xuanyuanmirror tijiao

dev_chengFeng
jiaoyangna 2020-07-20 19:46:08 +08:00
parent b11c108e5d
commit 04e9a24db0
13 changed files with 283 additions and 156 deletions

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@ -914,6 +914,7 @@ FORMATION_TYPE = {
SAVE_FORMATION=17,
GUILD_CAR_DELEAY=18,
GUILD_DEATHPOS=19,
XUANYUAN_MIRROR=20,
}
--活动Type定义
@ -1158,10 +1159,11 @@ FUNCTION_OPEN_TYPE = {
DAILYCHALLENGE_HERODEBRIS=69,--每日角色碎片副本
DAILYCHALLENGE_TALISMAN=70,--每日法宝副本
DAILYCHALLENGE_SOULPRINT=71,--每日魂印副本
MAGIC_MIRROR=74,--妖灵宝镜
PEOPLE_MIRROR=75,--人杰宝镜
BUDDHIST_MIRROR=76,--佛禅宝镜
TAOIST_MIRROR=77,--道玄宝镜
XUANYUAN_MIRROR=74,--妖灵宝镜
MAGIC_MIRROR=75,--妖灵宝镜
PEOPLE_MIRROR=76,--人杰宝镜
BUDDHIST_MIRROR=77,--佛禅宝镜
TAOIST_MIRROR=78,--道玄宝镜
}
TaskGetBtnIconDef = {

View File

@ -319,6 +319,9 @@ UIName = {
EquipSellSelectPopup = 318,--装备分解选择界面
QianKunBoxBuyOnePanel = 319,--乾坤宝囊购买1次
QianKunBoxBuyTenPanel = 320,--乾坤宝囊购买10次
XuanYuanMirrorPanel = 321,--轩辕宝镜界面
XuanYuanMirrorPanelList = 322,--轩辕宝镜单个宝镜界面
CarbonTypePanelV3 = 323,--轩辕宝镜单个宝镜界面
}

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@ -12,25 +12,6 @@ function CarbonTypePanelV2:InitComponent()
--日常副本
this.dailyCarbonBtn=Util.GetGameObject(self.gameObject,"DailyCarbonBtn")
-- for i = 2, 4 do
-- Util.SetGray(Util.GetGameObject(self.gameObject,"BgRoot/"..i),true)
-- end
-- this.newText = {}
-- -- 四个新图标
-- this.newText = {
-- [CARBON_TYPE.NORMAL] = Util.GetGameObject(this.btnNormal, "Image"),
-- [CARBON_TYPE.ENDLESS] = Util.GetGameObject(this.btnLegend, "Image"),
-- [CARBON_TYPE.TRIAL] = Util.GetGameObject(this.btnEpic, "Image"),
-- [CARBON_TYPE.HERO] = Util.GetGameObject(this.btnHero, "Image"),
-- }
--- 活动开启时间显示
-- this.countTime = Util.GetGameObject(self.gameObject, "btnRoot/circle/Image/time"):GetComponent("Text")
-- this.timerRoot = Util.GetGameObject(self.gameObject, "btnRoot/circle/Image")
this.effect = Util.GetGameObject(self.gameObject, "CarbonTypePanel_effect")
this.wind = Util.GetGameObject(self.gameObject, "CarbonTypePanel_effect/juneng_chenggong/GameObject")

