LiuQilin před 8 roky
rodič
revize
3e3a1b4f32
36 změnil soubory, kde provedl 260 přidání a 178 odebrání
  1. binární
      .vs/MyLovelyGarden/v14/.suo
  2. 0 0
      Assets/Resource/Animations/人物动画/Closet_texture.png
  3. 0 0
      Assets/Resource/Animations/人物动画/Closet_texture.png.meta
  4. 0 0
      Assets/Resource/Animations/人物动画/stand_texture.png
  5. 0 0
      Assets/Resource/Animations/人物动画/stand_texture.png.meta
  6. 3 0
      Assets/Resource/DragonBones/DragonBones/src/DragonBones/animation/WorldClock.cs
  7. 1 0
      Assets/Resource/DragonBones/DragonBones/src/DragonBones/armature/Armature.cs
  8. 1 1
      Assets/Resource/DragonBones/Unity/src/DragonBones/unity/UnityArmatureComponent.cs
  9. 3 1
      Assets/Resource/DragonBones/Unity/src/DragonBones/unity/UnityFactory.cs
  10. binární
      Assets/Resource/Mobile/ICON 暂用.png
  11. binární
      Assets/Resource/Prefab/Object/Tutorial.prefab
  12. binární
      Assets/Resource/Prefab/PrefabUI/Canvas.prefab
  13. binární
      Assets/Resource/Prefab/PrefabUI/SignItem.prefab
  14. 1 1
      Assets/Resource/Shader/Lightwall.shader.meta
  15. 1 1
      Assets/Resource/Shader/LightwallMat.mat.meta
  16. 64 64
      Assets/Resource/Shader/Mask.shader
  17. 1 1
      Assets/Resource/Shader/Mask.shader.meta
  18. 1 1
      Assets/Resource/Shader/MaskMat.mat.meta
  19. 1 1
      Assets/Resource/Shader/Points.shader.meta
  20. 1 1
      Assets/Resource/Shader/PointsMat.mat.meta
  21. 27 27
      Assets/Resource/Shader/UIMask.shader
  22. 1 1
      Assets/Resource/Shader/UIMask.shader.meta
  23. 1 1
      Assets/Resource/Shader/UIMaskMat.mat.meta
  24. 1 1
      Assets/Resource/XML/PlayerConfig.xml
  25. 9 0
      Assets/Script/Editor/EditorAuxiliary.cs
  26. 21 0
      Assets/Script/Manage/ManaMiniGame.cs
  27. 7 5
      Assets/Script/Manage/ManaPlayer.cs
  28. 38 18
      Assets/Script/Manage/ManaReso.cs
  29. 5 12
      Assets/Script/Manage/ManaSign.cs
  30. 2 0
      Assets/Script/Manage/ManaTutorial.cs
  31. 5 3
      Assets/Script/Manage/ManaUI.cs
  32. 51 35
      Assets/Script/Object/Player.cs
  33. 1 1
      Assets/Script/Object/Skill/Ability.cs
  34. 3 1
      Assets/Script/Tool/Auxiliary.cs
  35. 9 0
      Assets/Script/Tool/Bundle.cs
  36. 1 1
      ToList.txt

binární
.vs/MyLovelyGarden/v14/.suo


+ 0 - 0
Assets/Resource/Animations/人物动画/Closet_tex.png → Assets/Resource/Animations/人物动画/Closet_texture.png


+ 0 - 0
Assets/Resource/Animations/人物动画/Closet_tex.png.meta → Assets/Resource/Animations/人物动画/Closet_texture.png.meta


+ 0 - 0
Assets/Resource/Animations/人物动画/stand_tex.png → Assets/Resource/Animations/人物动画/stand_texture.png


+ 0 - 0
Assets/Resource/Animations/人物动画/stand_tex.png.meta → Assets/Resource/Animations/人物动画/stand_texture.png.meta


+ 3 - 0
Assets/Resource/DragonBones/DragonBones/src/DragonBones/animation/WorldClock.cs

@@ -1,5 +1,6 @@
 using System;
 using System.Collections.Generic;
+using UnityEngine;
 
 namespace DragonBones
 {
@@ -27,6 +28,7 @@ namespace DragonBones
         public float timeScale = 1.0f;
 
         private readonly List<IAnimateble> _animatebles = new List<IAnimateble>();
+
         private WorldClock _clock = null;
         /**
          * @language zh_CN
@@ -73,6 +75,7 @@ namespace DragonBones
             if (passedTime > 0.0f)
             {
                 int i = 0, r = 0, l = _animatebles.Count;
+
                 for (; i < l; ++i)
                 {
                     var animateble = _animatebles[i];

+ 1 - 0
Assets/Resource/DragonBones/DragonBones/src/DragonBones/armature/Armature.cs

@@ -1,4 +1,5 @@
 using System.Collections.Generic;
+using UnityEngine;
 
 namespace DragonBones
 {

+ 1 - 1
Assets/Resource/DragonBones/Unity/src/DragonBones/unity/UnityArmatureComponent.cs

@@ -37,7 +37,7 @@ namespace DragonBones
         public void Dispose(bool disposeProxy = true)
         {
             _disposeProxy = disposeProxy;
-
+            
             if (_armature != null)
             {
                 _armature.Dispose();

