miduo_client/Assets/ManagedResources/~Lua/Modules/XiaoYao/XiaoYaoMapPanel.lua

637 lines
25 KiB
Lua
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require("Base/BasePanel")
XiaoYaoMapPanel = Inherit(BasePanel)
local this = XiaoYaoMapPanel
local cursortingOrder=0
local mapData={}
local curGridIndex=1
local allGridData={}
local isAuto=false --是否开启自动游历
local isAutoRun=false --是否在自动游历中
local priThread = nil
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local saiNum=1 --骰子数量
local eventTimer
local shopLeftTime=0
local heroNum=0
local rouleLeftTime=0
local rouleNum=0
local bossLeftTime=0
local bossNum=0
local isPlayMove=0
local targetBtn
local costNum --每次摇骰子消耗道具数量
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local saiziImage={"i_c_touzi01","i_c_touzi02","i_c_touzi03","i_c_touzi04","i_c_touzi05","i_c_touzi06"}
--初始化组件(用于子类重写)
function this:InitComponent()
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
this.mapName=Util.GetGameObject(self.gameObject,"mapTitle/mapName"):GetComponent("Text")
this.mapProcess=Util.GetGameObject(self.gameObject,"mapTitle/mapProcess"):GetComponent("Text")
this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
this.shopBtn = Util.GetGameObject(self.gameObject, "btnGrid/shopBtn")
this.shopTime=Util.GetGameObject(self.gameObject, "btnGrid/shopBtn/time"):GetComponent("Text")
this.shopNum=Util.GetGameObject(self.gameObject, "btnGrid/shopBtn/num/Text"):GetComponent("Text")
Util.GetGameObject(self.gameObject, "btnGrid/shopBtn/btnName"):GetComponent("Text").text="东海寻仙"
this.rouleBtn = Util.GetGameObject(self.gameObject, "btnGrid/rouleBtn")
this.rouleTime=Util.GetGameObject(self.gameObject, "btnGrid/rouleBtn/time"):GetComponent("Text")
this.rouleNum=Util.GetGameObject(self.gameObject, "btnGrid/rouleBtn/num/Text"):GetComponent("Text")
Util.GetGameObject(self.gameObject, "btnGrid/rouleBtn/btnName"):GetComponent("Text").text="幸运转盘"
this.bossBtn = Util.GetGameObject(self.gameObject, "btnGrid/bossBtn")
this.bossTime=Util.GetGameObject(self.gameObject, "btnGrid/bossBtn/time"):GetComponent("Text")
this.bossNum=Util.GetGameObject(self.gameObject, "btnGrid/bossBtn/num/Text"):GetComponent("Text")
Util.GetGameObject(self.gameObject, "btnGrid/bossBtn/btnName"):GetComponent("Text").text="幻魔入侵"
this.previewBtn=Util.GetGameObject(self.gameObject, "previewBtn")
this.autoBtn=Util.GetGameObject(self.gameObject, "auto")--自动游历按钮
this.toggle=Util.GetGameObject(self.gameObject, "auto/toggle")--自动游历开关显示
this.mapParent=Util.GetGameObject(self.gameObject,"mapParent")
this.gridParent=Util.GetGameObject(self.gameObject,"mapParent/gridParent")
this.grid=Util.GetGameObject(self.gameObject,"prefab/grid")
--this.eventPoint=Util.GetGameObject(self.gameObject,"prefab/eventPoint")
this.startBtn=Util.GetGameObject(self.gameObject,"startBtn")
this.isStart=Util.GetGameObject(self.gameObject,"isStart")
this.isStartImage=Util.GetGameObject(self.gameObject,"isStart/Image"):GetComponent("Image")
this.TT=Util.GetGameObject(self.gameObject,"mapParent/TT")
this.mapY=this.mapParent.transform.localPosition.y
-- 逍遥点刷新倒计时显示
this.bgTime = Util.GetGameObject(self.gameObject, "costProp/Bgtime")
this.costIcon=Util.GetGameObject(self.gameObject, "costProp/icon"):GetComponent("Image")
this.costInfo=Util.GetGameObject(self.gameObject, "costProp/energyInfo"):GetComponent("Text")
this.addItmBtn = Util.GetGameObject(self.gameObject, "costProp/add")
this.actCountTime = Util.GetGameObject(this.bgTime, "time"):GetComponent("Text")
this.youliTag = Util.GetGameObject(self.gameObject, "mapParent/TT/youli")
-- 事件触发特效
