开始处理计算横条位置问题

This commit is contained in:
SD-20250424WZPW\Administrator 2025-04-25 16:09:16 +08:00
parent 9d699c70bc
commit 56355509b6
3 changed files with 144 additions and 69 deletions

File diff suppressed because one or more lines are too long

View File

@ -86,7 +86,10 @@ namespace GameLogic
m_tmpAllValue.text = m_AllPush.ToString(); m_tmpAllValue.text = m_AllPush.ToString();
} }
private void UpdateScale(long m_AllPush) /// <summary>
/// 计算百分比大小值
/// </summary>
public void UpdateScale(long value)
{ {
// 避免除0 // 避免除0
if (m_AllPush == 0) if (m_AllPush == 0)
@ -94,30 +97,23 @@ namespace GameLogic
return; return;
} }
//// 基于当前总值,计算自己scale大小 // 基于当前总值,计算自己scale大小
//var results = this.m_AllPush / (float)m_AllPush; var results = this.m_AllPush / (float)m_AllPush;
//// 求出实际值 Log.Debug(results);
//// var s = EventConts.MaxActorScale * results;
// 求出实际值
var s = EventConts.MaxActorScale * results;
//var s = results * EventConts.actorScaleConst + sclaeAdd; //var s = results * EventConts.actorScaleConst + sclaeAdd;
//if (s < EventConts.MinActorScale) if (s < EventConts.MinActorScale)
//{ {
// s = EventConts.MinActorScale; s = EventConts.MinActorScale;
//} }
//else if (s >= EventConts.MaxActorScale) else if (s >= EventConts.MaxActorScale)
//{ {
// s = EventConts.MaxActorScale; s = EventConts.MaxActorScale;
//} }
//// 每次都更新
//// 两者相差值超过
//if (Mathf.Abs(this.m_Go.transform.localScale.x - s) > 0.05f)
//{
// m_OldScale = s;
// this.m_Go.transform.DOScale(m_OldScale, 0.5f);
//}
} }
} }

View File

@ -12,12 +12,11 @@ namespace GameLogic
{ {
public class DataGameSceneManager : GameBase.Singleton<DataGameSceneManager> public class DataGameSceneManager : GameBase.Singleton<DataGameSceneManager>
{ {
private Transform teamList;
private Dictionary<string, UnitPlayerData> m_DicUnitPlayerDatas = new Dictionary<string, UnitPlayerData>(); //局内玩家数据 private Dictionary<string, UnitPlayerData> m_DicUnitPlayerDatas = new Dictionary<string, UnitPlayerData>(); //局内玩家数据
public List<ActorHItem> m_TeamSortList = new List<ActorHItem>(); // 用于排序的阵营列表数据 public List<ActorHItem> m_TeamSortList = new List<ActorHItem>(); // 用于排序的阵营列表数据
public Dictionary<string, ActorHItem> m_DicTeamList = new Dictionary<string, ActorHItem>(); public Dictionary<string, ActorHItem> m_DicTeamList = new Dictionary<string, ActorHItem>();
public float m_GameTimerLen = 0; public float m_GameTimerLen = 0;
public List<string> m_Strs = new List<string>() { "陈", "王", "李", "张", "刘", "杨", "黄", "赵", "吴", "周", public List<string> m_Strs = new List<string>() { "陈", "王", "李", "张", "刘", "杨", "黄", "赵", "吴", "周",
"徐", "孙", "马", "朱", "胡","何","林","高","罗","郑", "徐", "孙", "马", "朱", "胡","何","林","高","罗","郑",
@ -33,6 +32,8 @@ namespace GameLogic
public MeshRenderer m_PanelBg; public MeshRenderer m_PanelBg;
private int m_UpdateShowEmoTimer = -1; private int m_UpdateShowEmoTimer = -1;
public long m_AllTeamPush = 0;
public void OnInit() public void OnInit()
{ {
FindGameComponent(); FindGameComponent();
@ -55,7 +56,6 @@ namespace GameLogic
private void FindGameComponent() private void FindGameComponent()
{ {
teamList = GameObject.Find("TeamList").transform;
m_PanelBg = GameObject.Find("Plane").GetComponent<MeshRenderer>(); m_PanelBg = GameObject.Find("Plane").GetComponent<MeshRenderer>();
} }
@ -226,22 +226,19 @@ namespace GameLogic
long allValue = 0; long allValue = 0;
// // 更新阵营当前总值大小 // 更新阵营当前总值大小
// foreach (var item in m_TeamLists) foreach (var item in m_TeamSortList)
// { {
// // 执行内部更新 // 计算总值
// item.Value.OnUpdate(); allValue += item.GetAllPower();
}
// // 计算总值 // 在遍历一次,求出总值后,各自计算一次自己的scale
// allValue += item.Value.GetPush(); foreach (var item in m_TeamSortList)
// } {
// 执行内部更新
// // 在遍历一次,求出总值后,各自计算一次自己的scale item.UpdateScale(allValue);
// foreach (var item in m_TeamLists) }
// {
// // 执行内部更新
// item.Value.UpdateScale(allValue);
// }
// // Determine the scale for the top team // // Determine the scale for the top team
@ -463,13 +460,18 @@ namespace GameLogic
// GameEvent.Send(EventConts.AddGiftMessage, unitPlayerData, giftConfig, num); // GameEvent.Send(EventConts.AddGiftMessage, unitPlayerData, giftConfig, num);
// } // }
// // 每次积分变动 // 每次积分变动
// m_TeamSortList.Sort((a, b) => m_TeamSortList.Sort((a, b) =>
// { {
// return a.GetIndexRankUnityData() == null ? 1 : if (a.GetAllPower() > b.GetAllPower())
// b.GetIndexRankUnityData() == null ? -1 : {
// a.GetIndexRankUnityData().m_Score.CompareTo(b.GetIndexRankUnityData().m_Score) * -1; return -1;
// }); }
else
{
return 1;
}
});
} }