场景
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@ -10,7 +10,7 @@ local BG_PATH = "assets/arts/textures/background/battle/%s.png"
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local BATTLE_COMMON_PATH = "assets/arts/textures/background/battle_common/%s.png"
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local GRID_EDGE_CELL = "app/ui/battle/cell/grid_edge_cell"
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local CHAPTER_BG_COMP = "app/ui/battle/battle_chapter_bg_comp"
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local CHAPTER_BG_PATH = "assets/prefabs/ui/chapter/chapter_1_1.prefab"
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local CHAPTER_BG_PATH = "assets/prefabs/ui/chapter/%s_1.prefab"
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local BOARD_SFX_ORDER = GConst.UI_EFFECT_ORDER.LEVEL4 + 1
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local SIDE_ATK = GConst.BattleConst.SIDE_ATK
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@ -1197,8 +1197,12 @@ function BattleBaseUI:refreshSkill(elementMap, showSfx, side)
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end
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function BattleBaseUI:initChapterBg()
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CellManager:loadCellAsync(CHAPTER_BG_PATH, CHAPTER_BG_COMP, self.mapNode, function(cell)
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-- cell:getBaseObject():setAnchoredPositionY(738)
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local chapterId = DataManager.ChapterData:getChapterId()
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local icon = DataManager.ChapterData:getChapterCfg()[chapterId].icon
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local scene = DataManager.ChapterData:getChapterCfg()[chapterId].scene
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self.bg:setSprite(GConst.ATLAS_PATH.UI_CHAPTER, scene)
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local bgPath = string.format(CHAPTER_BG_PATH, icon)
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CellManager:loadCellAsync(bgPath, CHAPTER_BG_COMP, self.mapNode, function(cell)
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cell:pause()
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self.chapterMapBg = cell
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end)
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@ -14,6 +14,7 @@ local CacheVector2 = CS.UnityEngine.Vector2(0, 0)
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function BattleUI:initBaseInfo()
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local uiMap = self.root:genAllChildren()
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self.uiMap = uiMap
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self.bg = uiMap["battle_ui.battle_root.bg"]
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self.gridNode = uiMap["battle_ui.bg_2.board_node.grid_node"]
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self.boardNode = uiMap["battle_ui.bg_2.board_node"]
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self.boardCenterNode = uiMap["battle_ui.bg_2.board_node.board_center_node"]
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@ -59,12 +60,6 @@ function BattleUI:initBaseInfo()
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end
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end
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function BattleUI:initBg()
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self.bg = self.uiMap["battle_ui.battle_root.bg"]
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-- self.bg:setLocalScale(0, 0, 0)
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-- local width = self.bg:fastGetSizeDelta()
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-- self.bg:setAnchoredPositionX(width/4)
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end
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function BattleUI:initSkill()
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local uiMap = self.root:genAllChildren()
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local atkNode = uiMap["battle_ui.bg_2.skill_node"]
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