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fix:修改buff显示规则

chenbin 4 dni temu
rodzic
commit
b8806f7abc

+ 5 - 1
Assets/AssetConfigs/Addressable/CustomSearch.txt

@@ -1,4 +1,4 @@
-580
+584
 Assets/Res/Addressable/Tables/achieveRewardTable.bytes
 Assets/Res/Addressable/Fonts/ALIMAMA_SDF.asset
 Assets/Res/Addressable/Fonts/ALIMAMA_SDF_outline.mat
@@ -26,6 +26,10 @@ Assets/Res/Addressable/UI/Atlas/BuffIcon/buff_icon_20171101.png
 Assets/Res/Addressable/UI/Atlas/BuffIcon/buff_icon_20171102.png
 Assets/Res/Addressable/UI/Atlas/BuffIcon/buff_icon_20331101.png
 Assets/Res/Addressable/UI/Atlas/BuffIcon/buff_icon_205211.png
+Assets/Res/Addressable/UI/Atlas/BuffIcon/buff_icon_bg.png
+Assets/Res/Addressable/UI/Atlas/BuffIcon/buff_light_layer3.png
+Assets/Res/Addressable/UI/Atlas/BuffIcon/buff_light_layer5.png
+Assets/Res/Addressable/UI/Atlas/BuffIcon/buff_light_layer5_2.png
 Assets/Res/Addressable/Tables/BuffTable.bytes
 Assets/Res/Addressable/Map/Effects_20240703/bullet_201211.prefab
 Assets/Res/Addressable/Map/Effects_20241010/bullet_20131.prefab

+ 16 - 0
Assets/AssetConfigs/Addressable/ProductAssetManifest.asset

@@ -121,6 +121,22 @@ MonoBehaviour:
     addressableName: buff_icon_205211
     assetGUID: 7126bbe75e0e1684999028c51aaccad8
     relativePath: 
+  - addressableId: 3501745681
+    addressableName: buff_icon_bg
+    assetGUID: 534cf4cf119ebd24f9782915eb978b38
+    relativePath: 
+  - addressableId: 4201888737
+    addressableName: buff_light_layer3
+    assetGUID: 7230659b695c88a488908d6134c2fd89
+    relativePath: 
+  - addressableId: 1188552928
+    addressableName: buff_light_layer5
+    assetGUID: 2272fbaf881bd7b499273c7753b9245d
+    relativePath: 
+  - addressableId: 942104436
+    addressableName: buff_light_layer5_2
+    assetGUID: a98897527c7288c47b76ef2173900341
+    relativePath: 
   - addressableId: 3627533938
     addressableName: bufftable
     assetGUID: bae23f40c8138f147b90d77a99d4e983

BIN
Assets/Res/Addressable/UI/Atlas/BuffIcon/buff_icon_bg.png


+ 189 - 0
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+  m_Pivot: {x: 0.5, y: 0.5}
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 GameObject:
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@@ -163,15 +391,18 @@ RectTransform:
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
   m_Children:
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   m_Father: {fileID: 8963040077781050145}
   m_RootOrder: -1
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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-  m_AnchorMax: {x: 0, y: 1}
-  m_AnchoredPosition: {x: 19, y: -18}
-  m_SizeDelta: {x: 38, y: 36}
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+  m_AnchorMax: {x: 0.5, y: 0.5}
+  m_AnchoredPosition: {x: -28, y: 0}
+  m_SizeDelta: {x: 56, y: 56}
   m_Pivot: {x: 0.5, y: 0.5}
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@@ -187,6 +418,8 @@ MonoBehaviour:
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   buffNumTxt: {fileID: 1225028925262066723}
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+  vfxLayer5: {fileID: 2641031441262441421}
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 GameObject:
   m_ObjectHideFlags: 0
@@ -264,6 +497,44 @@ MonoBehaviour:
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+  m_Icon: {fileID: 0}
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+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 4667995150934384270}
+  m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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+  m_LocalScale: {x: 1, y: 1, z: 1}
+  m_ConstrainProportionsScale: 0
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+  m_Father: {fileID: 810615637343042923}
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+  m_OnCullStateChanged:
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@@ -651,7 +999,7 @@ MonoBehaviour:
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-  m_Sprite: {fileID: 0}
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+ 3 - 9
Assets/Scripts/Business/Runtime/Battle/Buffs/BuffsComponent.cs