+ 3 - 1
Assets/Resource/DragonBones/Unity/src/DragonBones/unity/UnityFactory.cs

@@ -80,6 +80,8 @@ namespace DragonBones
                     _gameObject = new GameObject("DragonBones Object", typeof(ClockHandler));
                     _gameObject.isStatic = true;
                     _gameObject.hideFlags = HideFlags.HideInHierarchy;
+
+                    _gameObject.transform.parent = Initializer.Instance.transform;
                 }
 
                 if (_eventManager == null)
@@ -223,7 +225,7 @@ namespace DragonBones
             if (textureAtlasData.texture == null)
             {
                 //var textureAtlas = Resources.Load<Texture2D>(textureAtlasData.imagePath);
-                var textureAtlas = Bundle.Scene.LoadAsset<Texture2D>(BundlePath);
+                var textureAtlas = ManaReso.Load<Texture2D>(BundlePath, Folder.Scene);
                 var shader = Shader.Find(defaultShaderName);
                 var material = new Material(shader);
                 material.mainTexture = textureAtlas;

binární
Assets/Resource/Mobile/ICON 暂用.png


binární
Assets/Resource/Prefab/Object/Tutorial.prefab


binární
Assets/Resource/Prefab/PrefabUI/Canvas.prefab


binární
Assets/Resource/Prefab/PrefabUI/SignItem.prefab


+ 1 - 1
Assets/Resource/Shader/Lightwall.shader.meta

@@ -5,5 +5,5 @@ licenseType: Pro
 ShaderImporter:
   defaultTextures: []
   userData: 
-  assetBundleName: 
+  assetBundleName: effect
   assetBundleVariant: 

+ 1 - 1
Assets/Resource/Shader/LightwallMat.mat.meta

@@ -4,5 +4,5 @@ timeCreated: 1493865014
 licenseType: Pro
 NativeFormatImporter:
   userData: 
-  assetBundleName: 
+  assetBundleName: effect
   assetBundleVariant: 

+ 64 - 64
Assets/Resource/Shader/Mask.shader

@@ -52,7 +52,6 @@
 				float4 screenPos   : TEXCOORD1;
 			};
 
-			float _Angle;
 			float _RadiusX;
 			float _RadiusY;
 			float2 _Center;
@@ -83,90 +82,91 @@
 			{
 				fixed4 col = SampleSpriteTexture(i.texcoord) * i.color;
 
-				_Angle = _RadiusY / 4;
+			float AngleX = _RadiusY / 4;
+			float AngleY = AngleX / (_ScreenParams.y / _ScreenParams.x);
 
-				float x = i.screenPos.x - _Center.x;
-				float y = i.screenPos.y - _Center.y;
+			float x = i.screenPos.x - _Center.x;
+			float y = i.screenPos.y - _Center.y;
 
-				if (abs(x) < _RadiusX && abs(y) < _RadiusY)
-				{
-					float2 ulo = _Center + float2(-_RadiusX, _RadiusY);
-					float2 uli = ulo + float2(_Angle, -_Angle / (_ScreenParams.y / _ScreenParams.x));
+			if (abs(x) < _RadiusX && abs(y) < _RadiusY)
+			{
+				float2 ulo = _Center + float2(-_RadiusX, _RadiusY);
+				float2 uli = ulo + float2(AngleX, -AngleY);
 
-					float2 uro = _Center + float2(_RadiusX, _RadiusY);
-					float2 uri = uro + float2(-_Angle, -_Angle / (_ScreenParams.y / _ScreenParams.x));
+				float2 uro = _Center + float2(_RadiusX, _RadiusY);
+				float2 uri = uro + float2(-AngleX, -AngleY);
 
-					float2 lro = _Center + float2(_RadiusX, -_RadiusY);
-					float2 lri = lro + float2(-_Angle, _Angle / (_ScreenParams.y / _ScreenParams.x));
+				float2 lro = _Center + float2(_RadiusX, -_RadiusY);
+				float2 lri = lro + float2(-AngleX, AngleY);
 
-					float2 llo = _Center + float2(-_RadiusX, -_RadiusY);
-					float2 lli = llo + float2(_Angle, _Angle / (_ScreenParams.y / _ScreenParams.x));
+				float2 llo = _Center + float2(-_RadiusX, -_RadiusY);
+				float2 lli = llo + float2(AngleX, AngleY);
 
-					float urox = uro.x - i.screenPos.x;
-					float urix = i.screenPos.x - uri.x;
-					float uroy = uro.y - i.screenPos.y;
-					float uriy = i.screenPos.y - uri.y;
+				float ulix = i.screenPos.x - uli.x;
+				float uliy = i.screenPos.y - uli.y;
+				float ulox = i.screenPos.x - ulo.x;
+				float uloy = i.screenPos.y - ulo.y;
 
-					float ulox = i.screenPos.x - ulo.x;
-					float ulix = uli.x - i.screenPos.x;
-					float uloy = ulo.y - i.screenPos.y;
-					float uliy = i.screenPos.y - uli.y;
+				float urix = i.screenPos.x - uri.x;
+				float uriy = i.screenPos.y - uri.y;
+				float urox = i.screenPos.x - uro.x;
+				float uroy = i.screenPos.y - uro.y;
 
-					float lrox = lro.x - i.screenPos.x;
-					float lrix = i.screenPos.x - lri.x;
-					float lroy = i.screenPos.y - lro.y;
-					float lriy = lri.y - i.screenPos.y;
+				float lrix = i.screenPos.x - lri.x;
+				float lriy = i.screenPos.y - lri.y;
+				float lrox = i.screenPos.x - lro.x;
+				float lroy = i.screenPos.y - lro.y;
 
