diff --git a/Assets/ResWork/GameData/LuckyGameObj.prefab b/Assets/ResWork/GameData/LuckyGameObj.prefab index fd8ec36..81cb92b 100644 --- a/Assets/ResWork/GameData/LuckyGameObj.prefab +++ b/Assets/ResWork/GameData/LuckyGameObj.prefab @@ -87,7 +87,7 @@ MonoBehaviour: m_OnCullStateChanged: m_PersistentCalls: m_Calls: [] - m_Sprite: {fileID: 21300000, guid: 32a7825797de0fb4a8f0cbf27f95ea48, type: 3} + m_Sprite: {fileID: 21300000, guid: af3bdea9ab9e8d4449e22d0d23d27f92, type: 3} m_Type: 0 m_PreserveAspect: 0 m_FillCenter: 1 diff --git a/Assets/Scenes/SampleScene.unity b/Assets/Scenes/SampleScene.unity index 12caba6..360c327 100644 --- a/Assets/Scenes/SampleScene.unity +++ b/Assets/Scenes/SampleScene.unity @@ -16220,7 +16220,7 @@ MonoBehaviour: m_OnCullStateChanged: m_PersistentCalls: m_Calls: [] - m_Sprite: {fileID: 21300000, guid: 32a7825797de0fb4a8f0cbf27f95ea48, type: 3} + m_Sprite: {fileID: 21300000, guid: af3bdea9ab9e8d4449e22d0d23d27f92, type: 3} m_Type: 0 m_PreserveAspect: 0 m_FillCenter: 1 @@ -67403,8 +67403,8 @@ 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: -128.6001} - m_SizeDelta: {x: 0, y: 257.1} + m_AnchoredPosition: {x: -63, y: -128.6001} + m_SizeDelta: {x: -126, y: 257.1} m_Pivot: {x: 0.5, y: 0.5} --- !u!1 &1758430829 GameObject: diff --git a/Assets/Scripts/UI/GachaUI.cs b/Assets/Scripts/UI/GachaUI.cs index d84dc2d..c1cc9f4 100644 --- a/Assets/Scripts/UI/GachaUI.cs +++ b/Assets/Scripts/UI/GachaUI.cs @@ -149,10 +149,10 @@ public class GachaUI : uScrollViewMgr public void OnClick_Lucky() { - if (SaveMgr.Ins.Check_Money(eMoney.Lucky, table_GlobalValue.Ins.Get_Int("LuckyPoint"))) + //if (SaveMgr.Ins.Check_Money(eMoney.Lucky, table_GlobalValue.Ins.Get_Int("LuckyPoint"))) { Init_GachaAnim(); - SaveMgr.Ins.Add_Money(eMoney.Lucky, -table_GlobalValue.Ins.Get_Int("LuckyPoint")); + //SaveMgr.Ins.Add_Money(eMoney.Lucky, -table_GlobalValue.Ins.Get_Int("LuckyPoint")); SaveMgr.Ins.Save(); LobbyUI.Ins.m_Game_Lucky.Set(); Set_UI(false);