Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev

dev_chengFeng
jiaoyangna 2021-11-24 07:28:50 +08:00
commit 012847047e
6 changed files with 47 additions and 19 deletions

View File

@ -754,6 +754,7 @@ function this.GetFakeBattleData(fakeId)
battleData.enemyData[1].firstCamp = 1
battleData.playerData.firstCamp = 0
end
battleData.enemyId=fakeId
return battleData, fakeConfig.TimeSeed
end

View File

@ -27,9 +27,9 @@ local SKIP_STATE = {
}
local UpdateBtnGMFunc = {
[-1] = function()
if not BattleManager.IsUnlockBattlePass() then
return SKIP_STATE.LOCK, "25级或充值任意金额后解锁"
end
-- if not BattleManager.IsUnlockBattlePass() then
-- return SKIP_STATE.LOCK, "25级或充值任意金额后解锁"
-- end
return SKIP_STATE.UNLOCK
end,
[BATTLE_TYPE.BACK]= function()
@ -48,11 +48,26 @@ local UpdateBtnGMFunc = {
-- return SKIP_STATE.NOUSE, "日常副本战斗无法跳过!"
-- end,
[BATTLE_TYPE.STORY_FIGHT] = function()
if not BattleManager.IsUnlockBattlePass() then
return SKIP_STATE.LOCK, "25级或充值任意金额后解锁"
-- if not BattleManager.IsUnlockBattlePass() then
-- return SKIP_STATE.LOCK, "25级或充值任意金额后解锁"
-- end
-- if FightPointPassManager.GetCurOpenFightIdIsBoss() then
-- return SKIP_STATE.NOUSE, "首领关卡无法跳过!"
-- end
if this.curRound <= 3 then
return SKIP_STATE.NOUSE, "跳过功能将在第三回合后解锁"
end
if FightPointPassManager.GetCurOpenFightIdIsBoss() then
return SKIP_STATE.NOUSE, "首领关卡无法跳过!"
return SKIP_STATE.UNLOCK
end,
[BATTLE_TYPE.DAILY_CHALLENGE] = function()
-- if not BattleManager.IsUnlockBattlePass() then
-- return SKIP_STATE.LOCK, "25级或充值任意金额后解锁"
-- end
-- if FightPointPassManager.GetCurOpenFightIdIsBoss() then
-- return SKIP_STATE.NOUSE, "首领关卡无法跳过!"
-- end
if this.curRound <= 3 then
return SKIP_STATE.NOUSE, "跳过功能将在第三回合后解锁"
end
return SKIP_STATE.UNLOCK
end,
@ -363,16 +378,22 @@ function this:InitOption()
this.Option:SetActive(true)
Util.GetGameObject(this.BtnTimeScale, "lock"):SetActive(not BattleManager.IsUnlockBattleSpeed())
local state, tip = self:GetSkipState()
this.jumpLock:SetActive(state == SKIP_STATE.LOCK)
Util.SetColor(this.BtnJumpFight, state == SKIP_STATE.NOUSE and UIColor.DEEPGRAY or UIColor.WRITE)
-- 设置跳过按钮的状态
this.SetJumpBtnState()
-- 初始化战斗时间,刷新前端显示
BattleManager.InitTimeScale()
this.SwitchTimeScale()
end
-- 设置跳过按钮的状态
function this.SetJumpBtnState()
local state, tip = this:GetSkipState()
this.jumpLock:SetActive(state == SKIP_STATE.LOCK)
Util.SetColor(this.BtnJumpFight, state == SKIP_STATE.NOUSE and UIColor.DEEPGRAY or UIColor.WRITE)
end
function this.SwitchTimeScale()
local _scale = BattleManager.GetTimeScale()
local child = this.BtnTimeScale.transform.childCount - 3 -- 3倍速时-2
@ -717,6 +738,8 @@ function this.OnRoundChanged(round)
end
this.roundText.text = string.format(Language[10211], curRound, maxRound)
-- 设置跳过按钮的状态
this.SetJumpBtnState()
end
-- 角色轮转回调
function this.RoleTurnChange(role)

View File

@ -666,7 +666,7 @@ function this.OnAddRole(data)
if this.isBoss and data.position == 2 then
isBoss = true
end
tbRole[data] = EnemyView.New(go, data, data.position, this, isBoss)
tbRole[data] = EnemyView.New(go, data, data.position, this, isBoss,this.fightData.enemyId)
end
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero

View File

@ -6,11 +6,11 @@ function BattleUnit.New(go, role, position, root, isBoss)
return o
end
function BattleUnit:ctor(go, role, position, root, isBoss)
function BattleUnit:ctor(go, role, position, root, isBoss,enemyId)
self._DelayFuncList = {}
self._LoopFuncList = {}
if self.onCreate then
self:onCreate(go, role, position, root, isBoss)
self:onCreate(go, role, position, root, isBoss,enemyId)
end
end

View File

@ -8,23 +8,23 @@ local reliveEffect1 = "fx_chongsheng_lianhua"
local reliveEffect2 = "fx_chongsheng_lizhi"
EnemyView = BattleUnit.New()
function EnemyView.New(go, role, position, root, isBoss)
function EnemyView.New(go, role, position, root, isBoss,enemysId)
local o = BattleUnit.New(go, role, position, root)
setmetatable(o, EnemyView)
EnemyView.__index = EnemyView
o:ctor(go, role, position, root, isBoss)
o:ctor(go, role, position, root, isBoss,enemysId)
return o
end
function EnemyView:onCreate(go, role, position, root, isBoss)
function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
self.spLoader = SpriteLoader.New()
self.RootPanel = root
self.GameObject = go
self.role = role
self.camp = role.camp
self.isBoss = isBoss
self.enemysId=enemyId --剧情id用于处理剧情特殊显示
-- 创建技能播放器
self.castingEfectNode = self.RootPanel.enemySkillCast
self.castingNameNode = Util.GetGameObject(self.castingEfectNode, "TongYong_Casting_Shang/DongHua/MingZi")
@ -69,7 +69,10 @@ function EnemyView:onCreate(go, role, position, root, isBoss)
self.nameText.text = SubString2(self.readingName,9)
self.level.text = role:GetRoleData(RoleDataName.Level)
self.elementImg.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(role.roleData.element))
if self.enemysId and self.enemysId==1017 then
Util.GetGameObject(go, "Name"):GetComponent("RectTransform").anchoredPosition=Vector3.New(20,-180,0)
Util.GetGameObject(go, "Pro"):GetComponent("RectTransform").anchoredPosition=Vector3.New(-77,-180,0)
end
--
self.RoleLiveGO = poolManager:LoadLive(self.livePath, go.transform.parent, Vector3.one, Vector3.zero)
self.RoleLiveGOGraphic = self.RoleLiveGO:GetComponent("SkeletonGraphic")

View File

@ -576,6 +576,7 @@ function SkillCaster:RoleViewBullet(combat, target)
if not bulletEffect or bulletEffect == "" or duration == 0 then return end
local go = BattleManager.LoadAsset(bulletEffect, self.effectRoot:GetComponent("Canvas").sortingOrder)
self:CheckRotate(go, combat.Orientation)
go.transform:SetParent(self.effectRoot.transform)
go.transform.localScale = Vector3.one
go.transform.position = self.owner.GameObject.transform.position