diff --git a/Configs/GameConfig/Datas/TeamConfig.xlsx b/Configs/GameConfig/Datas/TeamConfig.xlsx index 29f75cdf..6036b505 100644 Binary files a/Configs/GameConfig/Datas/TeamConfig.xlsx and b/Configs/GameConfig/Datas/TeamConfig.xlsx differ diff --git a/UnityProject/Assets/AssetRaw/Configs/bytes/teamconfig_tbteamconfig.bytes b/UnityProject/Assets/AssetRaw/Configs/bytes/teamconfig_tbteamconfig.bytes index 803a0d7a..cf3eed18 100644 Binary files a/UnityProject/Assets/AssetRaw/Configs/bytes/teamconfig_tbteamconfig.bytes and b/UnityProject/Assets/AssetRaw/Configs/bytes/teamconfig_tbteamconfig.bytes differ diff --git a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs index 98665fbd..a423058f 100644 --- a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs +++ b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs @@ -38,6 +38,7 @@ namespace GameLogic private double m_AllPush = 0; // 当前总值 private int m_AllAddPush = 0;//永久增加推力值 + private int textureId = 0; private Dictionary> m_Buffs = new Dictionary>(); //自身Buff列表 @@ -69,7 +70,7 @@ namespace GameLogic m_tmpAllValue.text = m_AllPush.ToString(); // 播放序列图,通过Gpu的形式 - LoadTextureMatRes(1); + LoadTextureMatRes(textureId + 1); } @@ -154,6 +155,33 @@ namespace GameLogic } m_AllPush += m_AddPush; + + // 检测个人赛道推力值是否到达可以切换形象 + SwitchActor(); + } + + private void SwitchActor() + { + int id = 0; + for (int i = 0; i < ConfigSystem.Instance.Tables.TbTeamConfig.DataList.Count; i++) + { + if (m_AllPush >= ConfigSystem.Instance.Tables.TbTeamConfig.DataList[i].OneScoreTargetValue) + { + id = i; + } + else + { + break; + } + } + + // 选出当前朝代Id + if (id != textureId) + { + // 切换朝代 + textureId = id; + LoadTextureMatRes(textureId + 1); + } } private void RefreshUI() @@ -330,7 +358,12 @@ namespace GameLogic /// private void LoadTextureMatRes(int key) { - //m_ImgSprite.material = GameModule.Resource.LoadAsset("0" + key); + // 先隐藏其他 + for (int i = 1; i < m_rectCar.childCount; i++) + { + m_rectCar.transform.GetChild(i).gameObject.SetActive(false); + } + m_rectCar.transform.GetChild(key).gameObject.SetActive(true); } diff --git a/UnityProject/Assets/GameScripts/HotFix/GameLogic/UI/UIGameBattle.cs b/UnityProject/Assets/GameScripts/HotFix/GameLogic/UI/UIGameBattle.cs index f2706385..a333e141 100644 --- a/UnityProject/Assets/GameScripts/HotFix/GameLogic/UI/UIGameBattle.cs +++ b/UnityProject/Assets/GameScripts/HotFix/GameLogic/UI/UIGameBattle.cs @@ -174,6 +174,8 @@ namespace GameLogic } m_rectBgList.GetChild(teamId).gameObject.SetActive(true); + + // 替换UI图 } private void AddPlayerFunc(UnitPlayerData unitPlayerData) diff --git a/UnityProject/ProjectSettings/ProjectSettings.asset b/UnityProject/ProjectSettings/ProjectSettings.asset index 6da5fc6a..dda10aab 100644 --- a/UnityProject/ProjectSettings/ProjectSettings.asset +++ b/UnityProject/ProjectSettings/ProjectSettings.asset @@ -761,20 +761,20 @@ PlayerSettings: webGLMemoryGeometricGrowthCap: 96 webGLPowerPreference: 2 scriptingDefineSymbols: - Android: ENABLE_LOG;TextMeshPro;ENABLE_HYBRIDCLR + Android: TextMeshPro;ENABLE_HYBRIDCLR;ENABLE_LOG EmbeddedLinux: TextMeshPro GameCoreXboxOne: TextMeshPro Nintendo Switch: TextMeshPro PS4: TextMeshPro - PS5: TextMeshPro;ENABLE_HYBRIDCLR + PS5: TextMeshPro;ENABLE_HYBRIDCLR;ENABLE_LOG QNX: TextMeshPro Stadia: TextMeshPro - Standalone: ODIN_INSPECTOR;ODIN_INSPECTOR_3;ODIN_INSPECTOR_3_1;ODIN_VALIDATOR;ODIN_VALIDATOR_3_1;ENABLE_LOG;TextMeshPro;ENABLE_HYBRIDCLR;AMPLIFY_SHADER_EDITOR + Standalone: ODIN_INSPECTOR;ODIN_INSPECTOR_3;ODIN_INSPECTOR_3_1;ODIN_VALIDATOR;ODIN_VALIDATOR_3_1;TextMeshPro;ENABLE_HYBRIDCLR;AMPLIFY_SHADER_EDITOR;ENABLE_LOG VisionOS: TextMeshPro - WebGL: ENABLE_LOG;TextMeshPro;ENABLE_HYBRIDCLR - Windows Store Apps: ENABLE_LOG;ENABLE_HYBRIDCLR + WebGL: TextMeshPro;ENABLE_HYBRIDCLR;ENABLE_LOG + Windows Store Apps: ENABLE_HYBRIDCLR;ENABLE_LOG XboxOne: TextMeshPro - iPhone: ENABLE_LOG;TextMeshPro;ENABLE_HYBRIDCLR + iPhone: TextMeshPro;ENABLE_HYBRIDCLR;ENABLE_LOG tvOS: TextMeshPro additionalCompilerArguments: {} platformArchitecture: {}