From bf3b283034654e5af7ae2732a93ca2652cf66eee Mon Sep 17 00:00:00 2001 From: puxuan <413323644@qq.com> Date: Fri, 5 Sep 2025 10:49:22 +0800 Subject: [PATCH] =?UTF-8?q?=E5=8A=9F=E8=83=BD=E5=BC=80=E5=90=AF?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- lua/app/ui/main_city/main_city_ui.lua | 30 +++++++++++------------ lua/app/ui/main_city/module_unlock_ui.lua | 22 ++++++++--------- 2 files changed, 26 insertions(+), 26 deletions(-) diff --git a/lua/app/ui/main_city/main_city_ui.lua b/lua/app/ui/main_city/main_city_ui.lua index e1c8d084..f5434097 100644 --- a/lua/app/ui/main_city/main_city_ui.lua +++ b/lua/app/ui/main_city/main_city_ui.lua @@ -1108,16 +1108,16 @@ function MainCityUI:checkMainPop() end -- 礼包 - if self:checkGift() then - return - end + -- if self:checkGift() then + -- return + -- end -- 圆月活动 - local showType = DataManager.FullMoonData:getNeedShowActPanel() - if showType then - ModuleManager.FullMoonManager:showActMainUI(showType) - return - end + -- local showType = DataManager.FullMoonData:getNeedShowActPanel() + -- if showType then + -- ModuleManager.FullMoonManager:showActMainUI(showType) + -- return + -- end -- 金猪满了后下次进主城要弹出来 -- if DataManager.GoldPigData:getPopFlag() and not DataManager.TutorialData:getIsInTutorial() then @@ -1130,13 +1130,13 @@ function MainCityUI:checkMainPop() -- return -- end - if DataManager.ActBossRushData:getIsOpen() and not DataManager.TutorialData:getIsInTutorial() then -- 弹窗 - if not DataManager.ActBossRushData:getMarkPoped() then - if ModuleManager.ActBossRushManager:showPopUI() then - return - end - end - end + -- if DataManager.ActBossRushData:getIsOpen() and not DataManager.TutorialData:getIsInTutorial() then -- 弹窗 + -- if not DataManager.ActBossRushData:getMarkPoped() then + -- if ModuleManager.ActBossRushManager:showPopUI() then + -- return + -- end + -- end + -- end end -- 检查引导 diff --git a/lua/app/ui/main_city/module_unlock_ui.lua b/lua/app/ui/main_city/module_unlock_ui.lua index f93e1542..a27b159f 100644 --- a/lua/app/ui/main_city/module_unlock_ui.lua +++ b/lua/app/ui/main_city/module_unlock_ui.lua @@ -44,9 +44,9 @@ function ModuleUnlockUI:onLoadRootComplete() self.moduleNameTx = self.uiMap["module_unlock_ui.bg.name_tx"] self.moduleIcon = self.uiMap["module_unlock_ui.icon"] self.titleTx = self.uiMap["module_unlock_ui.bg.spine_title.title_tx"] - -- self.spineTitle = self.uiMap["module_unlock_ui.bg.spine_title"] - -- self.spineCircle = self.uiMap["module_unlock_ui.icon.spine_circle"] - -- self.spineStar = self.uiMap["module_unlock_ui.spine_star"] + self.spineTitle = self.uiMap["module_unlock_ui.bg.spine_title"] + self.spineCircle = self.uiMap["module_unlock_ui.icon.spine_circle"] + self.spineStar = self.uiMap["module_unlock_ui.spine_star"] self.uiMap["module_unlock_ui.bg.continue"]:setText(I18N:getGlobalText(I18N.GlobalConst.CLICK_TO_CONTINUE)) self.titleTx:setText(I18N:getGlobalText(I18N.GlobalConst.FUNC_UNLOCK)) @@ -98,10 +98,10 @@ function ModuleUnlockUI:showModuleUnlockAppearAnim() self.moduleIcon:setLocalScale(1,1,1) self.moduleIcon:setPosition(self.initIconPos.x, self.initIconPos.y, self.initIconPos.z) - -- self.spineTitle:playAnim("idle", false, true, true) - -- self:performWithDelayGlobal(function() - -- self.spineCircle:playAnim("idle", false, true, true) - -- end, 0.17) + self.spineTitle:playAnim("idle", false, true, true) + self:performWithDelayGlobal(function() + self.spineCircle:playAnim("idle", false, true, true) + end, 0.17) if self.animAppear == nil then self.animAppear = self.root:createBindTweenSequence() self.animAppear:Insert(0, self.canvasGroupBg:DOFade(1, 0.14)) @@ -129,13 +129,13 @@ function ModuleUnlockUI:showModuleUnlockVanishAnim() self.animVanish:Insert(0.33, self.canvasGroupIcon:DOFade(0, 0.07)) local targetPos = ModuleManager.MaincityManager:getModuleEntrancePos(self.moduleKey) if targetPos then - -- self.spineStar:setPosition(targetPos.x, targetPos.y, targetPos.z) + self.spineStar:setPosition(targetPos.x, targetPos.y, targetPos.z) self.animVanish:Insert(0.17, self.moduleIcon:getTransform():DOMove(CS.UnityEngine.Vector3(targetPos.x, targetPos.y, targetPos.z), 0.16)) self.animVanish:OnComplete(function() self.animVanish = nil - -- self.spineStar:playAnimComplete("idle", false, true, function() - -- self:checkShowNext() - -- end) + self.spineStar:playAnimComplete("idle", false, true, function() + self:checkShowNext() + end) end) else self.animVanish:OnComplete(function()