Merge branch 'china/dev' into 0功能/家园

dev_chengFeng
ZhangBiao 2021-12-23 17:48:20 +08:00
commit 078c3a1f96
16 changed files with 828 additions and 55 deletions

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@ -3318,3 +3319,78 @@ MonoBehaviour:
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@ -17185,6 +17185,10 @@ MonoBehaviour:
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resPathIndex: 61
resAbNameIndex: 30
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extension: .png
resPathIndex: 61
resAbNameIndex: 30
- resName: x_xb_quan_01_zh
extension: .png
resPathIndex: 61
@ -19761,6 +19765,18 @@ MonoBehaviour:
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extension: .png
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extension: .png
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resAbNameIndex: 46
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extension: .png
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extension: .png
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extension: .png
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extension: .png
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extension: .png
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resAbNameIndex: 3151
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extension: .prefab
resPathIndex: 698
@ -78103,6 +78147,8 @@ MonoBehaviour:
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View File

@ -1387,6 +1387,8 @@ ActivityTypeDef = {
chaozhifanli = 90,
chaozhifanli30 = 92,
XinRenShop = 91, -- 新人商城
}
--活动结束需要处理面板关闭类型
ActivityTypePanel = {

View File

@ -10622,7 +10622,7 @@ local passivityList = {
end
PassiveManager.passiveCountList[role.camp][id] = 1
local RoleVanish=function(deader)
BattleLogic.WaitForTrigger(2,function()
--BattleLogic.WaitForTrigger(2,function()
if deader.camp~=role.camp then
return
end
@ -10648,7 +10648,7 @@ local passivityList = {
rTime=rTime+1
end
end)
end)
-- end)
end
--即使被放逐也会同样生效
BattleLogic.Event:AddEvent(BattleEventName.RoleRealDead,RoleVanish)

View File

@ -55,6 +55,9 @@ function InvadeMonsterView:InitComponent(gameObject, fightPointPassMainPanel)
this.btnJourneyWithWindRedPoint = Util.GetGameObject(this.btnJourneyWithWind, "redPoint")
this.btnJourneyWithWindTime = Util.GetGameObject(this.btnJourneyWithWind, "time"):GetComponent("Text")
Util.GetGameObject(this.btnJourneyWithWind, "info"):GetComponent("Text").text = "飘邈之旅"
-- 新人商城
this.btnXinRen = Util.GetGameObject(self.gameObject, "Bg/LeftUp/box/btnXinRen")
this.btnXinRenTime = Util.GetGameObject(this.btnXinRen, "time"):GetComponent("Text")
end
--绑定事件(用于子类重写)
@ -117,6 +120,10 @@ function InvadeMonsterView:BindEvent()
Util.AddClick(this.btnJourneyWithWind, function()
UIManager.OpenPanel(UIName.JourneyWithWindPanel)
end)
-- 缥缈之旅
Util.AddClick(this.btnXinRen, function()
JumpManager.GoJump(36012)
end)
end
@ -200,7 +207,7 @@ function InvadeMonsterView:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.OnlineGift.GetOnlineRewardSuccess, this.RefreshOnlineRewardShow)
Game.GlobalEvent:AddEvent(GameEvent.OnlineGift.GetOnlineRewardSuccess, this.OnRefreshRedPoint)
Game.GlobalEvent:AddEvent(GameEvent.Activity.OnActivityOpenOrClose, this.JourneyWithWindBtnAutoClose)
Game.GlobalEvent:AddEvent(GameEvent.Activity.OnActivityOpenOrClose, this.CheckBtnShow)
end
@ -212,7 +219,7 @@ function InvadeMonsterView:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.OnlineGift.GetOnlineRewardSuccess, this.RefreshOnlineRewardShow)
Game.GlobalEvent:RemoveEvent(GameEvent.OnlineGift.GetOnlineRewardSuccess, this.OnRefreshRedPoint)
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnActivityOpenOrClose, this.JourneyWithWindBtnAutoClose)
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnActivityOpenOrClose, this.CheckBtnShow)
end
--界面打开时调用(用于子类重写)
@ -234,14 +241,9 @@ function InvadeMonsterView:OnShow(...)
else
this.btnRewrdChapter:SetActive(false)
end
--缥缈之旅显示判断
local idJourneyWithWind = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.JourneyWithWind)
if idJourneyWithWind and idJourneyWithWind > 0 then
this.btnJourneyWithWind:SetActive(true)
this.RefreshJourneyWithWindShow()
else
this.btnJourneyWithWind:SetActive(false)
end
-- 检测部分按钮显示状态
this.CheckBtnShow()
end
-- 刷新在线奖励显示
@ -391,7 +393,10 @@ function this.RefreshJourneyWithWindShow()
end
end
end
function this.JourneyWithWindBtnAutoClose()
-- 按钮状态检测
function this.CheckBtnShow()
--缥缈之旅显示判断
local idJourneyWithWind = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.JourneyWithWind)
if idJourneyWithWind and idJourneyWithWind > 0 then
this.btnJourneyWithWind:SetActive(true)
@ -399,7 +404,48 @@ function this.JourneyWithWindBtnAutoClose()
else
this.btnJourneyWithWind:SetActive(false)
end
-- 新人商城显示判断
local xrId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.XinRenShop)
if xrId and xrId > 0 then
this.btnXinRen:SetActive(true)
this.RefreshXinRenShow()
else
this.btnXinRen:SetActive(false)
end
end
-- 检测在缥缈之旅状态
function this.RefreshXinRenShow()
local endtime = ActivityGiftManager.GetTaskEndTime(ActivityTypeDef.XinRenShop)
local timeDown = endtime - GetTimeStamp()
if this.timer3 then
this.timer3:Stop()
this.timer3 = nil
end
if timeDown > 0 then
this.btnXinRenTime.text = GetLeftTimeStrByDeltaTime2(timeDown)--string.format("剩余%s",GetLeftTimeStrByDeltaTime2(timeDown))
this.timer3 = Timer.New(function()
this.btnXinRenTime.text = GetLeftTimeStrByDeltaTime2(timeDown)--string.format("剩余%s",GetLeftTimeStrByDeltaTime2(timeDown))
if timeDown < 0 then
if this.btnXinRen then
this.btnXinRen:SetActive(false)
end
this.timer3:Stop()
this.timer3 = nil
end
timeDown = timeDown - 1
end, 1, -1, true)
this.timer3:Start()
else
if this.btnXinRen then
this.btnXinRen:SetActive(false)
end
end
end
--界面关闭时调用(用于子类重写)
function InvadeMonsterView:OnClose()
@ -417,6 +463,10 @@ function InvadeMonsterView:OnClose()
this.timer2:Stop()
this.timer2 = nil
end
if this.timer3 then
this.timer3:Stop()
this.timer3 = nil
end
end
--界面销毁时调用(用于子类重写)