View File

@ -1,17 +1,92 @@
XuanYuanMirrorManager = {};
local raceTowerConfig = ConfigManager.GetConfig(ConfigName.RaceTowerConfig)
local raceTowerRewardConfig = ConfigManager.GetConfig(ConfigName.RaceTowerRewardConfig)
local this = XuanYuanMirrorManager
local levelData = {}
function this.Initialize()
end
--前端表
function this.GetMirrorData(_type)
local dataList={}
local data={}
data.state = this.GetState(_type,1)
table.insert(data)
return dataList
if levelData[_type] then
return levelData[_type]
end
this.InitMirrorData(_type)
end
function this.InitMirrorData(_type)
levelData = {}
for k,v in pairs(raceTowerConfig) do
if not levelData[v.Type] then
levelData[v.Type] = {}
end
local data={}
data.id = v.Id
data.type = v.Type
data.openRules = v.OpenRules
data.difficulity = v.Quality
data.monsterId = v.MonsterId
LogGreen("v.TeamRules:"..#v.TeamRules)
data.teamRules = v.TeamRules
data.condition = string.format("需要上阵%s名%s系神将",data.teamRules[1][2],this.PropertyName(data.teamRules[1][1]))
--概率奖励
local tempConfig = ConfigManager.GetConfigData(ConfigName.RewardGroup,v.Reward)
LogGreen("ShowItem:"..#tempConfig.ShowItem)
data.rewardList = {}
for i=1, #tempConfig.ShowItem do
table.insert(data.rewardList,{id = tempConfig.ShowItem[i][1],num = tempConfig.ShowItem[i][2],israte = true})
end
--扫荡奖励
LogGreen("RewardView:"..#v.RewardView)
for i=1, #v.RewardView do
table.insert(data.rewardList,{id = v.RewardView[i][1],num = v.RewardView[i][2]})
end
--首通奖励
LogGreen("FirstRewardView:"..#v.FirstRewardView)
for i=1, #v.FirstRewardView do
table.insert(data.rewardList,{id = v.FirstRewardView[i][1],num = v.FirstRewardView[i][2],isFirst = true})
end
table.insert(levelData[v.Type],data)
end
end
function this.UpdateState()
end
function this.PropertyName(_type)
_type = tonumber(_type)
if _type == 1 then
return ""
elseif _type == 2 then
return ""
elseif _type == 3 then
return ""
elseif _type == 4 then
return ""
else
return ""
end
end
function this.GetState(_type,id)
return -1
end
function this.GetRewardView()
local dataList = {}
for k,v in pairs(raceTowerRewardConfig) do
local data = {}
if v.Section[1] == v.Section[2] then
data.rank = v.Section[1]
elseif v.Section[2] ~= -1 then
data.rank = v.Section[1] - v.Section[2]
else
end
end
end
return this

View File

@ -109,32 +109,13 @@ function this:OnShow(...)
-- 播放动画
this:PlayAni()
this.SetOpenText()
this.PlayScaleAnim()
end
--- 设置时候显示新字
----@param btnCarbon 副本类型按钮
function this.SetNewTextShow(btnCarbon, state)
--for i, v in pairs(this.newText) do
-- if i == carbonType then
-- v:SetActive(state)
-- end
--end
if btnCarbon then
local textGo = Util.GetGameObject(btnCarbon.transform, "Image")
if textGo then
textGo:SetActive(state)
end
end
end
function this:OnSortingOrderChange()
Util.AddParticleSortLayer(this.effect, self.sortingOrder - orginLayer)
Util.AddParticleSortLayer(this.wind, self.sortingOrder - orginLayer)
Util.AddParticleSortLayer(this.vipPrivilegeBtn, self.sortingOrder - orginLayer)
orginLayer = self.sortingOrder
end

View File

@ -14,7 +14,7 @@ local colorText = {
text = { [-1] = "未开启",[0] = "挑战",[1] = "扫荡" }
}
local difficult = {
text = {"简单","普通","困难","噩梦"},
text = {"简单","普通","困难","噩梦","炼狱","地狱","深渊","传奇","神话"},
sprite = {"x_xb_tiao_05","x_xb_tiao_04","x_xb_tiao_03","x_xb_tiao_02","x_xb_tiao_01"},
}
@ -93,25 +93,56 @@ function this:SetLevelData(go, data)
else
tip.text="已通过"
end
Util.AddOnceClick(btnFight:GetGameObject("Button"),function() end)
Util.AddOnceClick(btnFight:GetGameObject("Button"),function()
if data.state ==0 then
UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.XUANYUAN_MIRROR,curType)
elseif data.state == -1 then
PopupTipPanel.ShowTip("通过上一难度开启")
else
--扫荡
end
end)
local rewardGrid = Util.GetGameObject(go,"Reward")
local rewards = {}
local index = 1
for n,m in ipairs(data.rewards) do
if m then
if not rewards[n] then
rewards[n] = SubUIManager.Open(SubUIConfig.ItemView,rewardGrid.transform)
--设置概率掉落奖励
if m.israte then
if not rewards[index] then
rewards[index] = SubUIManager.Open(SubUIConfig.ItemView,rewardGrid.transform)
end
rewards[index]:OnOpen(false, {m.id, m.num}, 1.6, false)
index = index + 1
local image = Util.GetGameObject(rewards[n],"PreciousShow")
image.gameObject:SetActive(true)
Util.GetGameObject(rewards[n],"PreciousShow/Text").gameObject:SetActive(false)
image:GetComponent("Image").sprite = Util.LoadSprite("x_xianyuan_gailvjiaobiao")
end
rewards[n]:OnOpen(false, {m.id, m.num}, 1.6, false)
if m.isFirst or m.israte then
local image = Util.GetGameObject(rewards[n],"PreciousShow")
image.gameObject:SetActive(true)
Util.GetGameObject(rewards[n],"PreciousShow/Text").gameObject:SetActive(false)
if m.isFirst then
image:GetComponent("Image").sprite = Util.LoadSprite("x_xianyuan_shoucijiaobiao")
end
if m.israte then
image:GetComponent("Image").sprite = Util.LoadSprite("x_xianyuan_gailvjiaobiao")
end
--设置首通掉落奖励
if data.state == -1 or data.state == 0 then
if m.isFirst then
if not rewards[index] then
rewards[index] = SubUIManager.Open(SubUIConfig.ItemView,rewardGrid.transform)
end
rewards[index]:OnOpen(false, {m.id, m.num}, 1.6, false)
index = index + 1
local image = Util.GetGameObject(rewards[n],"PreciousShow")
image.gameObject:SetActive(true)
Util.GetGameObject(rewards[n],"PreciousShow/Text").gameObject:SetActive(false)
image:GetComponent("Image").sprite = Util.LoadSprite("x_xianyuan_shoucijiaobiao")
end
--设置扫荡掉落奖励
else
if not m.isFirst and not m.israte then
if not rewards[index] then
rewards[index] = SubUIManager.Open(SubUIConfig.ItemView,rewardGrid.transform)
end
rewards[index]:OnOpen(false, {m.id, m.num}, 1.6, false)
index = index + 1
local image = Util.GetGameObject(rewards[n],"PreciousShow")
image.gameObject:SetActive(false)
end
end
end
end

