【命格】开坑

dev_chengFeng
ZhangBiao 2021-12-06 14:06:23 +08:00
parent 6bf98e7c9f
commit 06d532a9bc
11 changed files with 5295 additions and 2711 deletions

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: c33efd7bf05f93f4999e58a315243f99
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: aed2ed8ee0a616543816a8e35eac7710
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

File diff suppressed because it is too large Load Diff

View File

@ -434,6 +434,7 @@ UIName = {
RewardTailsmanChipShowPopup = 440,
ContinueGiftPanel = 441, -- 连续礼包
ContinuePackagePanel = 442, -- 连购礼包new
FatePanel = 443, --命格界面
}
SubUIConfig = {

View File

@ -138,10 +138,10 @@ function this.InitActivityServerData(msg, isUpdate)
if GlobalActivity[v.activityId] then
this.CheckMoneyProgress(v)
this.mission[v.activityId] = v
LogYellow("刷新活动数据activityId" .. v.activityId .. " value" .. v.value)
-- LogYellow("刷新活动数据activityId" .. v.activityId .. " value" .. v.value)
for n, m in ipairs(v.mission) do
--LogGreen(" 刷新活动数据missionId" .. m.missionId .. " state" .. m.state .. " progress" .. m.progress)
-- LogGreen(" 刷新活动数据missionId" .. m.missionId .. " state" .. m.state .. " progress" .. m.progress)
if (v.activityId == ActivityTypeDef.OnlineGift) then
this.onlineOpen = true
this.onlineGetRewardState[m.missionId] = m.state

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 3047a492fccb4be4c8f9e6575da38ba8
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,110 @@
local Fate = quick_class("Fate", BasePanel)
local orginLayer = 0
function Fate:InitComponent()
self.spLoader = SpriteLoader.New()
self.BtView = SubUIManager.Open(SubUIConfig.BtView, self.transform)
self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform)
if not self.playerInfoView then
self.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, self.transform)
end
--MidPart
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")
--页签
self.btnPractice = Util.GetGameObject(self.gameObject, "Tab/tab1")
end
function Fate:BindEvent()
--帮助按钮
Util.AddClick(self.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.Practice, self.helpPosition.x,self.helpPosition.y)
end)
Util.AddClick(self.BtnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
Util.AddClick(self.btnPractice, function()
UIManager.OpenPanel(UIName.PracticePanel)
self:ClosePanel()
end)
end
function Fate:AddListener()
end
function Fate:RemoveListener()
end
--待功能扩展(试图打开某个状态)
function Fate:OnOpen()
self.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.XiuXing })
self.BtView:OnOpen(self,{ sortOrder = self.sortingOrder, panelType = PanelTypeView.Practice })
end
function Fate:OnSortingOrderChange()
orginLayer = self.sortingOrder
self.ManCanvas.sortingOrder = self.sortingOrder + 2
-- 头像层级
if self.playerInfoView then
self.playerInfoView:SetLayer(self.sortingOrder)
end
end
function Fate:OnShow()
self.playerInfoView:OnShow()
self:RefreshMid()
end
--刷新中部人物
function Fate:RefreshMid()
local playerImg = NameManager.roleSex == 0 and "x_xiuxing_liangongren_nan" or "x_xiuxing_liangongren_nv"
self.img.sprite = self.spLoader:LoadSprite(playerImg)
self.ManCanvas.sortingOrder = self.sortingOrder + 2
end
--刷新 点间的线
function Fate:RefreshLines()
if not self.lineList then
self.lineList = {}
end
for k,v in ipairs(self.lineList) do
v.gameObject:SetActive(false)
end
for i = 1, #self.lineData do
local data = self.lineData[i]
if not self.lineList[i] then
self.lineList[i] = newObject(self.LinePre)
self.lineList[i].transform:SetParent(self.lines.transform)
self.lineList[i].transform.localScale = Vector3.one
self.lineList[i].transform.localPosition = Vector3.zero
end
self.lineList[i]:SetActive(true)
local imgName = data.State == 1 and "x_xiuxing_xian_01" or "x_xiuxing_xian_02"
self.lineList[i]:GetComponent("Image").sprite = self.spLoader:LoadSprite(imgName)
self.lineList[i]:GetComponent("RectTransform").localPosition = data.Pos
self.lineList[i]:GetComponent("RectTransform").rotation = Quaternion.Euler(data.Rota)
end
end
function Fate:OnClose()
end
function Fate:OnDestroy()
self.spLoader:Destroy()
SubUIManager.Close(self.UpView)
SubUIManager.Close(self.BtView)
self.UpView = nil
self.BtView = nil
if self.playerInfoView then
SubUIManager.Close(self.playerInfoView)
self.playerInfoView = nil
end
end
return Fate

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 4a58a64b67159844da880af3f98fb034
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -76,12 +76,15 @@ function Practice:InitComponent()
self.effectPointsList = {}
self.mask = Util.GetGameObject(self.gameObject, "mask")
--主角技能
self.skillObj=Util.GetGameObject(self.Practice, "SkillObj")
self.skillList={}
for i = 1, 4 do
table.insert(self.skillList,Util.GetGameObject(self.Practice, "SkillObj/skill"..i))
BindRedPointObject(5000+i*100,Util.GetGameObject(self.Practice, "SkillObj/skill"..i.."/red"))
end
--页签
self.btnFate = Util.GetGameObject(self.gameObject, "Tab/tab2")
end
@ -166,6 +169,10 @@ function Practice:BindEvent()
Util.AddClick(self.incarnationBtn, function()
UIManager.OpenPanel(UIName.IncarnationPanel)
end)
Util.AddClick(self.btnFate, function()
UIManager.OpenPanel(UIName.FatePanel)
self:ClosePanel()
end)
BindRedPointObject(RedPointType.tailsmanSoul,self.talsmanSoulBtnRed)
BindRedPointObject(RedPointType.Practice_Cultivation,self.cultivationRed)
BindRedPointObject(RedPointType.Practice_upgrade,self.redPoint)