个人形象切换
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@ -38,6 +38,7 @@ namespace GameLogic
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private double m_AllPush = 0; // 当前总值
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private double m_AllPush = 0; // 当前总值
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private int m_AllAddPush = 0;//永久增加推力值
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private int m_AllAddPush = 0;//永久增加推力值
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private int textureId = 0;
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private Dictionary<string, List<Buff>> m_Buffs = new Dictionary<string, List<Buff>>(); //自身Buff列表
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private Dictionary<string, List<Buff>> m_Buffs = new Dictionary<string, List<Buff>>(); //自身Buff列表
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@ -69,7 +70,7 @@ namespace GameLogic
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m_tmpAllValue.text = m_AllPush.ToString();
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m_tmpAllValue.text = m_AllPush.ToString();
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// 播放序列图,通过Gpu的形式
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// 播放序列图,通过Gpu的形式
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LoadTextureMatRes(1);
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LoadTextureMatRes(textureId + 1);
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}
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}
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@ -154,6 +155,33 @@ namespace GameLogic
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}
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}
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m_AllPush += m_AddPush;
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m_AllPush += m_AddPush;
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// 检测个人赛道推力值是否到达可以切换形象
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SwitchActor();
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}
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private void SwitchActor()
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{
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int id = 0;
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for (int i = 0; i < ConfigSystem.Instance.Tables.TbTeamConfig.DataList.Count; i++)
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{
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if (m_AllPush >= ConfigSystem.Instance.Tables.TbTeamConfig.DataList[i].OneScoreTargetValue)
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{
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id = i;
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}
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else
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{
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break;
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}
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}
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// 选出当前朝代Id
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if (id != textureId)
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{
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// 切换朝代
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textureId = id;
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LoadTextureMatRes(textureId + 1);
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}
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}
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}
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private void RefreshUI()
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private void RefreshUI()
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@ -330,7 +358,12 @@ namespace GameLogic
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/// <param name="key"></param>
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/// <param name="key"></param>
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private void LoadTextureMatRes(int key)
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private void LoadTextureMatRes(int key)
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{
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{
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//m_ImgSprite.material = GameModule.Resource.LoadAsset<Material>("0" + key);
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// 先隐藏其他
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for (int i = 1; i < m_rectCar.childCount; i++)
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{
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m_rectCar.transform.GetChild(i).gameObject.SetActive(false);
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}
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m_rectCar.transform.GetChild(key).gameObject.SetActive(true);
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m_rectCar.transform.GetChild(key).gameObject.SetActive(true);
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}
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}
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@ -174,6 +174,8 @@ namespace GameLogic
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}
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}
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m_rectBgList.GetChild(teamId).gameObject.SetActive(true);
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m_rectBgList.GetChild(teamId).gameObject.SetActive(true);
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// 替换UI图
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}
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}
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private void AddPlayerFunc(UnitPlayerData unitPlayerData)
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private void AddPlayerFunc(UnitPlayerData unitPlayerData)
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@ -761,20 +761,20 @@ PlayerSettings:
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webGLMemoryGeometricGrowthCap: 96
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webGLMemoryGeometricGrowthCap: 96
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webGLPowerPreference: 2
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webGLPowerPreference: 2
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scriptingDefineSymbols:
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scriptingDefineSymbols:
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Android: ENABLE_LOG;TextMeshPro;ENABLE_HYBRIDCLR
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Android: TextMeshPro;ENABLE_HYBRIDCLR;ENABLE_LOG
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EmbeddedLinux: TextMeshPro
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EmbeddedLinux: TextMeshPro
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GameCoreXboxOne: TextMeshPro
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GameCoreXboxOne: TextMeshPro
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Nintendo Switch: TextMeshPro
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Nintendo Switch: TextMeshPro
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PS4: TextMeshPro
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PS4: TextMeshPro
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PS5: TextMeshPro;ENABLE_HYBRIDCLR
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PS5: TextMeshPro;ENABLE_HYBRIDCLR;ENABLE_LOG
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QNX: TextMeshPro
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QNX: TextMeshPro
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Stadia: TextMeshPro
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Stadia: TextMeshPro
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Standalone: ODIN_INSPECTOR;ODIN_INSPECTOR_3;ODIN_INSPECTOR_3_1;ODIN_VALIDATOR;ODIN_VALIDATOR_3_1;ENABLE_LOG;TextMeshPro;ENABLE_HYBRIDCLR;AMPLIFY_SHADER_EDITOR
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Standalone: ODIN_INSPECTOR;ODIN_INSPECTOR_3;ODIN_INSPECTOR_3_1;ODIN_VALIDATOR;ODIN_VALIDATOR_3_1;TextMeshPro;ENABLE_HYBRIDCLR;AMPLIFY_SHADER_EDITOR;ENABLE_LOG
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VisionOS: TextMeshPro
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VisionOS: TextMeshPro
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WebGL: ENABLE_LOG;TextMeshPro;ENABLE_HYBRIDCLR
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WebGL: TextMeshPro;ENABLE_HYBRIDCLR;ENABLE_LOG
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Windows Store Apps: ENABLE_LOG;ENABLE_HYBRIDCLR
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Windows Store Apps: ENABLE_HYBRIDCLR;ENABLE_LOG
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XboxOne: TextMeshPro
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XboxOne: TextMeshPro
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iPhone: ENABLE_LOG;TextMeshPro;ENABLE_HYBRIDCLR
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iPhone: TextMeshPro;ENABLE_HYBRIDCLR;ENABLE_LOG
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tvOS: TextMeshPro
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tvOS: TextMeshPro
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additionalCompilerArguments: {}
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additionalCompilerArguments: {}
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platformArchitecture: {}
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platformArchitecture: {}
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