View File

@ -2,6 +2,7 @@ GemManager = {}
local this = GemManager
local gemConfig = ConfigManager.GetConfig(ConfigName.GemConfig)
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
function this.Initialize()
this.myGemList = {}--我穿戴命石的id
this.typeGemList = {}
@ -119,10 +120,11 @@ function this.OneKeyConpound()
local curMoney = BagManager.GetTotalItemNum(14)--当前金币数量
--1-8的外部循环
for i = 1, #configMap do
-- LogError("循环"..i.."================================================================")
local money = this.DoCircle1(finalList,configMap[i],curMoney)
curMoney = curMoney - money
totalMoney = totalMoney + money
curMoney = curMoney - totalMoney
-- LogGreen("money:"..tostring(totalMoney))
-- LogWarn("totalMoney:"..tostring(totalMoney).." leftMongey:"..tostring(curMoney))
end
local tempList = {}
for key, value in pairs(finalList) do--存在数据为0的情况剔除
@ -139,7 +141,7 @@ function this.DoCircle1(finalList,data,money)
local lastGNum = 0--上一次合成出来的数量
for i = 1, #data do
local tempData = data[i]
-- LogPink("Id:"..tostring(tempData.Id).." lastGNum:"..tostring(lastGNum))
-- LogPink("Id:"..tostring(tempData.Id).." 名字:"..tostring(ItemConfig[tempData.Id].Name).." lastGNum:"..tostring(lastGNum))
--判断是否满级
if not tempData.NextGem or tempData.NextGem == 0 then
if lastGNum > 0 then
@ -191,7 +193,7 @@ function this.DoCircle1(finalList,data,money)
end
end
lastGNum = curGemNum/tempData.UpgradeNum
-- LogGreen("lastGNum:"..tostring(lastGNum))
-- Log("lastGNum:"..tostring(lastGNum))
end
end
end