-					float llox = i.screenPos.x - llo.x;
-					float llix = lli.x - i.screenPos.x;
-					float lloy = i.screenPos.y - llo.y;
-					float lliy = lli.y - i.screenPos.y;
+				float llix = i.screenPos.x - lli.x;
+				float lliy = i.screenPos.y - lli.y;
+				float llox = i.screenPos.x - llo.x;
+				float lloy = i.screenPos.y - llo.y;
 
-					if (ulox > 0 && ulix  > 0 && uloy > 0 && uliy > 0)
-					{
-						float2 vec = uli - i.screenPos;
-						vec.y *= _ScreenParams.y / _ScreenParams.x;
+				if (ulix < 0 && uliy > 0 && ulox > 0 && uloy < 0)
+				{
+					float2 vec = uli - i.screenPos;
+					vec.y *= _ScreenParams.y / _ScreenParams.x;
 
-						if (length(vec) < _Angle)
-						{
-							col.a = 0;
-						}
-					}
-					else if (urox > 0 && urix  > 0 && uroy > 0 && uriy > 0)
+					if (length(vec) < AngleX)
 					{
-						float2 vec = uri - i.screenPos;
-						vec.y *= _ScreenParams.y / _ScreenParams.x;
-
-						if (length(vec) < _Angle)
-						{
-							col.a = 0;
-						}
+						col.a = 0;
 					}
-					else if (lrox > 0 && lrix > 0 && lroy > 0 && lriy > 0)
-					{
-						float2 vec = lri - i.screenPos;
-						vec.y *= _ScreenParams.y / _ScreenParams.x;
+				}
+				else if (urix > 0 && uriy > 0 && urox < 0 && uroy < 0)
+				{
+					float2 vec = uri - i.screenPos;
+					vec.y *= _ScreenParams.y / _ScreenParams.x;
 
-						if (length(vec) < _Angle)
-						{
-							col.a = 0;
-						}
-					}
-					else if (llox > 0 && llix  > 0 && lloy > 0 && lliy > 0)
+					if (length(vec) < AngleX)
 					{
-						float2 vec = lli - i.screenPos;
-						vec.y *= _ScreenParams.y / _ScreenParams.x;
+						col.a = 0;
+					}
+				}
+				else if (lrix > 0 && lriy < 0 && lrox < 0 && lroy > 0)
+				{
+					float2 vec = lri - i.screenPos;
+					vec.y *= _ScreenParams.y / _ScreenParams.x;
 
-						if (length(vec) < _Angle)
-						{
-							col.a = 0;
-						}
+					if (length(vec) < AngleX)
+					{
+						col.a = 0;
 					}
-					else
+				}
+				else if (llix < 0 && lliy < 0 && llox > 0 && lloy > 0)
+				{
+					float2 vec = lli - i.screenPos;
+					vec.y *= _ScreenParams.y / _ScreenParams.x;
+
+					if (length(vec) < AngleX)
 					{
 						col.a = 0;
 					}
 				}
+				else
+				{
+					col.a = 0;
+				}
+			}
 
 				return col;
 			}

+ 1 - 1
Assets/Resource/Shader/Mask.shader.meta

@@ -5,5 +5,5 @@ licenseType: Pro
 ShaderImporter:
   defaultTextures: []
   userData: 
-  assetBundleName: 
+  assetBundleName: effect
   assetBundleVariant: 

+ 1 - 1
Assets/Resource/Shader/MaskMat.mat.meta

@@ -4,5 +4,5 @@ timeCreated: 1491812998
 licenseType: Pro
 NativeFormatImporter:
   userData: 
-  assetBundleName: 
+  assetBundleName: effect
   assetBundleVariant: 

+ 1 - 1
Assets/Resource/Shader/Points.shader.meta

@@ -5,5 +5,5 @@ licenseType: Pro
 ShaderImporter:
   defaultTextures: []
   userData: 
-  assetBundleName: 
+  assetBundleName: effect
   assetBundleVariant: 

+ 1 - 1
Assets/Resource/Shader/PointsMat.mat.meta

@@ -4,5 +4,5 @@ timeCreated: 1493869350
 licenseType: Pro
 NativeFormatImporter:
   userData: 
-  assetBundleName: 
+  assetBundleName: effect
   assetBundleVariant: 

+ 27 - 27
Assets/Resource/Shader/UIMask.shader

@@ -49,7 +49,6 @@
 				float4 screenPos : TEXCOORD1;
 			};
 
-			float _Angle;
 			float _RadiusX;
 			float _RadiusY;
 			float2 _Center;
@@ -72,83 +71,84 @@
 
 			fixed4 frag(v2f i) : SV_Target
 			{
-				_Angle = _RadiusY/4;
-
 				fixed4 col = tex2D(_MainTex, i.uv)*i.color;
 
