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Dark_Zane
MDPro3
Commits
3924fd11
Commit
3924fd11
authored
Jul 12, 2024
by
SherryChaos
Browse files
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Plain Diff
bug fix
parent
87102988
Changes
2
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2 changed files
with
26 additions
and
7 deletions
+26
-7
Assets/Main.unity
Assets/Main.unity
+2
-2
Assets/Scripts/MasterDuel/YgomGame/Bg/BgEffectManagerInner.cs
...ts/Scripts/MasterDuel/YgomGame/Bg/BgEffectManagerInner.cs
+24
-5
No files found.
Assets/Main.unity
View file @
3924fd11
...
...
@@ -72239,7 +72239,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0
.000030517578
}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 300}
m_Pivot: {x: 0.5, y: 1}
--- !u!1 &1117266860
...
...
@@ -97569,7 +97569,7 @@ MonoBehaviour:
m_HandleRect: {fileID: 2083794100}
m_Direction: 2
m_Value: 0
m_Size: 0.558823
5
m_Size: 0.558823
47
m_NumberOfSteps: 0
m_OnValueChanged:
m_PersistentCalls:
Assets/Scripts/MasterDuel/YgomGame/Bg/BgEffectManagerInner.cs
View file @
3924fd11
...
...
@@ -144,7 +144,7 @@ namespace YgomGame.Bg
}
effectSettings
=
new
Dictionary
<
BgEffectSettingInner
.
AnimationLabelDefine
,
List
<
BgEffectSettingInner
>>();
for
(
int
i
=
1
;
i
<
27
;
i
++)
for
(
int
i
=
0
;
i
<
27
;
i
++)
{
var
labelDefine
=
(
BgEffectSettingInner
.
AnimationLabelDefine
)
i
;
var
list
=
new
List
<
BgEffectSettingInner
>();
...
...
@@ -219,11 +219,30 @@ namespace YgomGame.Bg
animationLabel
=
param
.
animationLabel
;
break
;
}
var
animator
=
GetComponent
<
Animator
>();
if
(
animator
!=
null
)
animator
.
SetTrigger
(
label
.
ToString
());
if
(
TryGetComponent
<
Animator
>(
out
var
animator
))
{
animator
.
SetTrigger
(
label
.
ToString
());
}
effectSettings
.
TryGetValue
(
BgEffectSettingInner
.
AnimationLabelDefine
.
None
,
out
var
settings
);
if
(
settings
!=
null
)
foreach
(
var
setting
in
settings
)
if
(
setting
!=
null
&&
setting
.
gameObject
!=
null
)
{
setting
.
gameObject
.
SetActive
(
true
);
setting
.
PlayEffect
(
label
);
if
(
setting
.
particle
!=
null
)
setting
.
particle
.
Play
();
if
(
setting
.
animator
!=
null
)
setting
.
animator
.
SetTrigger
(
label
.
ToString
());
else
{
setting
.
gameObject
.
SetActive
(
false
);
setting
.
gameObject
.
SetActive
(
true
);
}
}
effectSettings
.
TryGetValue
(
animationLabel
,
out
var
settings
);
effectSettings
.
TryGetValue
(
animationLabel
,
out
settings
);
if
(
settings
!=
null
)
foreach
(
var
setting
in
settings
)
if
(
setting
!=
null
&&
setting
.
gameObject
!=
null
)
...
...
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