miduo_client/Assets/ManagedResources/~Lua/Modules/WorldArena/GodsWayBattleInfoPanel.lua

626 lines
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Lua
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2023-03-20 11:22:44 +08:00
require("Base/BasePanel")
local WorldArenaBattleInfoPanel = Inherit(BasePanel)
local endLess=ConfigManager.GetConfig(ConfigName.EndlessHeroProp)
local this = WorldArenaBattleInfoPanel
local state=1 -- 1:开战前 2.:开战中 3开战后
local myHeadObj=nil
local enHeadObj=nil
local resultList={}
local fightDataList={}
local type=0
local enemyId=0
local myInfoData=nil
local enInfoData=nil
local targetIndex=0
local currIndex=0
local myHeroNum=0
local isAnim = false
local _CloseFunc = nil
local leftAllTeam={}
local rightAllTeam={}
local allMyHeros={}
local isSame=false
local curType=0
local teamLen=0
local floor
local function OnBeginDrag(self, Pointgo, data)
if state~=1 then
return
end
local num=999
for i = 1, #GodsWayTeam[curType] do
local dis = math.abs(Pointgo.transform.parent.parent.localPosition.y - this.leftTeam[i].transform.localPosition.y )
if dis <= num then
num = dis
currIndex=i
end
end
self.oldGrid = Pointgo.transform.parent.parent
self.tempInfo.transform.localPosition = Pointgo.transform.parent.parent.localPosition
Pointgo.transform.parent:SetParent(self.tempInfo.transform)
Pointgo.transform.parent.localPosition = Vector3.zero
end
local function OnDrag(self, Pointgo, data)
if state~=1 then
return
end
local pos = self.tempInfo.transform.localPosition
local y = pos.y + data.delta.y >= -400 and pos.y + data.delta.y or -400
y = y <= 450 and y or 450
self.tempInfo.transform.localPosition = Vector2.New(pos.x , y)
end
local function OnEndDrag(self, Pointgo, data)
if state~=1 then
return
end
--Pointgo.transform.parent.localPosition = Vector3.zero
local num = 999
local obj = nil
for i = 1, #GodsWayTeam[curType] do
local dis = math.abs( self.tempInfo.transform.localPosition.y - this.leftTeam[i].transform.localPosition.y )
--LogError(" temp y=="..self.tempInfo.transform.localPosition.y.." leftteam y=="..this.leftTeam[i].transform.localPosition.y)
if dis <= num then
num = dis
obj = this.leftTeam[i]
targetIndex=i
end
end
--如果滑动距离太短,阵容放回原来的地方
if num>100 then
local target=Util.GetGameObject(self.tempInfo.transform, "Demons")
target.transform:SetParent(self.oldGrid.transform)
target.transform:SetSiblingIndex(1)
target.transform.localPosition=Vector3.New(0,-67,0)
return
end
if obj.transform.childCount > 0 then
local targetInfo=Util.GetGameObject(obj.transform, "Demons")
if targetInfo then
targetInfo.transform:SetParent(self.oldGrid.transform)
targetInfo.transform:SetSiblingIndex(1)
targetInfo.transform.localPosition=Vector3.New(0,-67,0)
else
local target=Util.GetGameObject(self.tempInfo.transform, "Demons")
target.transform:SetParent(self.oldGrid.transform)
target.transform:SetSiblingIndex(1)
target.transform.localPosition=Vector3.New(0,-67,0)
return
end
else
obj = self.oldGrid
end
--local curInfo = self.tempInfo.transform:GetChild(0)
local curInfo =Util.GetGameObject(self.tempInfo.transform, "Demons").transform
curInfo:SetParent(obj.transform)
curInfo.transform:SetSiblingIndex(1)
curInfo.localPosition = Vector3.New(0,-67,0)
--发送协议保存队伍
if currIndex ~= targetIndex then
-- 交换编队数据
local tempFormation = self.curFormation[GodsWayTeam[curType][currIndex]]
self.curFormation[GodsWayTeam[curType][currIndex]] = self.curFormation[GodsWayTeam[curType][targetIndex]]
self.curFormation[GodsWayTeam[curType][targetIndex]] = tempFormation
-- 保存
local upHeros={}
for i = 1, #GodsWayTeam[curType] do
local heros = {}
for _, hero in ipairs(self.curFormation[GodsWayTeam[curType][i]].teamHeroInfos) do
if BattleUtil.ChecklistIsContainValue(upHeros,hero.heroId) then
PopupTipPanel.ShowTip("编队中有相同神将!!")