+				float AngleX = _RadiusY/4;
+				float AngleY = AngleX / (_ScreenParams.y / _ScreenParams.x);
+
 				float x = i.screenPos.x - _Center.x;
 				float y = i.screenPos.y - _Center.y;
 
 				if (abs(x) < _RadiusX && abs(y) < _RadiusY)
 				{
 					float2 ulo = _Center + float2(-_RadiusX, _RadiusY);
-					float2 uli = ulo + float2(_Angle, -_Angle/(_ScreenParams.y/_ScreenParams.x));
+					float2 uli = ulo + float2(AngleX, -AngleY);
 
 					float2 uro = _Center + float2(_RadiusX, _RadiusY);
-					float2 uri = uro + float2(-_Angle, -_Angle / (_ScreenParams.y / _ScreenParams.x));
+					float2 uri = uro + float2(-AngleX, -AngleY);
 
 					float2 lro = _Center + float2(_RadiusX, -_RadiusY);
-					float2 lri = lro + float2(-_Angle, _Angle / (_ScreenParams.y / _ScreenParams.x));
+					float2 lri = lro + float2(-AngleX, AngleY);
 
 					float2 llo = _Center + float2(-_RadiusX, -_RadiusY);
-					float2 lli = llo + float2(_Angle, _Angle / (_ScreenParams.y / _ScreenParams.x));
-
-					float urox = uro.x - i.screenPos.x;
-					float urix = i.screenPos.x - uri.x;
-					float uroy = uro.y - i.screenPos.y;
-					float uriy = i.screenPos.y - uri.y;
+					float2 lli = llo + float2(AngleX, AngleY);
 
-					float ulox = i.screenPos.x - ulo.x;
-					float ulix = uli.x - i.screenPos.x;
-					float uloy = ulo.y - i.screenPos.y;
+					float ulix = i.screenPos.x - uli.x;
 					float uliy = i.screenPos.y - uli.y;
+					float ulox = i.screenPos.x - ulo.x;
+					float uloy = i.screenPos.y - ulo.y;
+
+					float urix = i.screenPos.x - uri.x;
+					float uriy = i.screenPos.y -uri.y;
+					float urox = i.screenPos.x - uro.x;
+					float uroy = i.screenPos.y - uro.y;
 
-					float lrox = lro.x - i.screenPos.x;
 					float lrix = i.screenPos.x - lri.x;
+					float lriy = i.screenPos.y - lri.y;
+					float lrox = i.screenPos.x - lro.x;
 					float lroy = i.screenPos.y - lro.y;
-					float lriy = lri.y - i.screenPos.y;
 
+					float llix = i.screenPos.x - lli.x;
+					float lliy = i.screenPos.y - lli.y;
 					float llox = i.screenPos.x - llo.x;
-					float llix = lli.x - i.screenPos.x;
 					float lloy = i.screenPos.y - llo.y;
-					float lliy = lli.y - i.screenPos.y;
 
-					if(ulox > 0 && ulix  > 0 && uloy > 0 && uliy > 0)
+					if(ulix < 0 && uliy > 0 && ulox > 0 && uloy < 0)
 					{
 						float2 vec = uli - i.screenPos;
 						vec.y *= _ScreenParams.y / _ScreenParams.x;
 
-						if (length(vec) < _Angle)
+						if (length(vec) < AngleX)
 						{
 							col.a = 0;
 						}
 					}
-					else if(urox > 0 && urix  > 0 && uroy > 0 && uriy > 0)
+					else if(urix > 0 && uriy > 0 && urox < 0 && uroy < 0)
 					{
 						float2 vec = uri - i.screenPos;
 						vec.y *= _ScreenParams.y / _ScreenParams.x;
 
-						if (length(vec) < _Angle)
+						if (length(vec) < AngleX)
 						{
 							col.a = 0;
 						}
 					}
-					else if (lrox > 0 && lrix > 0 && lroy > 0 && lriy > 0)
+					else if (lrix > 0 && lriy < 0 && lrox < 0 && lroy > 0)
 					{
 						float2 vec = lri - i.screenPos;
 						vec.y *= _ScreenParams.y / _ScreenParams.x;
 
-						if (length(vec) < _Angle)
+						if (length(vec) < AngleX)
 						{
 							col.a = 0;
 						}
 					}
-					else if (llox > 0 && llix  > 0 && lloy > 0 && lliy > 0)
+					else if (llix < 0 && lliy < 0 && llox > 0 && lloy > 0)
 					{
 						float2 vec = lli - i.screenPos;
 						vec.y *= _ScreenParams.y / _ScreenParams.x;
 
-						if (length(vec) < _Angle)
+						if (length(vec) < AngleX)
 						{
 							col.a = 0;
 						}

+ 1 - 1
Assets/Resource/Shader/UIMask.shader.meta

@@ -5,5 +5,5 @@ licenseType: Pro
 ShaderImporter:
   defaultTextures: []
   userData: 
-  assetBundleName: 
+  assetBundleName: effect
   assetBundleVariant: 

+ 1 - 1
Assets/Resource/Shader/UIMaskMat.mat.meta

@@ -4,5 +4,5 @@ timeCreated: 1491904065
 licenseType: Pro
 NativeFormatImporter:
   userData: 
-  assetBundleName: 
+  assetBundleName: effect
   assetBundleVariant: 

+ 1 - 1
Assets/Resource/XML/PlayerConfig.xml

@@ -1,5 +1,5 @@
 <PlayerConfig>
-  <Version value="133" />
+  <Version value="135" />
 
   <ID value="Default" />
   <TutorialA value="1" />

+ 9 - 0
Assets/Script/Editor/EditorAuxiliary.cs

@@ -24,6 +24,15 @@ public class EditorAuxiliary : Editor
     {
         base.OnInspectorGUI();
 
