parent
735f694270
commit
05ef24c89c
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@ -628,10 +628,10 @@ function this.IsAllDead()
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return true
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end
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-- 是否所有都死翘翘
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-- 是否所有都满血
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function this.IsAllFullHp()
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for i, v in pairs(this.allHeroBlood) do
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if v.curHp < 1 then
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if v.percentHp < 1 then
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return false
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end
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end
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@ -130,8 +130,6 @@ end
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--界面打开时调用(用于子类重写)
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function MapOptionPanel:OnOpen(...)
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Log("MapOptionPanel:OnOpen")
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--this.HideJumpBtn()
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isFirstOpen = true
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local data = {...}
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if data then
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@ -141,23 +139,23 @@ function MapOptionPanel:OnOpen(...)
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if not showValues then return end
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options = data[4]
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-- 根据panelType 决定处理方式
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if not panleType then return end
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local isOptionPanel = panleType == 4
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this.PanelInit(isOptionPanel)
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if isFirstOpen then
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this.SetBg()
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end
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this.RefreshPanel()
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if panleType == 3 then
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nextOptId = options[1]
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jumpId = options[2]
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this.RefreshPanel()
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jumpId = options[2]
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elseif panleType == 4 then
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-- 初始化动画
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this.InitAnimi()
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elseif panleType == 11 then
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nextOptId = options[1]
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end
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else
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Log("传入的参数为空!!")
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@ -204,14 +202,11 @@ end
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-- 设置面板显示的初始状态
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function this.PanelInit(isOptionPanel)
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this.dialogueRoot:SetActive(not isOptionPanel)
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this.optionRoot:SetActive(isOptionPanel)
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this.btnNext:SetActive(not isOptionPanel)
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this.nextRoot:SetActive(not isOptionPanel)
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this.jumpRoot:SetActive(not isOptionPanel)
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this.nameFrame:SetActive(not isOptionPanel)
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if not isOptionPanel then
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this.ReSetLive2d()
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this.ResetBtnState()
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end
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end
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@ -219,7 +214,6 @@ end
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-- 设置背景图
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function this.SetBg()
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local id = MapManager.mapPointId
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Log(string.format("当前地图点的ID%s", MapManager.mapPointId))
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local resPath = mapEventPointConfig[id].EventPointBg
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if not resPath then return end
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this.bg.sprite = this.spLoader:LoadSprite(resPath)
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@ -229,7 +223,7 @@ end
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-- 打开面板的时候刷新一次数据
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function this.RefreshPanel()
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-- 判断是否是一次性界面
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if not jumpId or jumpId == 0 or GuideManager.IsInMainGuide() then
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if not jumpId or jumpId == 0 or GuideManager.IsInMainGuide() then
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this.jumpRoot:SetActive(false)
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else
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this.jumpRoot:SetActive(true)
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@ -279,6 +273,8 @@ function this.ShowLive2d(resId, live2dDir)
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if not resId then Log(Language[11249] ) return end
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if resId == 0 then
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this.imgGap:SetActive(false)
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this.nameFrame:SetActive(false)
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this.dialogueRoot:SetActive(false)
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this.RoleName.text = ""
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this.ReSetLive2d()
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lastLive2DId = 0
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@ -287,7 +283,6 @@ function this.ShowLive2d(resId, live2dDir)
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this.imgGap:SetActive(true)
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end
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Log("资源ID" .. resId)
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local data = artResConfig[resId]
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local roleSex = NameManager.roleSex
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@ -310,6 +305,12 @@ function this.ShowLive2d(resId, live2dDir)
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else
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live2dRoot = this.left2dRoot
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end
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LogGreen("roleName:"..roleName)
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if not roleName or roleName == "" then
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this.nameFrame:SetActive(false)
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else
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this.nameFrame:SetActive(true)
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end
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this.RoleName.text = string.gsub(roleName, Language[11252], NameManager.roleName)
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end
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@ -318,6 +319,7 @@ function this.ShowLive2d(resId, live2dDir)
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StoryManager.InitEffect()
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ClearChild(this.effectRoot)
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this.mottoImg:SetActive(resId == 999)
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this.dialogueRoot:SetActive(true)
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if lastLive2DId ~= resId and resId ~= 999 then -- 动态加载一次立绘
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this.ReSetLive2d()
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if setId and setId ~= 0 then -- 优化版立绘表现
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@ -343,9 +345,6 @@ end
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function this.AsideSpeak(isDark)
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this.mask:SetActive(isDark)
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if isDark then
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this.RoleName.text = ""
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this.ReSetLive2d()
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-- (this.effectRoClearChildot)
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ClearChild(this.effectRoot)
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ClearChild(this.scenceEffect)
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StoryManager.InitEffect()
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@ -442,7 +441,6 @@ function this.InitData()
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this.textMask:SetActive(true)
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this.btnRoot:SetActive(true)
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this.RoleName.text = ""
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-- 显示按钮
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btnNum = #options
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@ -127,7 +127,7 @@ function EndLessMapView:BindEvent()
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return
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end
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MsgPanel.ShowTwo("是否消耗一枚九元露,复活所有神将并将血量恢复为100%?", function()end, function()
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NetManager.UseAddHpItemRequest(-1,function ()
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NetManager.UseAddHpItemRequest(tostring(-1),function ()
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PopupTipPanel.ShowTip("已将所有神将复活并恢复至满血!")
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this:OnShow()
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end)
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@ -449,7 +449,7 @@ local funcList = {
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function this.EventPointTrigger(eventId)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.RefreshHeroHp,false,nil,false)
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MyPCall(function ()
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--Log("EventPointTrigger中得到的事件ID " .. eventId)
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Log("EventPointTrigger中得到的事件ID " .. eventId)
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if eventId == 0 or eventId < 0 then
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return
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end
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@ -353,7 +353,7 @@ function this.JumpEventPoint(eventId, optionId, panel, func)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.ProgressChange, 1, optionId)
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end)
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elseif jumpType == 1 or jumpType == 2 or jumpType == 3 then --读取,刷新事件点
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elseif jumpType == 1 or jumpType == 2 or jumpType == 3 or jumpType == 11 then --读取,刷新事件点
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NetManager.EventUpdateRequest(eventId, optionId, function (e)
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MissionManager.EventPointTrigger(e)
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Log(" 后端返回事件点ID " .. e)
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Loading…
Reference in New Issue