return
else
table.insert(upHeros,hero.heroId)
end
table.insert(heros, {heroId = hero.heroId, position = hero.position})
end
FormationManager.SaveFormation(GodsWayTeam[curType][i], heros,
FormationManager.formationList[GodsWayTeam[curType][1]].teamPokemonInfos)
end
local teampos={}
teampos=leftAllTeam[currIndex]
leftAllTeam[currIndex]=leftAllTeam[targetIndex]
leftAllTeam[targetIndex]=teampos
end
end
--初始化组件(用于子类重写)
function WorldArenaBattleInfoPanel:InitComponent()
this.spLoader = SpriteLoader.New()
this.btn_close=Util.GetGameObject(self.transform, "BG/BackBtn")
this.btn_fight=Util.GetGameObject(self.transform, "BG/btn_fight")
this.myName=Util.GetGameObject(self.transform, "BG/info/name"):GetComponent("Text")
this.rightName=Util.GetGameObject(self.transform, "BG/rightInfo/name"):GetComponent("Text")
this.myServer=Util.GetGameObject(self.transform, "BG/info/profess"):GetComponent("Text")
this.rightServer=Util.GetGameObject(self.transform, "BG/rightInfo/profess"):GetComponent("Text")
this.myHeadPar=Util.GetGameObject(self.transform, "BG/info/head")
this.enHeadPar=Util.GetGameObject(self.transform, "BG/rightInfo/head")
this.myRankImg=Util.GetGameObject(self.transform, "BG/info/Image"):GetComponent("Image")
this.enRankImg=Util.GetGameObject(self.transform, "BG/rightInfo/Image"):GetComponent("Image")
this.myScore=Util.GetGameObject(self.transform, "BG/info/Text"):GetComponent("Text")
this.enScore=Util.GetGameObject(self.transform, "BG/rightInfo/Text"):GetComponent("Text")
this.titleTxt=Util.GetGameObject(self.transform, "BG/title"):GetComponent("Text")
this.myTeamInfo=Util.GetGameObject(self.transform, "BG/myInfo")
this.enTeamInfo=Util.GetGameObject(self.transform, "BG/enInfo")
this.effect=Util.GetGameObject(self.transform, "BG/Effect")
this.effect:SetActive(false)
this.hintTxt=Util.GetGameObject(self.transform, "BG/hintTxt"):GetComponent("Text")
screenAdapte(this.effect)
--我方阵营
this.leftTeam={}
--第一局胜利图标
this.myResult={}
this.InfoList = {}
this.dragViewList = {}
this.triggerList = {}
self.tempInfo=Util.GetGameObject(self.transform, "BG/myInfo/teamInfo")
this.OnBeginDrag = function(p,d) OnBeginDrag(self,p,d) end
this.OnDrag= function(p,d) OnDrag(self,p,d) end
this.OnEndDrag= function(p,d) OnEndDrag(self,p,d) end
for i = 1, 3 do
table.insert(this.leftTeam,Util.GetGameObject(self.transform, "BG/myInfo/defendbox"..i))
table.insert(this.myResult,Util.GetGameObject(self.transform, "BG/myInfo/defendbox"..i.."/Image"))
this.myResult[i]:SetActive(false)
this.InfoList[i]=Util.GetGameObject(self.transform, "BG/myInfo/defendbox"..i.."/Demons")
this.dragViewList[i] = SubUIManager.Open(SubUIConfig.DragView, this.InfoList[i].transform)
this.dragViewList[i].transform:SetSiblingIndex(6)
this.triggerList[i]=Util.GetEventTriggerListener(this.dragViewList[i].gameObject)
this.triggerList[i].onBeginDrag = this.triggerList[i].onBeginDrag + this.OnBeginDrag
this.triggerList[i].onDrag = this.triggerList[i].onDrag + this.OnDrag
this.triggerList[i].onEndDrag = this.triggerList[i].onEndDrag + this.OnEndDrag
end
this.rightTeam={}
this.enResult={}
for i = 1, 3 do
table.insert(this.rightTeam,Util.GetGameObject(self.transform, "BG/enInfo/defendbox"..i))
table.insert(this.enResult,Util.GetGameObject(self.transform, "BG/enInfo/defendbox"..i .."/Image"))
this.enResult[i]:SetActive(false)
end
--回放按钮集合
this.playBacks={}
for i = 1, 3 do
table.insert(this.playBacks,Util.GetGameObject(self.transform, "BG/playBacks/Image"..i))
end
this.btnText = Util.GetGameObject(self.transform, "BG/btn_fight/Text"):GetComponent("Text")
this.btnItem = Util.GetGameObject(self.transform, "BG/btn_fight/Image"):GetComponent("Image")
this.btnItemNum = Util.GetGameObject(self.transform, "BG/btn_fight/Image/numText"):GetComponent("Text")
this.RefreshBattleCastInfo()
this.teamNames={}
for i=1,3 do
table.insert(this.teamNames, Util.GetGameObject(self.transform, "BG/Text ("..i..")"))