+        if (GUILayout.Button("Temp"))
+        {
+            Material Material = Script.GetComponent<Image>().material;
+
+            Material.SetFloat("_RadiusX", Script.RadiusX);
+            Material.SetFloat("_RadiusY", Script.RadiusY);
+            Material.SetVector("_Center", Script.Center);
+        }
+
         if (GUILayout.Button("PrintBounds"))
         {
             PrintBounds();

+ 21 - 0
Assets/Script/Manage/ManaMiniGame.cs

@@ -194,6 +194,9 @@ public class Award
 
         ManaReso.Get("Da_Info").TweenForCG();
 
+        ManaReso.SetText("Da_CoinLab", "0");
+        ManaReso.SetText("Da_DiamondLab", "0");
+
         ManaReso.SetActive("Da_Lab", false);
         ManaReso.SetActive("Da_Quit", false);
         ManaReso.SetActive("Da_Cancel", false);
@@ -616,6 +619,7 @@ public class ManaMiniGame : Regist
     public static List<Flower> OpList = new List<Flower>();
     public static List<Flower> IdleList = new List<Flower>();
 
+    public static int Flower;
     public static int MiniGameIndex;
     public static bool TutorialValidA = true;
     public static bool DropDiamond;
@@ -864,6 +868,23 @@ public class ManaMiniGame : Regist
 
     public static void GameEnter()
     {
+        if (ManaGarden.MyFlower < ManaGarden.TotalFlower)
+        {
+            while (true)
+            {
+                Flower = Random.Range(0, ManaGarden.FlowerInfoDic.Count);
+
+                if (!ManaGarden.FlowerInfoDic[Flower].Unlock)
+                {
+                    break;
+                }
+            }
+        }
+        else
+        {
+            Flower = Random.Range(0, ManaGarden.FlowerInfoDic.Count);
+        }
+
         int flowerAmt = 1;
 
         while (true)

+ 7 - 5
Assets/Script/Manage/ManaPlayer.cs

@@ -8,7 +8,7 @@ using System.Xml;
 using System.Text;
 using System.Collections;
 using System.Collections.Generic;
-
+using System.Diagnostics;
 using Transform = UnityEngine.Transform;
 
 public class ManaPlayer : Regist 
@@ -43,11 +43,13 @@ public class ManaPlayer : Regist
     {
         if (!LoadComplete)
         {
-            UnityFactory.factory.LoadDragonBonesData(Bundle.Config.LoadAsset<TextAsset>("stand_ske"));
-            UnityFactory.factory.LoadDragonBonesData(Bundle.Config.LoadAsset<TextAsset>("Closet_ske"));
+            UnityFactory.factory.LoadDragonBonesData(ManaReso.Load<TextAsset>("stand_ske", Folder.Config));
+            UnityFactory.factory.LoadDragonBonesData(ManaReso.Load<TextAsset>("Closet_ske", Folder.Config));
+
+            UnityFactory.factory.LoadTextureAtlasData(ManaReso.Load<TextAsset>("stand_tex", Folder.Config), "stand_texture");
+            UnityFactory.factory.LoadTextureAtlasData(ManaReso.Load<TextAsset>("Closet_tex", Folder.Config), "Closet_texture");
 
-            UnityFactory.factory.LoadTextureAtlasData(Bundle.Config.LoadAsset<TextAsset>("stand_tex"), "stand_tex");
-            UnityFactory.factory.LoadTextureAtlasData(Bundle.Config.LoadAsset<TextAsset>("Closet_tex"), "Closet_tex");
+            LoadComplete = true;
         }
 
         if (!ManaTutorial.TutorialA || ManaTutorial.TutorialIndexA != 1)

+ 38 - 18
Assets/Script/Manage/ManaReso.cs

@@ -7,10 +7,11 @@ using System.Collections;
 using System.Linq.Expressions;
 using System.ComponentModel;
 using System.Collections.Generic;
-
+using System.Diagnostics;
 using Object = UnityEngine.Object;
 using Random = UnityEngine.Random;
 using Component = UnityEngine.Component;
+using Debug = UnityEngine.Debug;
 
 public enum Folder
 {
@@ -65,6 +66,12 @@ public enum ObjType
     ButterflyYellow,
 }
 
+public class AsyncRequest
+{
+    public UnityAction Callback;
+    public AssetBundleRequest Request;
+}
+
 public class ManaReso : Regist
 {
     #region 变量
@@ -78,7 +85,7 @@ public class ManaReso : Regist
     public static List<UnityAction> AsyncList = new List<UnityAction>();
     public static List<AssetBundleRequest> RequestList = new List<AssetBundleRequest>();
 
-    public static List<KV<AssetBundleRequest, UnityAction>> InstantiateList = new List<KV<AssetBundleRequest, UnityAction>>();
+    public static List<KV<AsyncRequest, UnityAction>> InstantiateList = new List<KV<AsyncRequest, UnityAction>>();
 
     public static Dictionary<string, Object> ObjDic = new Dictionary<string, Object>();
     public static Dictionary<string, Transform> TraDic = new Dictionary<string, Transform>();
@@ -701,9 +708,9 @@ public class ManaReso : Regist
     }
 
 
-    public static void AsyncLoad(string goName, Folder folder)
+    public static void AsyncLoad(string goName, Folder folder, UnityAction callback = null)
     {
-        KV<AssetBundleRequest, UnityAction> kv = new KV<AssetBundleRequest, UnityAction>();
+        KV<AsyncRequest, UnityAction> kv = new KV<AsyncRequest, UnityAction>();
 