@@ -50,22 +50,16 @@ namespace FL.Battle.Components
         /// 所有护盾吸收值
         /// </summary>
         public long TotalShieldVal { get; private set; }
-        public void GetBuffs(ref List<IBuff> buffs)
+        public List<IBuff> GetBuffs()
         {
-            if (buffs == null)
-            {
-                buffs = new List<IBuff>();
-            }
-            else
-            {
-                buffs.Clear();
-            }
+            var buffs = ListPool.Acquire<IBuff>();
             foreach (var buff in _buffsMap.Values)
             {
                 if (!buff.IsShowIcon)
                     continue;
                 buffs.Add(buff);
             }
+            return buffs;
         }
         public bool GetElementBuffs(ref List<IBuff> buffs)
         {

+ 14 - 1
Assets/Scripts/Business/Runtime/Map/UI/BattleInfoBuffList.cs

@@ -30,7 +30,14 @@ namespace FL.Map.UI
             }
         }
         public void Refresh(List<IBuff> buffs, MapContext context)
-        {
+        { // item 显示顺序为:   4 2 0 1 3 5
+            if (buffs.Count > 1)
+            {
+                buffs.Sort((a, b) =>
+                {
+                    return b.Layers - a.Layers;
+                });
+            }
             var showCount = Mathf.Clamp(buffs.Count, 0, _itemLimit);
             for (var i = 0; i < _itemLimit; i++)
             {
@@ -42,6 +49,10 @@ namespace FL.Map.UI
                     {
                         item = GameObject.Instantiate<BattleInfoBuffListItem>(_template, _template.transform.parent);
                         _items[i] = item;
+                        var size = (item.transform as RectTransform).sizeDelta;
+                        var sign = i % 2 == 0 ? -1 : 1; // 偶数在左边
+                        var localPosition = item.transform.localPosition;
+                        localPosition.x = size.x * (0.5f + i / 2) * sign;
                     }
                     var loadAsync = context.Asset.LoadAsync<Sprite>(buff.IconName);
                     loadAsync.On(_ =>
@@ -50,6 +61,8 @@ namespace FL.Map.UI
                     });
                     var layers = buff.Layers;
                     item.buffNumTxt.text = layers > 1 ? layers.ToString() : string.Empty;
+                    item.vfxLayer5.SetActive(layers == buff.LayerLimit);
+                    item.vfxLayer3.SetActive(layers == 3);
                     item.gameObject.SetActive(true);
                 }
                 else

+ 2 - 0
Assets/Scripts/Business/Runtime/Map/UI/BattleInfoBuffListItem.cs

@@ -14,5 +14,7 @@ namespace FL.Map.UI
         /// </summary>
         public Image buffIcon;
         public TextMeshProUGUI buffNumTxt;
+        public GameObject vfxLayer3;
+        public GameObject vfxLayer5;
     }
 }

+ 1 - 2
Assets/Scripts/Business/Runtime/Map/UI/EntityBattleInfoView.cs

@@ -88,8 +88,7 @@ namespace FL.Map.UI
             if (VM.BuffList == null || Master.Buffs.IsDirty == false)
                 return;
             Master.Buffs.IsDirty = false;
-            var buffs = XGame.Framework.ListPool.Acquire<IBuff>();
-            Master.Buffs.GetBuffs(ref buffs);
+            var buffs = Master.Buffs.GetBuffs();
             VM.BuffList.Refresh(buffs, Context);
             XGame.Framework.ListPool.Recycle(buffs);
         }