this.moneyEffect = poolManager:LoadAsset("c_xy_0012_skeff_slidesk_ballistic", PoolManager.AssetType.GameObject)
this.moneyEffect.transform:SetParent(this.transform)
this.moneyEffect.transform.localScale = Vector3.one
this.moneyEffect.transform.localPosition = Vector3.New(0, 0, 0)
this.moneyEffect:SetActive(false)
this.helpBtn = Util.GetGameObject(self.gameObject, "helpBtn")
this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition
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this.oneSaiZiEffect = Util.GetGameObject(self.gameObject, "saizi/UI_Effect_ShaiZi_Dan")
this.twoSaiZiEffect = Util.GetGameObject(self.gameObject, "saizi/UI_Effect_ShaiZi_Shuang")
end
--绑定事件(用于子类重写)
function this:BindEvent()
Util.AddClick(this.addItmBtn, function ()
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.XiaoYaoYouItemExchange,98)
end)
Util.AddClick(this.btnBack, function ()
-- XiaoYaoManager.OpenMapList()
self:ClosePanel()
end)
--商店点击
Util.AddClick(this.shopBtn, function ()
UIManager.OpenPanel(UIName.XiaoyaoHeroGetPopup)
end)
--转盘点击
Util.AddClick(this.rouleBtn, function ()
-- local grids={{index=3,gName="ccc"},{index=5,gName="eee"},{index=2,gName="bbb"},{index=4,gName="ddd"}}
-- table.sort(grids,function(a,b)
-- return a.index < b.index
-- end)
-- for i = 1, #grids do
-- Log(grids[i].gName)
-- end
UIManager.OpenPanel(UIName.XiaoYaoLuckyTurnTablePopup)
end)
--boss点击事件
Util.AddClick(this.bossBtn, function ()
UIManager.OpenPanel(UIName.XiaoYaoLuckyBossPopup)
end)
--奖励预览
Util.AddClick(this.previewBtn, function ()
UIManager.OpenPanel(UIName.XiaoYaoRewardPreviewPanel)
end)
--自动游历点击
Util.AddClick(this.autoBtn, function ()
if isAuto then
isAuto=false
else
isAuto=true
end
this.toggle.gameObject:SetActive(isAuto)
end)
--开始游历
Util.AddClick(this.startBtn,function()
if costNum>BagManager.GetItemCountById(UpViewRechargeType.YunYouVle) then
PopupTipPanel.ShowTip("云游值不足,休息一会吧!")
return
end
if curGridIndex>=#allGridData then
MsgPanel.ShowTwo("已到达终点,是否重新云游!", nil, function()
XiaoYaoManager.OpenMapList()
end)
return
end
if isAuto then
this.isStart:SetActive(true)
this.startBtn:SetActive(false)
this.youliTag:SetActive(true)
this.isStartImage.sprite=Util.LoadSprite("x_xiaoyaoyou_tingzhi")
isAutoRun=true
end
XiaoYaoManager.StartXiaoYao()
end)
--开始游历
Util.AddClick(this.isStart,function()
if isAutoRun then
this.isStartImage.sprite=Util.LoadSprite("x_xiaoyaoyou_kaishi")
isAutoRun=false
else
this.isStartImage.sprite=Util.LoadSprite("x_xiaoyaoyou_tingzhi")
isAutoRun=true
end
end)
--帮助按钮
Util.AddClick(this.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.XiaoYaoHelp,this.helpPosition.x,this.helpPosition.y)
end)
end
--添加事件监听(用于子类重写)
function this:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.XiaoYao.StartXiaoYao, this.PlaySaiziAnim)
Game.GlobalEvent:AddEvent(GameEvent.XiaoYao.RefreshEventShow, this.RefreshEventBtn)
Game.GlobalEvent:AddEvent(GameEvent.XiaoYao.PlayEventEffect, this.PlayEffect)
end
--移除事件监听(用于子类重写)
function this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.XiaoYao.StartXiaoYao, this.PlaySaiziAnim)
Game.GlobalEvent:RemoveEvent(GameEvent.XiaoYao.RefreshEventShow, this.RefreshEventBtn)
Game.GlobalEvent:RemoveEvent(GameEvent.XiaoYao.PlayEventEffect, this.PlayEffect)
end
--刷新界面事件入口按钮显示隐藏
function this.RefreshEventBtn()
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this.UpdateYunYouVleShow()
if XiaoYaoManager.luckyluckyTurnTableTimes > 0 and (XiaoYaoManager.luckyluckyTurnTableRemainTime - PlayerManager.serverTime > 0) then
this.rouleBtn:SetActive(true)
else
this.rouleBtn:SetActive(false)
end
local temp = XiaoYaoManager.GetMonsterDatas()
if temp and #temp > 0 then