View File

@ -56,6 +56,7 @@ this.PanelOptionView = {
[FORMATION_TYPE.SAVE_FORMATION]="Modules/Formation/View/SaveFormation",
[FORMATION_TYPE.GUILD_CAR_DELEAY]="Modules/Formation/View/GuildCarDeleayFormation",
[FORMATION_TYPE.GUILD_DEATHPOS]="Modules/Formation/View/GuildDeathPosFormation",
[FORMATION_TYPE.XUANYUAN_MIRROR]="Modules/Formation/View/XuanYuanMirrorFormation",
}
function this:InitComponent()
orginLayer=0
@ -137,6 +138,9 @@ function this:InitComponent()
-- 上阵等级提示
this.formTip = Util.GetGameObject(self.transform, "bottom/formTip")
-- 上阵元素提示
this.tip = Util.GetGameObject(self.transform, "bottom/tip")
this.tip.gameObject:SetActive(false)
this.mopUpGo.transform:SetParent(self.gameObject.transform)
this.mopUpGo:SetActive(false)
@ -241,8 +245,6 @@ function this:OnDestroy()
this.scrollView = nil
end
--刷新编队
function this.RefreshFormation()
proId=0

View File

@ -653,37 +653,8 @@ function this:BindEvent()
this.ScenceBtnClick(FUNCTION_OPEN_TYPE.ARENA)
end)
Util.AddClick(this.btnColorfulWorld, function()
if ActTimeCtrlManager.SingleFuncState(30) then
CarbonManager.difficulty = 2
local trialDataConfig = ConfigManager.GetConfig(ConfigName.TrialConfig)
if MapTrialManager.curTowerLevel > 10000 then
MapManager.curMapId = MapTrialManager.GetSurprisedLevelMapId()
else
MapManager.curMapId = trialDataConfig[MapTrialManager.curTowerLevel].MapId
end
NetManager.MapInfoRequest(MapManager.curMapId, FormationTypeDef.FORMATION_DREAMLAND, function(msg)
MapManager.isReloadEnter = false
MapTrialManager.firstEnter = true
MapManager.SetViewSize(20)--设置视野范围(明雷形式)
MapManager.curAreaId =FormationTypeDef.FORMATION_DREAMLAND
MapManager.trialHeroInfo=msg.infos
SwitchPanel.OpenPanel(UIName.MapPanel)
end)
-- local curMapId = trialDataConfig[MapTrialManager.curTowerLevel].MapId
-- UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.CARBON, curMapId)
-- UIManager.OpenPanel(UIName.TrialCarbonPanel)
-- RedPointManager.PlayerPrefsSetStr(PlayerManager.uid .. "Trial", 1)
-- CheckRedPointStatus(RedPointType.EpicExplore_OpenCarbon)
-- this.RefreshOpenText(CARBON_TYPE.TRIAL, FUNCTION_OPEN_TYPE.TRIAL)
-- FunctionOpenMananger.CleadNewText(FUNCTION_OPEN_TYPE.TRIAL)
LogBlue(Language[11163])
else
PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(FUNCTION_OPEN_TYPE.TRIAL))
end
this.ScenceBtnClick(FUNCTION_OPEN_TYPE.TRIAL)
UIManager.OpenPanel(UIName.CarbonTypePanelV3)
this.ScenceBtnClick(FUNCTION_OPEN_TYPE.XUANYUAN_MIRROR)
end)
Util.AddClick(this.btnFenjie, function()
JumpManager.GoJump(24001)

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