【修行特效】

dev_chengFeng
zhangqiang 2021-06-10 13:45:23 +08:00
parent a943681b63
commit 0598fe8bdf
38 changed files with 490089 additions and 496 deletions

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@ -27,6 +27,7 @@ function Practice:InitComponent()
self.mid = Util.GetGameObject(self.gameObject, "Mid")
self.levelName = Util.GetGameObject(self.mid, "LevelName"):GetComponent("Image")
self.img = Util.GetGameObject(self.mid, "Man"):GetComponent("Image")
self.ManCanvas = Util.GetGameObject(self.mid, "Man"):GetComponent("Canvas")
--BottomPart
self.bottom = Util.GetGameObject(self.gameObject, "Bottom")
self.items = Util.GetGameObject(self.bottom, "Items")
@ -41,12 +42,22 @@ function Practice:InitComponent()
self.content = Util.GetGameObject(self.bottom, "Content")
self.textBtn = Util.GetGameObject(self.content, "Text")
self.needStar = Util.GetGameObject(self.content, "num"):GetComponent("Text")
self.noOpenTip = Util.GetGameObject(self.bottom, "noOpenTip")
self.effect = Util.GetGameObject(self.mid, "Man/fx_ui_xiuxingshengxin")
self.effect:SetActive(false)
self.fx_ui_xiuxingshengxin_01 = Util.GetGameObject(self.gameObject, "Bg/fx_ui_xiuxingshengxin_01")
self.fx_ui_xiuxingshengxin_02 = Util.GetGameObject(self.gameObject, "Bg/fx_ui_xiuxingshengxin_02")
self.fx_ui_xiuxingshengxin_03 = Util.GetGameObject(self.gameObject, "Bg/fx_ui_xiuxingshengxin_03")
self.fx_ui_xiuxingshengxin_cangzhu = Util.GetGameObject(self.gameObject, "Bg/fx_ui_xiuxingshengxin_cangzhu")
self.fx_ui_xiuxingshengxin_01:SetActive(false)
self.fx_ui_xiuxingshengxin_02:SetActive(false)
self.fx_ui_xiuxingshengxin_03:SetActive(false)
self.itemList = {}
self.pointList = {}
self.lineList = {}
self.effectUpgradeList = {}
self.mask = Util.GetGameObject(self.gameObject, "mask")
end
function Practice:BindEvent()
@ -80,43 +91,69 @@ function Practice:BindEvent()
end)
Util.AddClick(self.button, function()
if self:UpgradeCheck() then return end
NetManager.UpPracticeLevelRequest(function ()
newPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPower,newValue = newPower})
oldPower = newPower
--名字颜色
Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnChangeName)
local curNum = XinXianConfig[PracticeManager.PracticeLevel].RealmLevel
if curNum ~= 0 then
for i = 1, #self.effectUpgradeList do
self.effectUpgradeList[i]:SetActive(false)
end
self.effectUpgradeList[curNum]:SetActive(true)
else
for i = 1, #self.effectUpgradeList do
self.effectUpgradeList[i]:SetActive(false)
if not self.curLevelConfig.LevelUpCost then--如果是破镜阶段
self.mask:SetActive(true)
self.fx_ui_xiuxingshengxin_01:SetActive(true)
if self.pointList and #self.pointList > 0 then
for i = 1, #self.pointList do
Util.GetGameObject(self.pointList[i],"looping"):SetActive(false)
end
end
--战力更改请求
PracticeManager.ShowTipsOnUpgrade()
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
if PracticeManager.PracticeBigLevel - oldBigLevel == 1 then
self.effect:SetActive(true)
Timer.New(function ()
self.fx_ui_xiuxingshengxin_02:SetActive(true)
Timer.New(function ()
UIManager.OpenPanel(UIName.CongratulationPopup,CONGRATULATION_TYPE.Practice,XinXianConfig[PracticeManager.PracticeLevel])
if PracticeManager.PracticeBigLevel == 2 then
Game.GlobalEvent:DispatchEvent(GameEvent.Practice.PracticeGuide)
end
self.effect:SetActive(false)
end,1):Start()
end
self:OnShow()
end)
self.fx_ui_xiuxingshengxin_03:SetActive(true)
Timer.New(function ()
self.fx_ui_xiuxingshengxin_02:SetActive(false)
self.fx_ui_xiuxingshengxin_01:SetActive(false)
self.fx_ui_xiuxingshengxin_03:SetActive(false)
self:BtnClickEvent()
self.mask:SetActive(false)
end,2):Start()
end,1.5):Start()
end,1):Start()
else
self:BtnClickEvent()
end
end)
BindRedPointObject(RedPointType.Practice_upgrade,self.redPoint)
BindRedPointObject(RedPointType.Practice_imprint,self.imprintRedPoint)
end