this.bossBtn:SetActive(true)
else
this.bossBtn:SetActive(false)
end
local temp = XiaoYaoManager.GetHeroDatas()
if temp and #temp > 0 then
this.shopBtn:SetActive(true)
else
this.shopBtn:SetActive(false)
end
shopLeftTimes,shopLeftTime=XiaoYaoManager.GetHeroDataTime()
rouleLeftTime=XiaoYaoManager.luckyluckyTurnTableRemainTime
bossLeftTime,bossLeftTime=XiaoYaoManager.GetMonsterDataReMainTimesAndTime()
end
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---播放骰子动效
function this.PlaySaiziAnim(_data)
this.startBtn:GetComponent("Button").enabled=false
Log("当前骰子数:"..#_data.pointes)
if #_data.pointes>1 then
this.twoSaiZiEffect:SetActive(true)
else
this.oneSaiZiEffect:SetActive(true)
end
if priThread then
coroutine.stop(priThread)
priThread = nil
end
priThread = coroutine.start(function()
coroutine.wait(1)
Log("当前点数aaaa".._data.pointes[1])
if #_data.pointes>1 then
Util.GetGameObject(this.twoSaiZiEffect, "GameObject/fx_ui_Effect_ShaiZi/gaizi_1/shaizi"):GetComponent("Image").sprite=Util.LoadSprite(saiziImage[_data.pointes[1]])
Util.GetGameObject(this.twoSaiZiEffect, "GameObject (1)/fx_ui_Effect_ShaiZi/gaizi_1/shaizi"):GetComponent("Image").sprite=Util.LoadSprite(saiziImage[_data.pointes[2]])
else
Util.GetGameObject(this.oneSaiZiEffect, "gaizi_1/shaizi"):GetComponent("Image").sprite=Util.LoadSprite(saiziImage[_data.pointes[1]])
end
coroutine.wait(1)
this.oneSaiZiEffect:SetActive(false)
this.twoSaiZiEffect:SetActive(false)
this.RunMap(_data)
end)
end
--开始跑图
function this.RunMap(_data)
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this.UpdateYunYouVleShow()
Log("开始跑图")
local targetIndex=0
for i = 1, #_data.pointes do
Log("当前点数:".._data.pointes[i])
targetIndex=targetIndex+_data.pointes[i]
end
targetIndex=targetIndex+curGridIndex
Log("目标格子索引:"..targetIndex)
if targetIndex>#allGridData then
targetIndex=#allGridData
end
this.MoveTT(targetIndex,_data)
end
--主角移动
function this.MoveTT(targetIndex,_data)
if isPlayMove==1 then
return
end
this.SetTTDirection()
curGridIndex=curGridIndex+1
this.TT.transform:DOAnchorPos(Vector3(allGridData[curGridIndex].x,allGridData[curGridIndex].y,0),0.3):OnComplete(function ()
this.mapProcess.text=string.format("游历进度:%d%%",(curGridIndex/#allGridData*100))
this.MapMove(allGridData[curGridIndex].x,0.3)
if curGridIndex==targetIndex then
Log("待机动画")
this.SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
this.startBtn:GetComponent("Button").enabled=true
this.EventTrigger(_data)
if curGridIndex>=#allGridData then
this.StopAuto()
end
if isAutoRun then
if costNum>BagManager.GetItemCountById(UpViewRechargeType.YunYouVle) then
PopupTipPanel.ShowTip("云游值不足,休息一会吧!")
this.youliTag:SetActive(false)
this.isStart:SetActive(false)
this.startBtn:SetActive(true)
isAutoRun=false
return
end
if priThread then
coroutine.stop(priThread)
priThread = nil
end
priThread = coroutine.start(function()
coroutine.wait(1)
XiaoYaoManager.StartXiaoYao()
end)
else
this.youliTag:SetActive(false)
this.isStart:SetActive(false)
this.startBtn:SetActive(true)
end
else
this.MoveTT(targetIndex,_data)
end
end):SetEase(Ease.Linear)
end
--取消自动游历
function this.StopAuto()
isAuto=false
isAutoRun=false
this.youliTag:SetActive(false)
this.toggle.gameObject:SetActive(false)
end
--事件触发处理
function this.EventTrigger(_data)
Util.GetGameObject(this.gridParent.transform:GetChild(curGridIndex-1).gameObject,"eventPoint"):SetActive(false)
Log("触发事件类型为:".._data.pathType)
Log("游戏当前时间为:"..PlayerManager.serverTime)
Log("触发事件时间为:".._data.overTime)
if _data.pathType==0 then --普通节点
LogGreen("普通奖励:"..#_data.drop)
elseif _data.pathType==1 then --宝箱
Log("获得一个宝箱!")