end
end
function this:OnSortingOrderChange()
if myHeadObj then
myHeadObj:SetLayer(self.sortingOrder)
end
Util.SetParticleSortLayer(this.effect, self.sortingOrder+10)
end
--刷新战斗消耗信息
function this.RefreshBattleCastInfo()
-- if type==1 then
-- local leftTimes = WorldArenaManager.GetFreeTime()
-- this.btnText.gameObject:SetActive(leftTimes > 0)
-- this.btnItem.gameObject:SetActive(leftTimes<=0)
-- this.btnItemNum.gameObject:SetActive(leftTimes<=0)
-- if leftTimes<=0 then
-- local itemId, needNum = WorldArenaManager.GetArenaChallengeCost()
-- local haveNum = BagManager.GetItemCountById(itemId)
-- this.btnItem.sprite = SetIcon(this.spLoader, itemId)
-- this.btnItemNum.text = "×"..needNum
-- this.btnItemNum.color = haveNum < needNum and UIColor.NOT_ENOUGH_RED or UIColor.BTN_TEXT
-- end
-- else
this.btnText.gameObject:SetActive(true)
this.btnItem.gameObject:SetActive(false)
--end
end
function WorldArenaBattleInfoPanel:PlayFightAnim(leftList, rightList, num, func)
coroutine.start(function()
for i = 1, num do
leftList[i].transform:DOLocalMoveX(90, 0.2, false):OnComplete(function()
leftList[i].transform:DOLocalMoveX(10, 0.3, false):OnComplete(function()
if func then
func(i)
end
end)
end)
SoundManager.PlaySound(SoundConfig.Audio_c_skr_0028_skeff_slidesk_attacked)
this.effect:SetActive(true)
rightList[i].transform:DOLocalMoveX(-80, 0.2, false):OnComplete(function()
rightList[i].transform:DOLocalMoveX(10, 0.3, false)
end)
coroutine.wait(0.5)
this.effect:SetActive(false)
end
end)
end
--绑定事件(用于子类重写)
function WorldArenaBattleInfoPanel:BindEvent()
Util.AddClick(this.btn_close, function()
if state==2 then
return
end
if not isAnim then
self:ClosePanel()
end
end)
Util.AddClick(this.btn_fight, function()
if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.JumpServer_YuXu) then
PopupTipPanel.ShowTip(Language[10075])
return
end
if type~=1 then
self:ClosePanel()
return
end
-- 动画中不能再执行
state=2
if isAnim then
LogError("正在播放动画")
return
end
if myHeroNum==0 then
PopupTipPanel.ShowTip("编队为空,无法挑战")
return
end
if isSame then
PopupTipPanel.ShowTip("检测到多个阵容使用相同神将,无法开战")
return
end
floor=GodsWayTowerManager.GetTowerFloorByType(curType)
NetManager.RequestDuoDuiChallenge(curType,floor+1,1,function(msg)
resultList=msg.result
fightDataList=msg.data
isAnim = true
self:PlayFightAnim(this.leftTeam, this.rightTeam, teamLen, function(index)
this.ShowBattleState(index,3)
state=2
this.playBacks[index]:SetActive(true)
if index >= #GodsWayTeam[curType] then
isAnim = false
state = 3
type = 2
this.btnItem.gameObject:SetActive(false)
this.btnText.gameObject:SetActive(true)
this.btnText.text="确定"
local winNum=0
for i = 1, #resultList do
if resultList[i]==1 then
winNum=winNum+1
end
end
LogError("winnum==="..winNum)
if winNum>=2 and msg.drop then
GodsWayTowerManager.SetTowerFloorByType(curType,1)
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1)
Game.GlobalEvent:DispatchEvent(GameEvent.FourEle.RefreshView)
else
UIManager.OpenPanel(UIName.BattleFailPopup, nil, true, nil, BATTLE_TYPE.GodsWayTower)
end
end
end)
end)
end)
--回放按钮点击事件
for i = 1, #this.playBacks do
Util.AddClick(this.playBacks[i],function()
if state==2 then
return
end
if not leftAllTeam[i] or not rightAllTeam[i] or #leftAllTeam[i]==0 or #rightAllTeam[i]==0 then
PopupTipPanel.ShowTip("本场战斗无法回放!")