function Practice:BtnClickEvent()
NetManager.UpPracticeLevelRequest(function ()
newPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPower,newValue = newPower})
oldPower = newPower
--名字颜色
Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnChangeName)
local curNum = XinXianConfig[PracticeManager.PracticeLevel].RealmLevel
if curNum ~= 0 then
for i = 1, #self.effectUpgradeList do
self.effectUpgradeList[i]:SetActive(false)
end
self.effectUpgradeList[curNum]:SetActive(true)
else
for i = 1, #self.effectUpgradeList do
self.effectUpgradeList[i]:SetActive(false)
end
end
--战力更改请求
PracticeManager.ShowTipsOnUpgrade()
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
if PracticeManager.PracticeBigLevel - oldBigLevel == 1 then
-- self.effect:SetActive(true)
-- Timer.New(function ()
UIManager.OpenPanel(UIName.CongratulationPopup,CONGRATULATION_TYPE.Practice,XinXianConfig[PracticeManager.PracticeLevel])
if PracticeManager.PracticeBigLevel == 2 then
Game.GlobalEvent:DispatchEvent(GameEvent.Practice.PracticeGuide)
end
-- self.effect:SetActive(false)
-- end,1):Start()
end
self:OnShow()
end)
end
--Check
function Practice:UpgradeCheck()
if PracticeManager.StarNum < self.curLevelConfig.NeedStarNum then
@ -147,11 +184,17 @@ end
function Practice:OnOpen()
self.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.XiuXing })
self.BtView:OnOpen(self,{ sortOrder = self.sortingOrder, panelType = PanelTypeView.Practice })
self.mask:SetActive(false)
end
function Practice:OnSortingOrderChange()
orginLayer = self.sortingOrder
Util.SetParticleSortLayer(self.effect, self.sortingOrder+1)
Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_01, self.sortingOrder+1)
Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_02, self.sortingOrder+1)
Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_03, self.sortingOrder+1)
Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_cangzhu, self.sortingOrder+1)
self.ManCanvas.sortingOrder = self.sortingOrder + 2
-- 头像层级
if self.playerInfoView then
self.playerInfoView:SetLayer(self.sortingOrder)
@ -173,6 +216,11 @@ function Practice:OnShow()
self:RefreshPoints()
self:RefreshLines()
self:RefreshBtn()
Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_01, self.sortingOrder+1)
Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_02, self.sortingOrder+1)
Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_03, self.sortingOrder+1)
Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_cangzhu, self.sortingOrder+1)
self.ManCanvas.sortingOrder = self.sortingOrder + 2
end
function Practice:RefreshMid()
@ -242,6 +290,7 @@ end
function Practice:RefreshBtn()
--神印按钮筑基期后开启
Util.SetGray(self.imprintBtn,PracticeManager.PracticeBigLevel < 2)
self.noOpenTip:SetActive(false)
if XinXianConfig[PracticeManager.PracticeLevel + 1] then
self.button:SetActive(true)
if self.curLevelConfig.LevelUpCost then--如果下级消耗不为空则为突破阶段
@ -274,12 +323,23 @@ function Practice:RefreshBtn()
self.buttonText.text = Language[11805]
else
self.needs:SetActive(false)
self.content:SetActive(true)
self.needStar.text = self.curLevelConfig.NeedStarNum
if self.curLevelConfig.NeedStarNum > PracticeManager.StarNum then
self.needStar.text = string.format("<color=red>%s</color>",self.curLevelConfig.NeedStarNum)
end
self.buttonText.text = "破 境"
local nextConFig = XinXianConfig[PracticeManager.PracticeLevel + 1]
LogYellow("self.curLevelConfig "..nextConFig.Id)
if nextConFig.IsOpen == 0 then--未开启
self.noOpenTip:GetComponent("Text").text = string.format("【%s期】暂未开放请等待后续更新",nextConFig.RealmName)
Util.SetGray(self.button,true)
self.button:GetComponent("Button").enabled = false
self.noOpenTip:SetActive(true)
elseif nextConFig.IsOpen == 1 then--开启
Util.SetGray(self.button,false)
self.content:SetActive(true)
self.button:GetComponent("Button").enabled = true
end
end
else
self.button:SetActive(false)