elseif _data.pathType==2 then --双倍节点
PopupTipPanel.ShowTip("奖励翻倍!")
elseif _data.pathType==3 then --额外骰子节点
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PopupTipPanel.ShowTip("本轮获得疾如闪电效果")
saiNum=2
elseif _data.pathType==4 then --东海寻仙节点
targetBtn=this.shopBtn
this.SetEventBtn(_data)
elseif _data.pathType==5 then --怪物节点
targetBtn=this.bossBtn
this.SetEventBtn(_data)
elseif _data.pathType==6 then --转盘
targetBtn=this.rouleBtn
this.SetEventBtn(_data)
elseif _data.pathType==7 then --终极大奖
UIManager.OpenPanel(UIName.XiaoYaoEventPanel,0,_data.drop)
end
if _data.drop.itemlist and #_data.drop.itemlist > 0 and _data.pathType~=7 then
local content = {}
for i = 1, #_data.drop.itemlist do
local itemdata = {}
itemdata.configData = itemConfig[_data.drop.itemlist[i].itemId]
itemdata.name = itemdata.configData.Name
itemdata.icon = Util.LoadSprite(GetResourcePath(itemdata.configData.ResourceID))
itemdata.num = _data.drop.itemlist[i].itemNum
table.insert(content, itemdata)
end
PopupText(content, 0.5, 2)
end
end
function this.SetEventBtn(_data)
this.RefreshEventBtn()
if isAutoRun then
this.PlayEffect()
PopupTipPanel.ShowTip(string.format("触发仙缘<color=#F1FF00>★%s★</color>",allGridData[curGridIndex].eventData.Desc))
else
UIManager.OpenPanel(UIName.XiaoYaoEventPanel,_data.pathType,allGridData[curGridIndex].eventData)
end
end
function this.PlayEffect()
this.moneyEffect.transform.position =this.TT.transform.position
Util.ClearTrailRender(this.moneyEffect)
this.moneyEffect:SetActive(true)
this.moneyEffect:GetComponent("RectTransform"):DOMove(targetBtn.transform.position, 0.6, false):OnComplete(function ()
-- 这些该死的延迟动画
if isPlayMove==1 then return end
if this.moneyEffect then
this.moneyEffect:SetActive(false)
end
end)
SoundManager.PlaySound(SoundConfig.Sound_FightArea_Gold)
end
--界面打开时调用(用于子类重写)
function this:OnOpen(_mapData)
mapData=_mapData
this.InitShowEvent()
--初始化地图
for i = 1, #mapData.cell do
local x, y=Map_Pos2UV(mapData.cell[i].cellId)
allGridData[i]={}
allGridData[i].x=x*128-64
allGridData[i].y=-y*128+64
if mapData.cell[i].pointId>0 then
allGridData[i].eventData = ConfigManager.GetConfigData(ConfigName.MapPointConfig,mapData.cell[i].pointId)
if allGridData[i].eventData.Icon==30 then
allGridData[i].rewardId =mapData.cell[i].rewardId
end
end
end
Log("当前地图格子数量"..this.gridParent.transform.childCount)
local dataCount=#allGridData
local createCount=#allGridData-this.gridParent.transform.childCount
for i = 1,createCount do
newObjToParent(this.grid, this.gridParent.transform)
end
local gridCount=this.gridParent.transform.childCount
for i = 1, gridCount do
local obj=this.gridParent.transform:GetChild(i-1)
if i<dataCount then
obj.gameObject:SetActive(true)
obj.transform:DOAnchorPos(Vector3(allGridData[i].x,allGridData[i].y,0),0)
local eventObj=Util.GetGameObject(obj.gameObject,"eventPoint")
if allGridData[i].eventData then
eventObj:SetActive(true)
if allGridData[i].rewardId then
local rewardData=ConfigManager.GetConfigData(ConfigName.RewardGroup,allGridData[i].rewardId)
local itemConfig=ConfigManager.GetConfigData(ConfigName.ItemConfig,rewardData.ShowItem[1][1])
Util.GetGameObject(eventObj,"icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(itemConfig.ResourceID))
Util.GetGameObject(eventObj,"name"):GetComponent("Text").text=itemConfig.Name
else