View File

@ -415,13 +415,14 @@ function this.GetBianshenka()
end)
end
-- 一键命石
function this.GetGem()
local ic = ConfigManager.GetConfig(ConfigName.ItemConfig)
local i = 0
coroutine.start(function()
for _, configInfo in ConfigPairs(ConfigManager.GetConfig(ConfigName.ItemConfig)) do
if ItemType.Gem == configInfo.ItemType then
NetManager.GMEvent("1#"..configInfo.Id.."#5")
NetManager.GMEvent("1#"..configInfo.Id.."#20")
coroutine.wait(0.01)
end
end

View File

@ -175,6 +175,10 @@ function RewardEquipSingleShowPopup2:RemoveListener()
end
function RewardEquipSingleShowPopup2:OnSortingOrderChange()
Util.SetParticleSortLayer(self.effectbaijin,self.sortingOrder + 1)
end
--界面打开时调用(用于子类重写)
function RewardEquipSingleShowPopup2:OnOpen(_parent,_equipData,_openType,_isShowGet,_isShowGo,_curHeroData,_position,_targetEquipData,_func)
if not _equipData then

View File

@ -21,6 +21,7 @@ function RewardGemSingleShowPopup:InitComponent()
this.itemView = SubUIManager.Open(SubUIConfig.ItemView,this.itemPos.transform)
this.armorType = Util.GetGameObject(self.transform, "bg/topBar/armor/info/armorType"):GetComponent("Text")
this.armorLanTuNum = Util.GetGameObject(self.transform, "bg/topBar/armor/info/armorLanTuNum"):GetComponent("Text")
this.effectbaijin = Util.GetGameObject(self.topBar, "fx_zhuangbeijiemian")
this.info = Util.GetGameObject(self.transform, "bg/topBar/armor/info")
this.itemName = Util.GetGameObject(this.info, "name"):GetComponent("Text")
@ -63,6 +64,7 @@ function RewardGemSingleShowPopup:BindEvent()
end)
Util.AddClick(this.btnUse, function()--使用跳转
JumpManager.GoJump(40056)
self:ClosePanel()
end)
Util.AddClick(this.btnClose, function()--替换,穿戴
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.SelectGem,this.gemType,this.position,function ()
@ -105,6 +107,10 @@ function RewardGemSingleShowPopup:RemoveListener()
end
function RewardGemSingleShowPopup:OnSortingOrderChange()
Util.SetParticleSortLayer(this.effectbaijin,self.sortingOrder + 1)
end
--界面打开时调用(用于子类重写)
function RewardGemSingleShowPopup:OnOpen(...)
local data = { ... }
@ -184,6 +190,8 @@ function RewardGemSingleShowPopup:OnShow()
this.armorLanTuNum.gameObject:SetActive(this.openType ~= 2)
this.armorType.text = this.getType()--道具类型显示
this.armorInfoText.text = string.gsub(GetLanguageStrById(itemConfigData.ItemDescribe), "\\n", "")
this.effectbaijin:SetActive(itemConfigData.Quantity1==7)
Util.SetParticleSortLayer(this.effectbaijin,self.sortingOrder + 1)
local jumpDataList = itemConfigData.Jump
local jumpSortData = creatJumpData(jumpDataList)
for i = 1, #jumpSortData do
@ -219,7 +227,7 @@ function this.RedPointCheck()
end
end
for key, value in pairs(redPointData) do--红点检测合成
if numInBag + 1 > gemConfig[itemSid].UpgradeNum and gemConfig[itemSid].NextGem > 0 then
if numInBag + 1 >= gemConfig[itemSid].UpgradeNum and gemConfig[itemSid].NextGem > 0 then
this.jumpRed:SetActive(true)
break
end

View File

@ -331,6 +331,9 @@ function LingLongBaoJingPanel:OnShow(_sortingOrder)
self.fx_linglongbaojing_long.gameObject:SetActive(true)
SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_lianhuaxiazhui_003)
end,0.5):Start()
local act = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.linglongshangshi)
self.shopBtn:SetActive(not not act)
end
function LingLongBaoJingPanel:SetLayer()

View File

@ -398,6 +398,11 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
UIManager.OpenPanel(UIName.RewardTailsmanChipShowPopup, _itemData.backData.itemId, nil)
end)
elseif _itemData.ItemType == ItemType.Gem then
if effectLayer > 0 and _itemData.configData.Quantity1 then
self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity1 == 5 or _itemData.configData.Quantity1 == 4)
self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity1 == 6)
self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity1 == 7)
end
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardGemSingleShowPopup, _itemData.backData.itemId,3)
end)