         AssetBundleRequest bundleRequest;
 
@@ -732,7 +739,11 @@ public class ManaReso : Regist
             throw new Exception();
         }
         
-        kv.Key = bundleRequest;
+        AsyncRequest asyncRequest = new AsyncRequest();
+        asyncRequest.Request = bundleRequest;
+        asyncRequest.Callback = callback;
+
+        kv.Key = asyncRequest;
         kv.Value = () =>
         {
             ObjDic.Add(goName, bundleRequest.asset);
@@ -743,9 +754,9 @@ public class ManaReso : Regist
         InstantiateList.Add(kv);
     }
 
-    public static void AsyncLoad<T>(string goName, int amt, Folder folder, ObjType objType) where T : ObjRoot
+    public static void AsyncLoad<T>(string goName, int amt, Folder folder, ObjType objType, UnityAction callback = null) where T : ObjRoot
     {
-        KV<AssetBundleRequest, UnityAction> kv = new KV<AssetBundleRequest, UnityAction>();
+        KV<AsyncRequest, UnityAction> kv = new KV<AsyncRequest, UnityAction>();
 
         AssetBundleRequest bundleRequest;
 
@@ -774,8 +785,11 @@ public class ManaReso : Regist
             throw new Exception();
         }
 
+        AsyncRequest asyncRequest = new AsyncRequest();
+        asyncRequest.Request = bundleRequest;
+        asyncRequest.Callback = callback;
 
-        kv.Key = bundleRequest;
+        kv.Key = asyncRequest;
         kv.Value = () =>
         {
             ObjDic.UniqueAdd(goName, bundleRequest.asset);
@@ -802,24 +816,24 @@ public class ManaReso : Regist
         }
     }
 
-    public static void AddAsyncLoad(string goName, Folder folder)
+    public static void AddAsyncLoad(string goName, Folder folder, UnityAction callback = null)
     {
         AsyncList.Add
         (
             () =>
             {
-                AsyncLoad(goName, folder);
+                AsyncLoad(goName, folder, callback);
             }
         );
     }
 
-    public static void AddAsyncLoad<T>(string goName, int amt, Folder folder, ObjType objType) where T : ObjRoot
+    public static void AddAsyncLoad<T>(string goName, int amt, Folder folder, ObjType objType, UnityAction callback = null) where T : ObjRoot
     {
         AsyncList.Add
         (
             () =>
             {
-                AsyncLoad<T>(goName, amt, folder, objType);
+                AsyncLoad<T>(goName, amt, folder, objType, callback);
             }
         );
     }
@@ -830,11 +844,15 @@ public class ManaReso : Regist
         (
             () =>
             {
-                KV<AssetBundleRequest, UnityAction> kv = new KV<AssetBundleRequest, UnityAction>();
+                KV<AsyncRequest, UnityAction> kv = new KV<AsyncRequest, UnityAction>();
 
                 AssetBundleRequest bundleRequest = Bundle.Scene.LoadAssetAsync("Player");
 
-                kv.Key = bundleRequest;
+                AsyncRequest asyncRequest = new AsyncRequest();
+                asyncRequest.Request = bundleRequest;
+                asyncRequest.Callback = null;
+
+                kv.Key = asyncRequest;
                 kv.Value = () =>
                 {
                     GameObject go = (GameObject)Instantiate(bundleRequest.asset);
@@ -950,26 +968,28 @@ public class ManaReso : Regist
                     yield return null;
                 }
 
-                if (!InstantiateList[0].Key.isDone)
+                if (!InstantiateList[0].Key.Request.isDone)
                 {
                     yield return null;
                 }
                 else
                 {
-                    RequestList.Remove(InstantiateList[0].Key);
+                    InstantiateList[0].Key.Callback.SafeInvoke();
+
+                    RequestList.Remove(InstantiateList[0].Key.Request);
 
                     UnityAction action = InstantiateList[0].Value;
 
                     InstantiateList.RemoveAt(0);
 
                     AsyncInstantiateLock = true;
-
+                    
                     Auxiliary.Instance.DelayCall
                     (
                         () =>
                         {
                             action.SafeInvoke();
-
+                            
                             AsyncInstantiateLock = false;
                         },
                         0.05f

+ 5 - 12
Assets/Script/Manage/ManaSign.cs

@@ -37,12 +37,14 @@ public class Sign
         Coin = Auxiliary.IntParse(attribute[3].Value, 0);
         Diamond = Auxiliary.IntParse(attribute[2].Value, 0);
         FlowerList = Auxiliary.IntListParse(',', attribute[1].Value, new List<int>());
+
+        SetUI();
     }
 
 
     public void Get()
     {
-        SetUI();
+        Mark.SetActive(true);
 
         ManaSign.SignTime = ManaServer.Time;
 
@@ -80,8 +82,6 @@ public class Sign
 
     public void SetUI()
     {
-        Mark.SetActive(true);
-
         if (FlowerList.Valid())
         {
             for (int i = 0; i < FlowerList.Count; i++)
@@ -100,7 +100,6 @@ public class Sign
 
                     Icon.sprite = flowerInfo.Icon;
                     Icon.Resize(0.2f, 0.2f);
-                    Icon.SetActive(true);
 
                     return;
                 }
@@ -116,10 +115,8 @@ public class Sign
             ManaReso.SetActive("Bb_IconB", true);
 
