音效提交
(cherry picked from commit 44cc010a8a26b372fefd28e09414bfa641e90100)dev_chengFeng
parent
d574d2ee2a
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@ -82,4 +82,15 @@ SoundConfig = {
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Sound_UI_TiShi = "UI_tishi",
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Sound_UI_ShaiZi = "UI_shaizi",
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STORY_FOOT_1_1 = "story_foot_1_1", --玩家脚步声
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STORY_FOOT_1_2 = "story_foot_1_2", --怪物脚步声
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STORY_VOICE_1_1 = "story_voice_1_1", --怪物向上一格,符咒闪烁了一下。
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STORY_VOICE_1_2 = "story_voice_1_2", --点击揭下符咒的声音
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STORY_VOICE_1_3 = "story_voice_1_3", --金箍棒砸在主角和怪物中间。
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STORY_VOICE_1_4 = "story_voice_1_4", --震退一步
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STORY_VOICE_2_1 = "story_voice_2_1", --随着光芒闪烁,一把从天而降的神剑插在了一只怪物面前 光芒闪烁
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STORY_VOICE_2_2 = "story_voice_2_2", --一把从天而降的神剑插在了一只怪物面前 数把飞剑在主角身边依次落下,将身边一圈的怪物都扎死在剑下
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STORY_VOICE_2_3 = "story_voice_2_3", --随后剑放出光芒,形成环绕主角的法阵 法阵
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}
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@ -62,7 +62,8 @@ function StoryMapPanel:BindEvent()
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this:ShowDialog()
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end)
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Util.AddClick(this.maskBtn, function ()
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this.mask.gameObject:SetActive(false)
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this.mask.gameObject:SetActive(false)
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SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_2)
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this:StackPop()
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end)
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end
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@ -219,6 +220,7 @@ function this:CheckTrigger(data,go)
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this.UI_Effect_ChuFaEffect_04.transform.localScale = Vector3.one
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end
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this.UI_Effect_ChuFaEffect_04.gameObject:SetActive(true)
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SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_1)
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Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_04,newSortingOrder - sortingOrder)
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Timer.New(function()
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if this.UI_Effect_ChuFaEffect_04 then
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@ -245,6 +247,7 @@ function this:CheckTrigger(data,go)
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end
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Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_01,newSortingOrder - sortingOrder)
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this.UI_Effect_ChuFaEffect_01.gameObject:SetActive(true)
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SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_3)
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Timer.New(function()
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if this.UI_Effect_ChuFaEffect_01 then
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this.UI_Effect_ChuFaEffect_01.gameObject:SetActive(false)
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@ -275,13 +278,15 @@ function this:CheckTrigger(data,go)
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this.UI_Effect_ChuFaEffect_05.gameObject:SetActive(false)
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Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_02,newSortingOrder - sortingOrder)
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Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_05,newSortingOrder - sortingOrder)
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this.UI_Effect_ChuFaEffect_02.gameObject:SetActive(true)
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this.UI_Effect_ChuFaEffect_02.gameObject:SetActive(true)
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SoundManager.PlaySound(SoundConfig.STORY_VOICE_2_1)
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Timer.New(function()
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if this.UI_Effect_ChuFaEffect_02 then
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this.UI_Effect_ChuFaEffect_02.gameObject:SetActive(false)
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end
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if this.UI_Effect_ChuFaEffect_05 then
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this.UI_Effect_ChuFaEffect_05.gameObject:SetActive(true)
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SoundManager.PlaySound(SoundConfig.STORY_VOICE_2_2)
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end
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end,data.groups[1],1,false):Start()
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@ -326,6 +331,7 @@ function this:CheckTrigger(data,go)
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indexTemp = indexTemp + 1
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if this.effectBrowList[tempList[indexTemp]] then
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this.effectBrowList[tempList[indexTemp]].gameObject:SetActive(true)
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SoundManager.PlaySound(SoundConfig.STORY_VOICE_2_2)
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end
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local index = 0
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if tempList[indexTemp] < 5 then
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@ -360,6 +366,7 @@ function this:CheckTrigger(data,go)
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end
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Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_03,newSortingOrder - sortingOrder)
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this.UI_Effect_ChuFaEffect_03.gameObject:SetActive(true)
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SoundManager.PlaySound(SoundConfig.STORY_VOICE_2_3)
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Timer.New(function()
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this.btnSkipBtnComp.enabled = true
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this:StackPop()
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@ -134,6 +134,7 @@ function SingleStoryPlayerView:SetRoads1(data)
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end
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function SingleStoryPlayerView:RunMap(isSetRoleDir)
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self._PlayTimeStamp = 0
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self.roadsIndex = 0
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self.state = 1
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self.index = self.index + 1
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@ -168,7 +169,7 @@ function SingleStoryPlayerView:RunMap(isSetRoleDir)
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speed = (1/550)*dis
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end
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self.tween = go.gameObject.transform:DOLocalMove(data.vec, speed, false):OnStart(function() end):OnUpdate(function() --TODO:测试速度
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--LogGreen("go.transform.localPosition:"..tostring(go.transform.localPosition))
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self:PlayStepSound(data.indexType,isSetRoleDir)
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end):OnComplete(function ()
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if data.event and data.event.eventType > 0 then
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self:SetRoleDir()
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@ -181,7 +182,21 @@ function SingleStoryPlayerView:RunMap(isSetRoleDir)
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end
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self:StackPop()
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end
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function SingleStoryPlayerView:PlayStepSound(indexType,isSetRoleDir)
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-- local curTimeStamp = GetTimeStamp()
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-- if curTimeStamp - self._PlayTimeStamp >= 0.1 then
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-- self._PlayTimeStamp = curTimeStamp
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-- if indexType == 0 then
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-- if isSetRoleDir == 10 then
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-- SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_4)
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-- else
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-- SoundManager.PlaySound(SoundConfig.STORY_FOOT_1_2)
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-- end
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-- else
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-- SoundManager.PlaySound(SoundConfig.STORY_FOOT_1_1)
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-- end
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-- end
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end
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-- 角色相关
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function SingleStoryPlayerView:SetRoleDirAction(pos,go,indexType)
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local du = pos.x - go.x
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