Util.GetGameObject(eventObj,"icon"):GetComponent("Image").sprite=Util.LoadSprite(allGridData[i].eventData.EventPointBg)
Util.GetGameObject(eventObj,"name"):GetComponent("Text").text=allGridData[i].eventData.Desc
end
else
eventObj:SetActive(false)
end
else
obj.gameObject:SetActive(false)
end
end
curGridIndex=mapData.location
this.LoadTT()
Log("当前位置索引:"..curGridIndex)
this.TT.transform:DOAnchorPos(Vector3(allGridData[curGridIndex].x,allGridData[curGridIndex].y,0),0)
this.TT.transform:SetAsLastSibling()
this.MapMove(allGridData[curGridIndex].x,0)
local mapConfig=ConfigManager.GetConfigDataByKey(ConfigName.FreeTravel,"MapID",XiaoYaoManager.curMapId)
this.mapName.text=mapConfig.FreeTravelName
this.mapProcess.text=string.format("游历进度:%d%%",(curGridIndex/#allGridData*100))
local mapBg = mapConfig.MapImage
costNum=mapConfig.Consume[2]
Log("当前地图id"..XiaoYaoManager.curMapId)
--实例化地图背景
for i = 1, #mapBg do
Log(mapBg[i])
this.mapParent.transform:GetChild(i-1):GetComponent("Image").sprite=Util.LoadSprite(mapBg[i])
end
end
local npc
local scale
---加载跑图角色
function this.LoadTT()
local mapNpc = "live2d_npc_map"
local mapNpc2 = "live2d_npc_map_nv"
npc = NameManager.roleSex == ROLE_SEX.BOY and mapNpc or mapNpc2
scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one * 0.25 or Vector3.one * 0.12
if not this.liveNode then
this.liveNode = poolManager:LoadLive(npc, this.TT.transform, scale, Vector3.New(0,-42.4,0))
end
this.SkeletonGraphic = this.liveNode:GetComponent("SkeletonGraphic")
if this.SkeletonGraphic then
this.SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
end
end
--设置跑图角色方向
function this.SetTTDirection()
if not this.SkeletonGraphic then
return
end
local nexIndex=curGridIndex+1
if nexIndex>#allGridData then
this.SkeletonGraphic.AnimationState:SetAnimation(0, "touch", true)
return
end
if allGridData[curGridIndex].y==allGridData[nexIndex].y then
this.SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true)
if allGridData[curGridIndex].x<allGridData[nexIndex].x then
this.SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0)
else
this.SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 180, 0)
end
elseif allGridData[curGridIndex].x==allGridData[nexIndex].x then
if allGridData[curGridIndex].y<allGridData[nexIndex].y then
this.SkeletonGraphic.AnimationState:SetAnimation(0, "move3", true)
else
this.SkeletonGraphic.AnimationState:SetAnimation(0, "move", true)
end
end
end
--初始化地图事件显示
function this.InitShowEvent()
if mapData.diceNum>1 then --骰子x2
saiNum=mapData.diceNum
end
this.RefreshEventBtn()
if not eventTimer then
eventTimer=this.DownTime()
end
end
--刷新界面事件入口按钮显示隐藏
function this.RefreshEventBtn()
if XiaoYaoManager.luckyluckyTurnTableTimes > 0 and (XiaoYaoManager.luckyluckyTurnTableRemainTime - PlayerManager.serverTime > 0) then
this.rouleBtn:SetActive(true)
else
this.rouleBtn:SetActive(false)
end
local temp = XiaoYaoManager.GetMonsterDatas()
if temp and #temp > 0 then
this.bossBtn:SetActive(true)
else
this.bossBtn:SetActive(false)
end
local temp = XiaoYaoManager.GetHeroDatas()
if temp and #temp > 0 then
this.shopBtn:SetActive(true)
else
this.shopBtn:SetActive(false)
end
heroNum,shopLeftTime=XiaoYaoManager.GetHeroDataTime()
rouleNum,rouleLeftTime=XiaoYaoManager.luckyluckyTurnTableTimes,XiaoYaoManager.luckyluckyTurnTableRemainTime
