开始处理计算横条位置问题
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@ -86,7 +86,10 @@ namespace GameLogic
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m_tmpAllValue.text = m_AllPush.ToString();
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}
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private void UpdateScale(long m_AllPush)
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/// <summary>
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/// 计算百分比大小值
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/// </summary>
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public void UpdateScale(long value)
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{
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// 避免除0
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if (m_AllPush == 0)
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@ -94,30 +97,23 @@ namespace GameLogic
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return;
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}
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//// 基于当前总值,计算自己scale大小
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//var results = this.m_AllPush / (float)m_AllPush;
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// 基于当前总值,计算自己scale大小
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var results = this.m_AllPush / (float)m_AllPush;
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//// 求出实际值
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//// var s = EventConts.MaxActorScale * results;
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Log.Debug(results);
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// 求出实际值
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var s = EventConts.MaxActorScale * results;
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//var s = results * EventConts.actorScaleConst + sclaeAdd;
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//if (s < EventConts.MinActorScale)
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//{
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// s = EventConts.MinActorScale;
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//}
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//else if (s >= EventConts.MaxActorScale)
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//{
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// s = EventConts.MaxActorScale;
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//}
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//// 每次都更新
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//// 两者相差值超过
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//if (Mathf.Abs(this.m_Go.transform.localScale.x - s) > 0.05f)
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//{
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// m_OldScale = s;
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// this.m_Go.transform.DOScale(m_OldScale, 0.5f);
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//}
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if (s < EventConts.MinActorScale)
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{
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s = EventConts.MinActorScale;
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}
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else if (s >= EventConts.MaxActorScale)
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{
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s = EventConts.MaxActorScale;
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}
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}
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}
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@ -12,12 +12,11 @@ namespace GameLogic
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{
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public class DataGameSceneManager : GameBase.Singleton<DataGameSceneManager>
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{
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private Transform teamList;
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private Dictionary<string, UnitPlayerData> m_DicUnitPlayerDatas = new Dictionary<string, UnitPlayerData>(); //局内玩家数据
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public List<ActorHItem> m_TeamSortList = new List<ActorHItem>(); // 用于排序的阵营列表数据
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public Dictionary<string, ActorHItem> m_DicTeamList = new Dictionary<string, ActorHItem>();
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public float m_GameTimerLen = 0;
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public List<string> m_Strs = new List<string>() { "陈", "王", "李", "张", "刘", "杨", "黄", "赵", "吴", "周",
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"徐", "孙", "马", "朱", "胡","何","林","高","罗","郑",
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@ -33,6 +32,8 @@ namespace GameLogic
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public MeshRenderer m_PanelBg;
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private int m_UpdateShowEmoTimer = -1;
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public long m_AllTeamPush = 0;
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public void OnInit()
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{
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FindGameComponent();
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@ -55,7 +56,6 @@ namespace GameLogic
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private void FindGameComponent()
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{
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teamList = GameObject.Find("TeamList").transform;
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m_PanelBg = GameObject.Find("Plane").GetComponent<MeshRenderer>();
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}
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@ -226,22 +226,19 @@ namespace GameLogic
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long allValue = 0;
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// // 更新阵营当前总值大小
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// foreach (var item in m_TeamLists)
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// {
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// // 执行内部更新
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// item.Value.OnUpdate();
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// 更新阵营当前总值大小
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foreach (var item in m_TeamSortList)
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{
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// 计算总值
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allValue += item.GetAllPower();
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}
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// // 计算总值
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// allValue += item.Value.GetPush();
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// }
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// // 在遍历一次,求出总值后,各自计算一次自己的scale
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// foreach (var item in m_TeamLists)
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// {
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// // 执行内部更新
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// item.Value.UpdateScale(allValue);
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// }
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// 在遍历一次,求出总值后,各自计算一次自己的scale
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foreach (var item in m_TeamSortList)
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{
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// 执行内部更新
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item.UpdateScale(allValue);
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}
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// // Determine the scale for the top team
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@ -463,13 +460,18 @@ namespace GameLogic
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// GameEvent.Send(EventConts.AddGiftMessage, unitPlayerData, giftConfig, num);
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// }
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// // 每次积分变动
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// m_TeamSortList.Sort((a, b) =>
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// {
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// return a.GetIndexRankUnityData() == null ? 1 :
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// b.GetIndexRankUnityData() == null ? -1 :
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// a.GetIndexRankUnityData().m_Score.CompareTo(b.GetIndexRankUnityData().m_Score) * -1;
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// });
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// 每次积分变动
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m_TeamSortList.Sort((a, b) =>
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{
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if (a.GetAllPower() > b.GetAllPower())
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{
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return -1;
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}
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else
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{
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return 1;
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}
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});
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}
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