【鸿蒙阵】 初版提交

dev_chengFeng
DESKTOP-98AVA47\Administrator 2020-11-27 17:59:25 +08:00
parent 2627341766
commit 15eebe4584
24 changed files with 13031 additions and 746 deletions

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@ -177,6 +177,8 @@ local ManagerNames = {
--主题活动管理器
"DynamicActivity/DynamicActivityManager",
"Hero/HeroSkinManager",
--鸿蒙阵
"Harmony/Manager/HarmonyManager",
--!!!!红点管理(尽量放在最后)!!!!--
"Player/RedpotManager",
}

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@ -177,7 +177,8 @@ ConfigName = {
HeroSkin = "HeroSkin",
BlessingConfigNew = "BlessingConfigNew",
BlessingRewardPoolNew = "BlessingRewardPoolNew",
SpiritAnimalSummon = "SpiritAnimalSummon"
SpiritAnimalSummon = "SpiritAnimalSummon",
Hongmeng="Hongmeng"
}
require "Framework/GameDataBase"

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@ -418,5 +418,10 @@ GameEvent = {
},
Role={
UpdateSkin="Role.UpdateSkin",-- 刷新皮肤
},
HongMeng={
RereshNumText="RereshNumText",
}
}

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@ -53,12 +53,12 @@ end
--添加事件监听(用于子类重写)
function AchievementPanel:AddListener()
--Game.GlobalEvent:AddEvent(GameEvent.Activity.OnActivityOpenOrClose, self.RefreshActivityBtn, self)
-- Game.GlobalEvent:AddEvent(GameEvent.Activity.OnActivityOpenOrClose, self.RefreshActivityBtn, self)
end
--移除事件监听(用于子类重写)
function AchievementPanel:RemoveListener()
--Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnActivityOpenOrClose, self.RefreshActivityBtn, self)
-- Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnActivityOpenOrClose, self.RefreshActivityBtn, self)
end
--界面打开时调用(用于子类重写)

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@ -153,7 +153,8 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
local starGrid = Util.GetGameObject(go.transform, "star")
SetHeroStars(starGrid, heroData.star,1,nil,nil,Vector2.New(0,1))
local cardBtn = Util.GetGameObject(go.transform, "icon")
Util.AddOnceClick(cardBtn, function()
Util.AddOnceClick(cardBtn, function()
if curSelectHeroList[heroData.dynamicId] then
choosed:SetActive(false)
curSelectHeroList[heroData.dynamicId]=nil

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@ -0,0 +1,74 @@
require("Base/BasePanel")
HarmonyPanel = Inherit(BasePanel)
HarmonyPanel.contents = {
[1] = {view = require("Modules/Harmony/View/HarmonyScrllow"), panelName = "HarmonyPanel"},
}
HarmonyPanel.prefab={}
--初始化组件(用于子类重写)
function HarmonyPanel:InitComponent()
self.btnBack = Util.GetGameObject(self.gameObject, "Back/BackBtn")
self.panel=Util.GetGameObject(self.gameObject,"Panel")
for i = 1, #self.contents do
self.prefab[i]=Util.GetGameObject(self.panel,self.contents[i].panelName);
self.contents[i].view:InitComponent(self.panel)
end
self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
end
--绑定事件(用于子类重写)
function HarmonyPanel:BindEvent()
Util.AddClick(self.btnBack, function()
self:ClosePanel()
end)
end
--添加事件监听(用于子类重写)
function HarmonyPanel:AddListener()
for i = 1, #self.contents do
self.contents[i].view:AddListener()
end
end
--移除事件监听(用于子类重写)
function HarmonyPanel:RemoveListener()
for i = 1, #self.contents do
self.contents[i].view:RemoveListener()
end
end
--界面打开时调用(用于子类重写)
function HarmonyPanel:OnOpen(equipSId)
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function HarmonyPanel:OnShow()
self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Talisman})
end
--界面关闭时调用(用于子类重写)
function HarmonyPanel:OnClose()
end
--界面销毁时调用(用于子类重写)
function HarmonyPanel:OnDestroy()
SubUIManager.Close(self.UpView)
end
return HarmonyPanel