bossNum,bossLeftTime=XiaoYaoManager.GetMonsterDataReMainTimesAndTime()
this.shopNum.text=tostring(heroNum)
this.rouleNum.text=tostring(rouleNum)
this.bossNum.text=tostring(bossNum)
Log(string.format("boss个数%dboss时间%d",bossNum,bossLeftTime))
if not eventTimer then
eventTimer=this.DownTime()
end
end
--控制地图移动
function this.MapMove(curX,moveTime)
if curX>2700 and this.mapParent:GetComponent("RectTransform").localPosition.x<=-2200 then
return
end
if curX>540 then
this.mapParent.transform:DOAnchorPos(Vector3(540-curX,this.mapY,0),moveTime)
else
this.mapParent.transform:DOAnchorPos(Vector3(0,this.mapY,0),moveTime)
end
end
--刷新云游值显示栏信息
function this.UpdateYunYouVleShow()
this.costInfo.text=string.format("%d/%d",BagManager.GetItemCountById(UpViewRechargeType.YunYouVle),PrivilegeManager.GetPrivilegeNumber(39))
end
-- 逍遥点是否显示倒计时
function this.ShowCountTime()
this.costIcon.sprite=Util.LoadSprite(GetResourcePath(itemConfig[UpViewRechargeType.YunYouVle].ResourceID))
local curValue=BagManager.GetItemCountById(UpViewRechargeType.YunYouVle)
local maxValue=PrivilegeManager.GetPrivilegeNumber(39)
this.costInfo.text=string.format("%d/%d",curValue,maxValue)
-- this.bgTime:SetActive(curValue<maxValue)
if this.timer then
this.timer:Stop()
end
this.timer = nil
this.actCountTime.text = ""
-- 启动倒计时
this.timer = Timer.New(function ()
local leftTime = AutoRecoverManager.GetRecoverTime(UpViewRechargeType.YunYouVle)
local curValue=BagManager.GetItemCountById(UpViewRechargeType.YunYouVle)
this.UpdateYunYouVleShow()
if curValue>=maxValue then
-- 回复满了,在地图外面可以停止计时器
this.actCountTime.text = ""
else
this.actCountTime.text = GetTimeMaoHaoStrBySeconds(math.floor(leftTime))
end
end, 1, -1, true)
this.timer:Start()
end
function this.DownTime()
local _timer
_timer = Timer.New(function ()
local couTime =shopLeftTime- PlayerManager.serverTime
if couTime<=0 then
-- 倒计时结束
this.shopBtn:SetActive(false)
else
this.shopTime.text = TimeToHMS(math.floor(couTime))
end
couTime =rouleLeftTime- PlayerManager.serverTime
if couTime<=0 then
-- 倒计时结束
this.rouleBtn:SetActive(false)
else
this.rouleTime.text = TimeToHMS(math.floor(couTime))
end
couTime =bossLeftTime- PlayerManager.serverTime
if couTime<=0 then
-- 倒计时结束
this.bossBtn:SetActive(false)
else
this.bossTime.text = TimeToHMS(math.floor(couTime))
end
end, 1, -1, true)
_timer:Start()
return _timer
end
function this:OnShow()
--显示资源条
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.MonsterCamp })
this.ShowCountTime()
this.startBtn:SetActive(true)
this.isStart:SetActive(false)
isAutoRun=false
isPlayMove=0
2020-10-19 22:54:59 +08:00
this.startBtn:GetComponent("Button").enabled=true
end
function this:OnSortingOrderChange()
Util.AddParticleSortLayer(this.moneyEffect, self.sortingOrder - cursortingOrder)
cursortingOrder = self.sortingOrder
end
--界面关闭时调用(用于子类重写)
function this:OnClose()
this.rouleBtn:SetActive(false)
this.bossBtn:SetActive(false)
this.shopBtn:SetActive(false)
this.StopAuto()
isPlayMove=1
if this.liveNode then
poolManager:UnLoadLive(npc, this.liveNode)
this.liveNode = nil
end
if this.timer then
this.timer:Stop()
this.timer = nil
end
end
--界面销毁时调用(用于子类重写)
function this:OnDestroy()
if eventTimer then
eventTimer:Stop()
eventTimer = nil
end
if this.liveNode then
poolManager:UnLoadLive(npc, this.liveNode)
this.liveNode = nil
end
end
return XiaoYaoMapPanel