6

+ 90 - 0
Assets/Res/UI/MainHeroPanel/SelectFaBaoPanel.prefab

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+ 212 - 356
Assets/Res/UI/SkillSelectPanel/GongFaUpgradePanel.prefab

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@@ -3458,8 +3231,8 @@ RectTransform:
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-  m_SizeDelta: {x: 648.08, y: 362.5558}
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BIN
Assets/Res/UI/SkillSelectPanel/功法.png


BIN
Assets/Res/UI/SkillSelectPanel/功法界面-领悟.png


+ 1 - 1
Assets/Res/UI/SkillSelectPanel/功法.png.meta → Assets/Res/UI/SkillSelectPanel/功法界面-领悟.png.meta

@@ -1,5 +1,5 @@
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 TextureImporter:
   internalIDToNameTable: []
   externalObjects: {}

+ 13 - 6
Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradePanel.cs

@@ -147,7 +147,7 @@ namespace Fort23.Mono
 
                 SkillConstant skillConstant = ConfigComponent.Instance.Get<SkillConstant>(itemConfig.quality);
 
-                int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level-1];
+                int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level - 1];
 
                 if (!PlayerManager.Instance.BagController.DeductItem(_skillInfo.skillConfig.PieceID, count))
                 {
@@ -195,18 +195,23 @@ namespace Fort23.Mono
             switch (skillConfig.attribute)
             {
                 case 1:
+                    csc.ChangeState(0);
                     Icon_Attribute.icon_name = "dec_jin2";
                     break;
                 case 2:
+                    csc.ChangeState(1);
                     Icon_Attribute.icon_name = "dec_mu2";
                     break;
                 case 4:
+                    csc.ChangeState(2);
                     Icon_Attribute.icon_name = "dec_shui2";
                     break;
                 case 8:
+                    csc.ChangeState(3);
                     Icon_Attribute.icon_name = "dec_huo2";
                     break;
                 case 16:
+                    csc.ChangeState(4);
                     Icon_Attribute.icon_name = "dec_tu2";
                     break;
             }
@@ -317,11 +322,13 @@ namespace Fort23.Mono
                     }
 
 
-                    Text_NextLevel.gameObject.SetActive(true);
+                    Text_NextLevel.transform.parent.gameObject.SetActive(true);
                     Text_NextLevel.text =
                         $"{_skillInfo.SkillPowerupConfig.ID}级  →  {nextSkillInfo.SkillPowerupConfig.ID}级";
 
-
+                    LayoutRebuilder.ForceRebuildLayoutImmediate(Text_NextLevel.GetComponent<RectTransform>());
+                    LayoutRebuilder.ForceRebuildLayoutImmediate(Text_NextLevel.transform.parent
+                        .GetComponent<RectTransform>());
                     Text_GongFaDesc.text =
                         UtilTools.GetString(LanguageManager.Instance.Text(_skillInfo.skillConfig.dec), effs);
 
@@ -362,7 +369,7 @@ namespace Fort23.Mono
                 }
                 else
                 {
-                    Text_NextLevel.gameObject.SetActive(true);
+                    Text_NextLevel.transform.parent.gameObject.SetActive(true);
                     Text_NextLevel.text = $"{_skillInfo.skillConfig.level}级  →  Max级";
                     Text_UpGrade.text = "已满级";
                     Btn_UpStar.gameObject.SetActive(false);
@@ -389,7 +396,7 @@ namespace Fort23.Mono
 
                     SkillConstant skillConstant = ConfigComponent.Instance.Get<SkillConstant>(itemConfig.quality);
 
-                    int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level-1];
+                    int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level - 1];
                     // int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level];
                     ItemWidgetType1 itemWidgetType1 =
                         await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam, null,
@@ -428,7 +435,7 @@ namespace Fort23.Mono
                     gongFaUpgradeInfoWidget.SelectWidget(false);
                 }
 
-                Text_NextLevel.gameObject.SetActive(false);
+                Text_NextLevel.transform.parent.gameObject.SetActive(false);
                 Text_GongFaDesc.text = UtilTools.GetString(LanguageManager.Instance.Text(_skillInfo.skillConfig.dec),
                     _skillInfo.effectValue);
             }

+ 11 - 0
Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradePanelData.cs

@@ -239,6 +239,17 @@ namespace Fort23.Mono
 	      return _Text_NextLevel;
 	     }
 	   }
+	  private CustomStateController _csc;
+	  public CustomStateController csc
+	   {
+	   get{
+	      if (_csc == null)
+	       {
+	         _csc  = GetUIUnit<CustomStateController>("csc"); 
+	       }
+	      return _csc;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{