             Icon.sprite = ManaReso.Load<Sprite>("钻石", Folder.UI);
-            Icon.SetActive(true);
 
             Lab1.text = Diamond.ToString();
-            Lab1.SetActive(true);
         }
         else if (Coin > 0)
         {
@@ -130,10 +127,8 @@ public class Sign
             ManaReso.SetActive("Bb_IconB", true);
 
             Icon.sprite = ManaReso.Load<Sprite>("金币", Folder.UI);
-            Icon.SetActive(true);
 
             Lab1.text = Coin.ToString();
-            Lab1.SetActive(true);
         }
         else
         {
@@ -169,13 +164,12 @@ public class ManaSign : Regist
 
         foreach (var kv in SignDic)
         {
-            kv.Value.Icon.SetActive(false);
             kv.Value.Mark.SetActive(false);
         }
 
         for (int i = 1; i < SignIndex; i++)
         {
-            SignDic[i].SetUI();
+            SignDic[i].Mark.SetActive(true);
         }
     }
 
@@ -197,10 +191,9 @@ public class ManaSign : Regist
             SignDic.Add(i + 1, new Sign(i + 1, tra, attributeList[i]));
         }
 
-
         for (int i = 1; i < SignIndex; i++)
         {
-            SignDic[i].SetUI();
+            SignDic[i].Mark.SetActive(true);
         }
     }
 }

+ 2 - 0
Assets/Script/Manage/ManaTutorial.cs

@@ -82,6 +82,8 @@ public class ManaTutorial : Regist
 
     public override void RegistValueC()
     {
+        ManaReso.Get<Image>("N_Mask").material = ManaReso.Load<Material>("UIMaskMat", Folder.Effect);
+
         Tutorial.Arrow = ManaReso.Get("N_Arrow");
         Tutorial.Material = ManaReso.Get<Image>("N_Mask").material;
 

+ 5 - 3
Assets/Script/Manage/ManaUI.cs

@@ -305,20 +305,22 @@ public class ManaUI : Regist
                 ManaReso.Get("Da_DiamondGroup").GetTweenScale().InDestination = true;
 
                 ManaReso.SetText("Da_Tit", Language.GetStr("UI", "Da_Tit0"));
+                ManaReso.SetText("Da_CoinLab", "100+");
+                ManaReso.SetText("Da_DiamondLab", "10+");
 
                 ManaReso.SetActive("Da_Lab", true);
                 ManaReso.SetActive("Da_Quit", true);
                 ManaReso.SetActive("Da_Cancel", true);
+                ManaReso.SetActive("Da_CoinLab", true);
+                ManaReso.SetActive("Da_DiamondLab", true);
 
                 ManaReso.SetActive("Da_HGroup", false);
-                ManaReso.SetActive("Da_CoinLab", false);
                 ManaReso.SetActive("Da_ScoreTit", false);
                 ManaReso.SetActive("Da_GetAward", false);
-                ManaReso.SetActive("Da_DiamondLab", false);
                 ManaReso.SetActive("Da_DiamondGroup", true);
 
 
-                FlowerInfo flowerInfo = ManaGarden.FlowerInfoDic.Random();
+                FlowerInfo flowerInfo = ManaGarden.FlowerInfoDic[ManaMiniGame.Flower];
 
                 Vector2 newSize = flowerInfo.Icon.rect.size;
                 newSize.x *= 0.2f;

+ 51 - 35
Assets/Script/Object/Player.cs

@@ -20,14 +20,14 @@ public class Player : Regist
     private string RightShoe;
     private string HeadWear;
 
-    private UnityArmatureComponent EyeUac;
-    private UnityArmatureComponent TopUac;
-    private UnityArmatureComponent HeadUac;
-    private UnityArmatureComponent DressUac;
-    private UnityArmatureComponent MouseUac;
-    private UnityArmatureComponent LeftShoeUac;
-    private UnityArmatureComponent RightShoeUac;
-    private UnityArmatureComponent HeadWearUac;
+    public UnityArmatureComponent EyeUac;
+    public UnityArmatureComponent TopUac;
+    public UnityArmatureComponent HeadUac;
+    public UnityArmatureComponent DressUac;
+    public UnityArmatureComponent MouseUac;
+    public UnityArmatureComponent LeftShoeUac;
+    public UnityArmatureComponent RightShoeUac;
+    public UnityArmatureComponent HeadWearUac;
 
     private List<string> EyeList = new List<string>();
     private List<string> TopList = new List<string>();
@@ -66,11 +66,13 @@ public class Player : Regist
     {
         if (!ManaPlayer.LoadComplete)
         {
-            UnityFactory.factory.LoadDragonBonesData(Bundle.Config.LoadAsset<TextAsset>("stand_ske"));
-            UnityFactory.factory.LoadDragonBonesData(Bundle.Config.LoadAsset<TextAsset>("Closet_ske"));
+            UnityFactory.factory.LoadDragonBonesData(ManaReso.Load<TextAsset>("stand_ske", Folder.Config));
+            UnityFactory.factory.LoadDragonBonesData(ManaReso.Load<TextAsset>("Closet_ske", Folder.Config));
 