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@ -0,0 +1,38 @@
HarmonyManager = {}
local this = HarmonyManager
--鸿蒙阵数据
this.hongmengGuards = {}
this.hongmengHeroInfos = {}
this.hongmengTablet = 0
this.hongmengAdditions = {}
function this:InitHongMengData(hongmengGuards, hongmengHeroInfos, hongmengTablet, hongmengAdditions)
-- body
this.hongmengGuards = hongmengGuards
this.hongmengHeroInfos = hongmengHeroInfos
this.hongmengTablet = hongmengTablet
this.hongmengAdditions = hongmengAdditions
-- print(GameDataBase.SheetBase.GetKeys(this.hongmengGuards)," ~~~~44444444")
-- -- print(this.hongmengHeroInfos)
-- for key, value in ConfigPairs(this.hongmengHeroInfos) do
-- LogGreen(key," ",value)
-- end
-- print(this.hongmengTablet)
-- for key, value in ConfigPairs(this.hongmengAdditions) do
-- -- body
-- LogGreen(key," ",value)
-- end
--print(this.hongmengAdditions)
end
function this:SendHarmonyManagerMsg()
NetManager.HongMengRequset(0,function(msg)
--
end)
end
return HarmonyManager

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@ -0,0 +1,158 @@
local this={}
this.tab=ConfigManager.GetConfig(ConfigName.Hongmeng)
local Box=0;
local OpenBox=2
function this:InitComponent(gameObject)
-- item预制件
this.item = Util.GetGameObject(gameObject , "HarmonyPanel/item")
--btn组件
this.addBtn = Util.GetGameObject(gameObject,"HarmonyPanel/AddBtn")
this.GongMingMsgBtn = Util.GetGameObject(gameObject,"HarmonyPanel/KnowGongMing")
this.NumText = Util.GetGameObject(gameObject,"HarmonyPanel/itemNumText"):GetComponent("Text")
this.scrollbar = Util.GetGameObject(gameObject,"HarmonyPanel/Scrollbar"):GetComponent("Scrollbar")
local scrollParent = Util.GetGameObject(gameObject, "HarmonyPanel/scroll"):GetComponent("RectTransform").rect
this.ScrollView=SubUIManager.Open(SubUIConfig.ScrollCycleView,Util.GetGameObject(gameObject,"HarmonyPanel/scroll").transform,
this.item,this.scrollbar,Vector2.New(-scrollParent.x*2,-scrollParent.y*2),1,5,Vector2.New(35,15))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
-- for key, value in ConfigPairs(this.tab) do
-- print("key:",key,"value",value.Id)
-- end
this.BoxList=0;
this:InitBox()
end
function this:InitBox()
this.NumText.text = string.format("%d/%d",0,this.BoxList)
local keys = GameDataBase.SheetBase.GetKeys(this.tab) --获取数据长度
this.ScrollView:SetData(keys,function (index, go)
local key = keys[index]
this.SingleBoxDataShow(go, this.tab[key])
end)
end
function this.SingleBoxDataShow(go,boxData)
-- body
print("1111111111s")
local mask = Util.GetGameObject(go.transform,"Box/Empty/lock/mask");
local lock=Util.GetGameObject(go.transform,"Box/Empty/lock");
if mask.activeSelf then
if boxData.Id<OpenBox then--拥有格子数
mask:SetActive(false)
if boxData.Id<=Box then
-- body
lock:SetActive(false)
end
Util.AddOnceClick(go,function()
Game.GlobalEvent:DispatchEvent(GameEvent.HongMeng.RereshNumText);
-- lock:SetActive(false)
end)
else
mask:SetActive(true)
lock:SetActive(true)
end
-- body
else
if boxData.Id<OpenBox then--拥有格子数
mask:SetActive(false)
lock:SetActive(false)
else
mask:SetActive(true)
lock:SetActive(true)
end
end
if boxData.Id<OpenBox then--拥有格子数
mask:SetActive(false)
Util.AddOnceClick(go,function()
Game.GlobalEvent:DispatchEvent(GameEvent.HongMeng.RereshNumText);
lock:SetActive(false)
end)
else
mask:SetActive(true)
--Box:SetActive(true)
end
end
function this:BindEvent()
-- body
end
--刷新显示的方法 已拥有的鸿蒙守卫数 已拥有的格子数 格子总数
function this:UpdataShow(itemList,BoxList,BoxLength)
for i = 1, BoxLength do
if i<=#itemList then
-- this.SingleItemDataShow(this.item , )
elseif i>#itemList and i<=#BoxList then
-- body
else
end
end
end
function this.SingleItemDataShow(clone,Itemdata)
-- Util.GetGameObject(clone.transform,"GameObject/icon"):GetComponent("icon").sprite=Util.LoadSprite(GetHeroQuantityImageByquality(heroData.config.Quality,heroData.star))
-- Util.GetGameObject(clone.transform, "lv"):SetActive(false)-- :GetComponent("Text").text = heroData.lv
-- Util.GetGameObject(clone.transform, "icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(heroData.config.Icon))
-- Util.GetGameObject(clone.transform, "posIcon"):SetActive(false)--:GetComponent("Image").sprite = Util.LoadSprite(heroData.professionIcon)
-- Util.GetGameObject(clone.transform, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.config.PropertyName))
end
function this:Refesh()
-- body
Box=Box+1
OpenBox = OpenBox+1
this.NumText.text = string.format("%d/%d",0,Box)
local keys = GameDataBase.SheetBase.GetKeys(this.tab) --获取数据长度
this.ScrollView:SetData(keys,function (index, go)
local key = keys[index]
this.SingleBoxDataShow(go, this.tab[key])
end)
end
function this:AddListener()
-- body
print(" 注册消息成功")
Game.GlobalEvent:AddEvent(GameEvent.HongMeng.RereshNumText,self.Refesh,self)
end
function this:RemoveListener()
-- body
Game.GlobalEvent:RemoveEvent(GameEvent.HongMeng.RereshNumText,self.Refesh,self)
end
function this:OnShow(...)
-- body
end
function this:SingleHeroDataShow(_go,_HongMengData)
local clone = _go
local HongMeng = _HongMengData
-- body
end
return this