return
end
--LogError("myInfoData.name=="..myInfoData.name)
local nameStr = "1111".."|".."enInfoData.name"
local realResult = resultList[i] --(resultList[i] + 1) % 2 -- 服务器返回的是我的结果,转换为真实结果
this.RequestReplayRecord(realResult,fightDataList[i], nameStr,function()
--this:ClosePanel()
--构建显示结果数据(我永远在蓝方)
local arg = {}
arg.panelType=1
arg.result = realResult
arg.blue = {}
arg.blue.uid = myInfoData.uid
arg.blue.name =PracticeManager.SetNameColor(NameManager.roleName,PracticeManager.PracticeLevel) --myInfoData.name
arg.blue.head = PlayerManager.head
arg.blue.frame = HeadManager.GetCurFrameId()
--arg.blue.deltaScore = myInfoData.myScoreChange
arg.red= {}
arg.red.uid = enInfoData.uid
local enemyFloor=floor+1
arg.red.name =PracticeManager.SetNameColor(""..enemyFloor.."",1)--enInfoData.name
local towerConfig=ConfigManager.TryGetConfigDataByThreeKey(ConfigName.DuoDuiTower,"Type",curType,"TowerNumber",enemyFloor,"TowerWave1",i)
local enemeyHead=PlayerManager.head
if towerConfig then
local id=towerConfig.Hero[5]
local heroConfig=ConfigManager.GetConfigData(ConfigName.DuoDuiTowerHero,id)
if heroConfig then
enemeyHead=heroConfig.Hero
end
end
arg.red.head = enemeyHead
arg.red.frame = HeadManager.GetCurFrameId()
--arg.red.deltaScore = enInfoData.myScoreChange
UIManager.OpenPanel(UIName.ArenaResultPopup, arg)
end)
end)
end
end
function this.RequestReplayRecord(isWin, fightData, nameStr, doneFunc,battle_type)
local fightData = BattleManager.GetBattleServerData({fightData = fightData}, 1)
local battlePanel = UIManager.OpenPanel(UIName.BattlePanel, fightData, battle_type and battle_type or BATTLE_TYPE.BACK, doneFunc)
battlePanel:ShowNameShow(isWin, nameStr)
end
--添加事件监听(用于子类重写)
function WorldArenaBattleInfoPanel:AddListener()
-- Game.GlobalEvent:AddEvent(GameEvent.Arena.OnRecordDataChange, this.RefreshRecordList)
end
--移除事件监听(用于子类重写)
function WorldArenaBattleInfoPanel:RemoveListener()
-- Game.GlobalEvent:RemoveEvent(GameEvent.Arena.OnRecordDataChange, this.RefreshRecordList)
end
--界面打开时调用(用于子类重写)
function WorldArenaBattleInfoPanel:OnOpen(msg,_type,_curType,closeFunc,list)
-- 请求数据
-- ArenaManager.RequestArenaRecord()
curType=_curType
for i=1,#this.teamNames do
if i<= #GodsWayTeam[curType] then
this.teamNames[i]:SetActive(true)
else
this.teamNames[i]:SetActive(false)
end
end
type=_type
_CloseFunc = closeFunc
-- 刷新显示
-- this.RefreshRecordList()
if type==1 then
this.titleTxt.text="挑战"
this.btnText.text="挑战"
else
this.titleTxt.text="回放"
this.btnText.text="确定"
end
--如果有结果list
if list then
state=3
resultList=list
else
state=1
end
if state==1 then
for i = 1, 3 do
this.playBacks[i]:SetActive(false)
this.ShowBattleState(i, state)
end
--this.myScore.gameObject:SetActive(false)
