画布新增 DrawSprite 方法
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Yosin_Engine.exe
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@ -63,11 +63,17 @@ class CL_CanvasObject extends CL_BaseObject {
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}
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//绘制演员
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function DrawActor(Actor, XPos, YPos) {
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function DrawActor(Actor, XPos = 0, YPos = 0) {
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if (!Context) error("请先刷新上下文");
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Canvas_DrawActor(this.C_Object, Context, Actor.C_Object, XPos, YPos);
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}
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//绘制精灵
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function DrawSprite(Actor, XPos = 0, YPos = 0) {
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if (!Context) error("请先刷新上下文");
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Canvas_DrawSprite(this.C_Object, Context, Actor.C_Object, XPos, YPos);
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}
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//绘制精灵帧
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function DrawSpriteFrame(SpriteFrame, XPos, YPos, Width = null, Height = null) {
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if (!Context) error("请先刷新上下文");
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@ -621,17 +621,4 @@ class Yosin_Schedule extends Yosin_CommonUi {
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BarSprite.SetCropRect(BarSprite.X, BarSprite.Y, barW, barSize.h);
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BarSprite.SetSize(barW, barSize.h);
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}
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}
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if (!getroottable().rawin("chongzaiflag")) {
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getroottable()["chongzaiflag"] <- true;
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} else {
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//遍历窗口队列 如果可见则调用Show
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for (local i = 0; i< _SYS_WINDOW_LIST_.len(); i++) {
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local Window = _SYS_WINDOW_LIST_[i];
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Window.Visible = false;
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Window.RemoveSelf();
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}
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TestStage();
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}
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@ -60,6 +60,15 @@ class GameItem.EquipmentInfo extends Yosin_Window {
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local IconFrame = CL_SpriteFrameObject("sprite/item/iconmark.img", 62 + RarityFrameColorIdx[Equipment.Rarity]);
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Canvas.DrawSpriteFrame(IconFrame, 7, 7);
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//是否封装
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local IsPackage = Equipment.Property ? Equipment.Property.IsPackage : 1;
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if (IsPackage && (Equipment.Rarity == 2 || Equipment.Rarity == 3)) {
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local IconFrame = CL_SpriteObject("sprite/item/iconmark.img", 46);
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IconFrame.SetMode(0);
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IconFrame.SetPosition(8, 6);
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Canvas.DrawSprite(IconFrame);
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}
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}
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//绘制装备名称
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@ -108,12 +117,12 @@ class GameItem.EquipmentInfo extends Yosin_Window {
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});
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Canvas.DrawActor(MinUseLevelText, 210 - MinUseLevelText.GetSize().w - 6, 57);
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//绘制是否封装 如果有主体属性读取 否则一律为封装
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local IsPackage = Equipment.Property ? Equipment.Property.IsPackage : 0;
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local IsPackageText = FontAssetManager.GenerateNormal(TradeTypeText[IsPackage], false, {
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color = TradeTypeColor[IsPackage]
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//绘制交易类型 如果有主体属性读取 否则一律为封装
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local TradeType = Equipment.Property ? Equipment.Property.TradeType : 0;
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local TradeTypeText = FontAssetManager.GenerateNormal(TradeTypeText[TradeType], false, {
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color = TradeTypeColor[TradeType]
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});
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Canvas.DrawActor(IsPackageText, 210 - IsPackageText.GetSize().w - 6, 73);
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Canvas.DrawActor(TradeTypeText, 210 - TradeTypeText.GetSize().w - 6, 73);
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//绘制装备类型
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local GroupNameText = FontAssetManager.GenerateNormal(GameItem.EquipmentInfoTag.item_group_name_table[Equipment.GroupName], false, {
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@ -14,22 +14,22 @@ function TestStage() {
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// local Equ = GameItem.Equipment(27675);
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// local Window = Equ.GetEquipmentInfoWindow();
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// Window.SetPosition(100, 80);
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// Window.ResetFocus();
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local Equ = GameItem.Equipment(27675);
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local Window = Equ.GetEquipmentInfoWindow();
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Window.SetPosition(100, 80);
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Window.ResetFocus();
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// local Equ = GameItem.Equipment(101020048);
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// local Window = Equ.GetEquipmentInfoWindow();
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// Window.SetPosition(350, 80);
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// Window.ResetFocus();
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local Equ = GameItem.Equipment(101020048);
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local Window = Equ.GetEquipmentInfoWindow();
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Window.SetPosition(350, 80);
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Window.ResetFocus();
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// local Equ = GameItem.Equipment(24144);
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// local Window = Equ.GetEquipmentInfoWindow();
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// Window.SetPosition(580, 80);
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// Window.ResetFocus();
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local Equ = GameItem.Equipment(24144);
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local Window = Equ.GetEquipmentInfoWindow();
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Window.SetPosition(580, 80);
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Window.ResetFocus();
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local Window = Sq_CreateWindow(_Inventory, "背包窗口", 150, 12, 257, 555, 20);
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// local Window = Sq_CreateWindow(_Inventory, "背包窗口", 150, 12, 257, 555, 20);
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// local Window = Sq_CreateWindow(_Inventory, "背包窗口", 150, 12, 257, 555, 20);
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// //大背景
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