挂机修改提交
parent
74d0a40977
commit
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 526739a5774cb174da56f943a2e716b2
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -527,6 +527,7 @@ UIName = {
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SmallSoldierUpFigthInfoPanel = 535,--上阵小兵信息界面
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HelpFightPanel = 536, --助战界面
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HelpFightListPanel = 537,--助战列表界面
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SmallSoldierFailPop = 538, --小兵失败界面
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}
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SubUIConfig = {
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@ -519,7 +519,7 @@ function this.RefreshSoliderInfo()
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end
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--
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this.soliderList[i].effect:SetActive(false)
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Util.SetParticleSortLayer(this.soliderList[i].effect,orginLayer+1)
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Util.SetParticleSortLayer(this.soliderList[i].effect,orginLayer)
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this.soliderList[i].stateImg.gameObject:SetActive(false)
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this.soliderList[i].lock:SetActive(CheckListIsContainValue1(openList,i)==false)
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end
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@ -573,7 +573,7 @@ function this.ShowBattleInfo()
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this.bossLiveGOEffect.transform.localPosition = Vector3.New(0, 0, 0)
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this.bossLiveGOEffect:SetActive(false)
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end
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Util.SetParticleSortLayer(this.bossLiveGOEffect, orginLayer+2)
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Util.SetParticleSortLayer(this.bossLiveGOEffect, orginLayer+1)
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local team=FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
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for i=1,6 do
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@ -797,6 +797,11 @@ function this.BattleLogic()
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--this.hpBar.fillAmount=bossHp/curSoliderStageConfig.Hp
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this.SetHp(curSoliderStageConfig.Hp,bossHp,curSoliderStageConfig.HpNumber)
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this.battleTimer:Start()
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if PlayerPrefs.GetInt("SmallSoldierFailed"..PlayerManager.uid)~=FightPointPassManager.soldierLayerId then
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UIManager.OpenPanel(UIName.SmallSoldierFailPop)
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PlayerPrefs.SetInt("SmallSoldierFailed"..PlayerManager.uid,FightPointPassManager.soldierLayerId)
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end
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end
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if bossHp<=0 then
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LogError("boss被击败")
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@ -828,6 +833,8 @@ function this.BattleLogic()
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end
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--刷新挂机奖励
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--this.IntiReward()
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else
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PopupTipPanel.ShowTip("服务器战斗验证失败")
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end
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this.battleTimer:Start()
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cd=0
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@ -1458,6 +1465,9 @@ function FightPointPassMainPanel:OnSortingOrderChange()
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Util.SetParticleSortLayer(this.heroList[i].effect, self.sortingOrder+2)
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end
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end
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for i=1, #soliderPreList do
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Util.SetParticleSortLayer(soliderPreList[i].effect, orginLayer+2)
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end
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end
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--界面关闭时调用(用于子类重写)
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@ -0,0 +1,89 @@
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require("Base/BasePanel")
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SmallSoldierFailPop = Inherit(BasePanel)
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local this = SmallSoldierFailPop
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local m_battlePanel
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local m_showRecord = true
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local m_backPanel
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local orginLayer
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local fightType
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local isBackBattle = false
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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--初始化组件(用于子类重写)
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function SmallSoldierFailPop:InitComponent()
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this.spLoader = SpriteLoader.New()
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orginLayer = 0
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this.btnClose = Util.GetGameObject(self.gameObject, "Lose")
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this.failImg = Util.GetGameObject(self.gameObject, "Lose/image/ziti"):GetComponent("Image")
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this.failImg.sprite = this.spLoader:LoadSprite("UI_effect_JJC_JieSuan_ShiBai_png_zh")
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this.btnGrowUp = Util.GetGameObject(this.btnClose, "btnGrowUp")
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end
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--绑定事件(用于子类重写)
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function SmallSoldierFailPop:BindEvent()
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Util.AddClick(this.btnClose, function ()
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self:ClosePanel()
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end)
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Util.AddClick(this.btnGrowUp, function ()
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-- 跳转到我要变强
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JumpManager.GoJump(48001)
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end)
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end
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--添加事件监听(用于子类重写)
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function SmallSoldierFailPop:AddListener()
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end
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--移除事件监听(用于子类重写)
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function SmallSoldierFailPop:RemoveListener()
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end
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function SmallSoldierFailPop:OnSortingOrderChange()
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Util.AddParticleSortLayer(this.btnClose, self.sortingOrder - orginLayer)
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orginLayer = self.sortingOrder
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end
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--界面打开时调用(用于子类重写)
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function SmallSoldierFailPop:OnOpen(battlePanel, showRecord, backPanel,_fightType)
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this.openTime = GetTimeStamp()
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if _fightType then
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fightType = _fightType
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end
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this.btnGrowUp:SetActive(false)
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end
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function this:LoseJump(id)
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if not MapManager.Mapping then
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if JumpManager.CheckJump(id) then
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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self:ClosePanel()
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JumpManager.GoJumpWithoutTip(id)
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end
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else
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PopupTipPanel.ShowTip(Language[10210])
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end
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end
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--界面关闭时调用(用于子类重写)
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function SmallSoldierFailPop:OnClose()
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.MaskState,0)
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end
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--界面销毁时调用(用于子类重写)
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function SmallSoldierFailPop:OnDestroy()
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this.spLoader:Destroy()
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end
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return SmallSoldierFailPop
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 74816843b59990647b2e0e5f4d196b87
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -94,13 +94,13 @@ function SettingInfo:SetReslutionTipShow()
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local value = PlayerPrefs.GetInt("ResLution")
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this.selectResolution.value = value
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if value == 0 then
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UnityEngine.Application.targetFrameRate = 30;
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this.selectResolutionText.text = "普通帧率"
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this.selectResolutionTip.gameObject:SetActive(false)
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else
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UnityEngine.Application.targetFrameRate = 60;
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this.selectResolutionText.text = "高帧率"
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this.selectResolutionTip.gameObject:SetActive(true)
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else
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UnityEngine.Application.targetFrameRate = 30;
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this.selectResolutionText.text = "普通帧率"
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this.selectResolutionTip.gameObject:SetActive(false)
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end
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end
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end
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