-            UnityFactory.factory.LoadTextureAtlasData(Bundle.Config.LoadAsset<TextAsset>("stand_tex"), "stand_tex");
-            UnityFactory.factory.LoadTextureAtlasData(Bundle.Config.LoadAsset<TextAsset>("Closet_tex"), "Closet_tex");
+            UnityFactory.factory.LoadTextureAtlasData(ManaReso.Load<TextAsset>("stand_tex", Folder.Config), "stand_texture");
+            UnityFactory.factory.LoadTextureAtlasData(ManaReso.Load<TextAsset>("Closet_tex", Folder.Config), "Closet_texture");
+
+            ManaPlayer.LoadComplete = true;
         }
 
         UAC = UnityFactory.factory.BuildArmatureComponent("Armature");
@@ -141,21 +143,24 @@ public class Player : Regist
     {
         Build();
 
-        NextEye();
-        NextTop();
-        NextShoe();
-        NextHead();
-        NextDress();
-        NextMouse();
-        NextHeadWear();
-
-        NextEye();
-        NextTop();
-        NextShoe();
-        NextHead();
-        NextDress();
-        NextMouse();
-        NextHeadWear();
+        Eye = "眼睛3";
+        Top = "上衣3";
+        Shoe = "鞋子3";
+        Head = "脑壳3";
+        Dress = "裙子3";
+        Mouse = "嘴巴3";
+        HeadWear = "头饰品3";
+
+        ChangeClose(EyeUac, Eye);
+        ChangeClose(TopUac, Top);
+        ChangeClose(HeadUac, Head);
+        ChangeClose(DressUac, Dress);
+        ChangeClose(LeftShoeUac, Shoe);
+        ChangeClose(MouseUac, Mouse);
+        ChangeClose(RightShoeUac, Shoe);
+        ChangeClose(HeadWearUac, HeadWear);
+
+        ResetDepth();
 
         return UAC;
     }
@@ -173,13 +178,24 @@ public class Player : Regist
     {
         Build();
 
-        NextEye();
-        NextTop();
-        NextShoe();
-        NextHead();
-        NextDress();
-        NextMouse();
-        NextHeadWear();
+        Eye = "眼睛2";
+        Top = "上衣2";
+        Shoe = "鞋子2";
+        Head = "脑壳2";
+        Dress = "裙子2";
+        Mouse = "嘴巴2";
+        HeadWear = "头饰品2";
+
+        ChangeClose(EyeUac, Eye);
+        ChangeClose(TopUac, Top);
+        ChangeClose(HeadUac, Head);
+        ChangeClose(DressUac, Dress);
+        ChangeClose(LeftShoeUac, Shoe);
+        ChangeClose(MouseUac, Mouse);
+        ChangeClose(RightShoeUac, Shoe);
+        ChangeClose(HeadWearUac, HeadWear);
+
+        ResetDepth();
 
         return UAC;
     }
@@ -363,7 +379,7 @@ public class Player : Regist
 
     public void ChangeClose(UnityArmatureComponent uac, string armatureName)
     {
-        global::DragonBones.Slot slot = null;
+        DragonBones.Slot slot = null;
         if (uac.armature != null)
         {
             slot = uac.armature.parent;

+ 1 - 1
Assets/Script/Object/Skill/Ability.cs

@@ -72,7 +72,7 @@ public class Ability : SkillRoot
                 {
                     ItemBtn.interactable = false;
 
-                    ItemBtnLab.text = "";
+                    ManaLan.Add(ItemBtnLab, new LanStr("UI", "Fe_BtnLab1"), "\n", new LanStr("UI", "Fe_BtnLab4"), UnlockLv.ToString());
                 }
                 else
                 {

+ 3 - 1
Assets/Script/Tool/Auxiliary.cs

@@ -98,7 +98,9 @@ public class Auxiliary : Regist
 
         enabled = true;
     }
-
+    public float RadiusX;
+    public float RadiusY;
+    public Vector2 Center;
     private void Awake()
     {
         Instance = this;

+ 9 - 0
Assets/Script/Tool/Bundle.cs

@@ -84,6 +84,12 @@ public class Bundle : Regist
             ManaReso.AddAsyncLoad("English", Folder.Config);
             ManaReso.AddAsyncLoad("ChineseSimplified", Folder.Config);
             ManaReso.AddAsyncLoad("ChineseTraditional", Folder.Config);
+
+            ManaReso.AddAsyncLoad("stand_ske", Folder.Config);
+            ManaReso.AddAsyncLoad("Closet_ske", Folder.Config);
+
+            ManaReso.AddAsyncLoad("stand_tex", Folder.Config);
+            ManaReso.AddAsyncLoad("Closet_tex", Folder.Config);
         }
 
         yield return LoadUI();
@@ -99,6 +105,9 @@ public class Bundle : Regist
 
         if (!Logo.LogoComplete)
         {
+            ManaReso.AddAsyncLoad("stand_texture", Folder.Scene);
+            ManaReso.AddAsyncLoad("Closet_texture", Folder.Scene);
+
             if (Data.GetPlayerBool("TutorialA") && Data.GetPlayerInt("TutorialIndexA") == 1)
             {
                 ManaReso.AddAsyncPlayer("PlayerPink");

+ 1 - 1
ToList.txt

@@ -20,6 +20,6 @@ Tween
 )
 
 
-Font Anchor Encrypt RichText OverFlow RaycastTarget
+Font Anchor Encrypt RichText OverFlow RaycastTarget 带宽优化
 
 语言文档中的多余项 Auxiliary中的测试按键 DisableButton的颜色