--this.enScore.gameObject:SetActive(false)
this.hintTxt.gameObject:SetActive(true)
elseif state==3 then
this.hintTxt.gameObject:SetActive(false)
this.myScore.gameObject:SetActive(true)
this.enScore.gameObject:SetActive(true)
for i = 1, teamLen do
this.playBacks[i]:SetActive(true)
this.ShowBattleState(i,3)
end
end
this.ShowInfo(msg)
this.RefreshBattleCastInfo()
teamLen=#GodsWayTeam[curType]
self.curFormation = {}
for i = 1, teamLen do
local team=FormationManager.GetFormationByID(GodsWayTeam[curType][i])
local cTeam = FormationManager.MakeAEmptyTeam(GodsWayTeam[curType][i])
for j = 1, #team.teamHeroInfos do
table.insert(cTeam.teamHeroInfos, team.teamHeroInfos[j])
end
self.curFormation[GodsWayTeam[curType][i]] = cTeam
end
end
function this.ShowInfo(msg)
--我的信息
myInfoData=msg.myTeamInfo
enInfoData=msg.defTeamInfo
if msg.fightData then
fightDataList=msg.fightData
end
for i = 1, #GodsWayTeam[curType] do
if state==1 then
this.playBacks[i]:SetActive(false)
elseif state==3 then
this.playBacks[i]:SetActive(true)
end
end
this.SetTeamInfo(this.myTeamInfo,msg.myTeamInfo.crossTeam,1)
this.SetTeamInfo(this.enTeamInfo,msg.defTeamInfo.crossTeam,2)
end
function this.ShowBattleState(index,state)
--for i = 1, 3 do
-- Util.GetGameObject(this.leftTeam[index], "Text").gameObject:SetActive(state~=3)
-- Util.GetGameObject(this.rightTeam[index], "Text").gameObject:SetActive(state~=3)
local leftImg=Util.GetGameObject(this.leftTeam[index], "Image"):GetComponent("Image")
local rightImg=Util.GetGameObject(this.rightTeam[index], "Image"):GetComponent("Image")
leftImg.gameObject:SetActive(state==3)
rightImg.gameObject:SetActive(state==3)
if state==3 then
if resultList[index]==1 then
leftImg.sprite=this.spLoader:LoadSprite("UI_effect_JJC_JieSuan_ShengLi_png_zh")
rightImg.sprite=this.spLoader:LoadSprite("UI_effect_JJC_JieSuan_ShiBai_png_zh")
else
leftImg.sprite=this.spLoader:LoadSprite("UI_effect_JJC_JieSuan_ShiBai_png_zh")
rightImg.sprite=this.spLoader:LoadSprite("UI_effect_JJC_JieSuan_ShengLi_png_zh")
end
end
leftImg:GetComponent("PlayFlyAnim"):PlayAnim(true)
rightImg:GetComponent("PlayFlyAnim"):PlayAnim(true)
--end
end
--编队信息
local allTeams={}
function this.SetTeamInfo(_go,teamData,type)
LogError("type==="..type)
for i = 1, 3 do
Util.GetGameObject(_go,"defendbox"..i):SetActive(false)
end
for index = 1, #GodsWayTeam[curType] do
local go = Util.GetGameObject(_go,"defendbox"..index)
go:SetActive(true)
local data = teamData[index]
local fightTxt=Util.GetGameObject(go,"Demons/WarPower/Text"):GetComponent("Text")
fightTxt.text=tostring(data.totalForce)
local teamList ={}
for i = 1, 6 do
if not teamList[i] then
teamList[i] = {}
teamList[i].go = Util.GetGameObject(go,"Demons/heroPro ("..i..")")
