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二级节点添加滚动栏。

返回场景后因为灭有移除消息监听导致报空引用。
修改场景中的裂纹跟位置偏移。
develop
曹衍涛 4 years ago
parent
commit
fe937fc641
  1. 1814
      Assets/00JBHF/ADD(1).FBX
  2. 110
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  3. 3731
      Assets/00JBHF/BF.FBX
  4. 146
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  5. BIN
      Assets/00JBHF/Scene.prefab
  6. BIN
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  7. 88
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  8. BIN
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  9. 8
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  10. BIN
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  12. BIN
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  13. 8
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  14. BIN
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  15. BIN
      Assets/Scene/Dummy.unity
  16. BIN
      Assets/Scene/MainScene_New.unity
  17. BIN
      Assets/Scene/MainScene_New/NavMesh-NavMeshSufaceCar.asset
  18. BIN
      Assets/Scene/MainScene_New/NavMesh-NavMeshSufaceMan.asset
  19. 1
      Assets/Scripts/BaseUI/BaseInstanceMono.cs
  20. 2
      Assets/Scripts/DisasterSetting/FireSettingPanel.cs
  21. 1
      Assets/Scripts/Equip/Bag/BagPanel.cs
  22. 4
      Assets/Scripts/Equip/EquipNumSelect/EquipNumSelectPanel.cs
  23. 2
      Assets/Scripts/Power/FiremanSkill/XiaoFangYuanDrawLine.cs
  24. 1
      Assets/Scripts/Power/Task/ControlTruckArm.cs
  25. 7
      Assets/Scripts/Replay/NodeDetailShow.cs
  26. 1
      Assets/Scripts/Replay/ReplayManager.cs

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1
Assets/Scripts/BaseUI/BaseInstanceMono.cs

@ -53,6 +53,7 @@ public abstract class BaseInstanceMono : MonoBehaviour
MessageDispatcher.RemoveListener("CANCEL_SELECTED_COMMAND", Close);//ESC取消选中处理
MessageDispatcher.RemoveListener("DELETE_ALL_COMMAND", Close);
MessageDispatcher.RemoveListener("DELETE_COMMAND", Close);
MessageDispatcher.RemoveListener("RADIO_SELECTED_COMMAND", RadioSelect);//单选选中处理
}
private void OnDestroy()
{

2
Assets/Scripts/DisasterSetting/FireSettingPanel.cs

@ -362,7 +362,7 @@ public class FireSettingPanel : ResourceLoadPanel<FireSettingPanel>
}
else
{
if (Mathf.Abs(hit.transform.position.y - NowObj.transform.position.y) > 2)
if (Mathf.Abs(hit.transform.position.y - NowObj.transform.position.y) > 3)
return;
}
if (PathPointList.Count == 0)//第一次设置或重置后再设置蔓延路径的情况

1
Assets/Scripts/Equip/Bag/BagPanel.cs

@ -42,6 +42,7 @@ public class BagPanel : ResourceLoadPanel<BagPanel>
{
//隐藏背包时清空
Empty();
MessageDispatcher.RemoveListener("BagChaneg", BagInfoChange);
}
private void OnDestroy()
{

4
Assets/Scripts/Equip/EquipNumSelect/EquipNumSelectPanel.cs

@ -28,6 +28,10 @@ public class EquipNumSelectPanel : ResourceLoadPanel<EquipNumSelectPanel>
{
MessageDispatcher.RemoveListener("EquipItemSelectMore", SelectMore);
}
private void OnDestroy()
{
MessageDispatcher.RemoveListener("EquipItemSelectMore", SelectMore);
}
private void SelectMore(IMessage obj)
{
Toggle sender = (Toggle)obj.Data;

2
Assets/Scripts/Power/FiremanSkill/XiaoFangYuanDrawLine.cs

@ -810,7 +810,7 @@ public class XiaoFangYuanDrawLine : MonoBehaviour
cloneObj.transform.parent = prlineObj.transform;
cloneObj.transform.forward = (cloneObj.transform.position - placementPos).normalized;//改变线条的朝向
float distance = Vector3.Distance(placementPos, placementPos2);//计算两点的距离
cloneObj.transform.localScale = new Vector3(6f, 6f, distance * jugelength);//延长线条,连接两点。
cloneObj.transform.localScale = new Vector3(24f, 24f, distance * jugelength);//延长线条,连接两点。
cloneObj.GetComponent<DrawLinMessage>().Linelength = distance;
cloneObj.GetComponent<DrawLinMessage>().AllLength = getDrawLine() + distance;
Record(cloneObj.GetComponent<DrawLinMessage>(), false, true);

1
Assets/Scripts/Power/Task/ControlTruckArm.cs

@ -188,6 +188,7 @@ public abstract class ControlTruckArm : MonoBehaviour
MessageDispatcher.RemoveListener("PackUpTheLiftArm", PackUpTheLiftArm);
MessageDispatcher.RemoveListener("FixedSupport", FixedSupport);
MessageDispatcher.RemoveListener("RADIO_SELECTED_COMMAND", RadioSelect);
MessageDispatcher.RemoveListener("ReplayEvent", ReplayAgent);
}
void OnEnable()
{

7
Assets/Scripts/Replay/NodeDetailShow.cs

@ -13,7 +13,7 @@ public class NodeDetailShow : MonoBehaviour, IPointerClickHandler
private float time;
public TagShow TagShow;
// Use this for initialization
void Start()
void Awake()
{
TagShow = GameObject.Find("Canvas/TopUI/TagPanel/TagShow") .GetComponent<TagShow>();
}
@ -45,10 +45,15 @@ public class NodeDetailShow : MonoBehaviour, IPointerClickHandler
public void SetControl()
{
control = false;
if (GameObject.Find("Canvas/TopUI/TagPanel/TagShow"))
{
TagShow= GameObject.Find("Canvas/TopUI/TagPanel/TagShow").GetComponent<TagShow>();
TagShow.tagDetail.SetActive(false);
TagShow.tagMessage.SetActive(false);
TagShow.gameObject.SetActive(false);
}
gameObject.SetActive(false);
}
public void OnPointerClick(PointerEventData eventData)

1
Assets/Scripts/Replay/ReplayManager.cs

@ -388,6 +388,7 @@ public class ReplayManager : MonoBehaviour
if (replayTime > jsonData.sumTime)
{
ReplayStatus = ReplayStatus.over;
nodeDetailShow.GetComponent<NodeDetailShow>().SetControl();
playOrPause.isOn = false;
ReplaySetting.PlayStatus = PlayStatus.normal;
ChangeReplaySpeed = null;//回放结束清空关心回放速度的事件

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