teamList[i].frameBtn = Util.GetGameObject(teamList[i].go, "frame")
teamList[i].frame = teamList[i].frameBtn:GetComponent("Image")
teamList[i].pos = Util.GetGameObject(teamList[i].go, "pos"):GetComponent("Image")
teamList[i].hero = Util.GetGameObject(teamList[i].go, "hero")
teamList[i].starGrid = Util.GetGameObject(teamList[i].hero, "starGrid")
teamList[i].proIcon = Util.GetGameObject(teamList[i].hero, "proIcon"):GetComponent("Image")
teamList[i].levelText = Util.GetGameObject(teamList[i].hero, "lvbg/levelText"):GetComponent("Text")
teamList[i].icon = Util.GetGameObject(teamList[i].hero, "icon"):GetComponent("Image")
end
end
for i, demon in ipairs(teamList) do
demon.frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(1))
demon.pos:GetComponent("Image").sprite=this.spLoader:LoadSprite("bd_xinkapaifan"..i)
demon.hero:SetActive(false)
end
--队伍阵容
local heroList={}
for i, hero in ipairs(data.team) do
local heroTid = data.team[i].heroTid
if heroTid then
teamList[hero.position].hero:SetActive(true)
teamList[hero.position].starGrid.transform.localScale=Vector3.one*0.7
local star,starType = GetStarOrGodSoulLv(1,hero)
--LogError("star=="..star.." startype=="..starType)
local starScale = -15
local starSize = Vector2.New(32,32)
if starType == 3 then
starScale = -16
starSize = Vector2.New(0.8,-15)
elseif starType == 2 then
starSize = Vector2.New(48,48)
end
if type==1 and isSame==false then
isSame=BattleUtil.ChecklistIsContainValue(allMyHeros,hero.heroid)
if isSame==false then
table.insert(allMyHeros,hero.heroid)
end
end
SetHeroStars(this.spLoader, teamList[hero.position].starGrid, star,nil,nil,-10)
Util.SetParticleSortLayer(teamList[hero.position].starGrid,this.sortingOrder + 1)
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroTid)
teamList[hero.position].proIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
teamList[hero.position].levelText.text =endLess[heroTid].Level or hero.level
teamList[hero.position].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality, hero.star))
SetHeroIcon(this.spLoader, hero,teamList[hero.position].icon,heroConfig)
SetHeroFlyEffect(teamList[hero.position].hero,this.spLoader,star,this.sortingOrder+1,0.6,2)
--local heroData = {}
-- Util.AddOnceClick(teamList[i].frameBtn, function()
-- NetManager.ViewHeroInfoRequest(self.playerId,hero.heroid,1,PLAYER_INFO_VIEW_TYPE.NORMAL,function(msg)
-- if not hero.heroid then
-- return
-- end
-- heroData= GoodFriendManager.GetHeroDatas(msg.hero,msg.force,msg.SpecialEffects,msg.guildSkill)
-- GoodFriendManager.InitEquipData(msg.equip,heroData)
-- UIManager.OpenPanel(UIName.RoleInfoPopup, heroData,true)
-- end)
-- end)
if type then
table.insert(heroList,{heroId=heroTid,position=hero.position})
end
end
end
if type==1 then
allTeams[index]=heroList
leftAllTeam[index]=heroList
myHeroNum=myHeroNum+#heroList
elseif type==2 then
rightAllTeam[index]=heroList
end
end
end
function this:OnClose()
if this.TimeCounter then
this.TimeCounter:Stop()
this.TimeCounter = nil
end
-- 执行关闭方法u
if _CloseFunc then
-- 如果是挑战完成了,返回就刷新挑战列表
if state == 3 then
_CloseFunc()
end
_CloseFunc = nil
end
allMyHeros={}
isSame=false
-- 重置状态
--state = 1
isAnim = false
end
--界面销毁时调用(用于子类重写)
function WorldArenaBattleInfoPanel:OnDestroy()
this.spLoader:Destroy()
leftAllTeam={}
rightAllTeam={}
allMyHeros={}
isSame=false
resultList=nil
fightDataList=nil
if this.TimeCounter then
this.TimeCounter:Stop()
this.TimeCounter = nil
end
myHeroNum=0
state=1
end
return WorldArenaBattleInfoPanel