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@ -232,7 +232,8 @@ function this:InitComponent()
-- 无尽
this.btnEndLess = Util.GetGameObject(self.gameObject, "LeftDown/btnRoot/btnEndLess")
this.btnEndLess:SetActive(false)
--鸿蒙
this.btnHongMeng=Util.GetGameObject(self.gameObject,"RightDown/btnHongMeng")
-- 设置
--this.btnSet = Util.GetGameObject(self.gameObject, "LeftDown/btnRoot/btnSetting")
--this.setRed = Util.GetGameObject(this.btnSet, "redPoint")
@ -879,6 +880,10 @@ function this:BindEvent()
Util.AddClick(this.btnDemonSlayer, function()
UIManager.OpenPanel(UIName.DemonSlayerPanel)
end)
Util.AddClick(this.btnHongMeng,function()
UIManager.OpenPanel(UIName.HongMengPanel)
end)
this.BindRedPoint()
end

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@ -4781,4 +4781,25 @@ function this.ChengeMonsterChooseRequest(activityId,selectId,func)
end
end)
end
--鸿蒙阵
function this.HongMengRequset(_gridId,func)
--鸿蒙阵数据传递
-- HarmonyManager:InitHongMengData(msg.hongmengGuards,msg.hongmengHeroInfos,msg.hongmengTablet,msg.hongmengAdditions)
local data = HeroInfoProto_pb.OpenResonanceRequest()
data.gridId = _gridId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.HERO_SKIN_CHANGE_REQUEST, MessageTypeProto_pb.HERO_SKIN_CHANGE_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.OpenResonanceResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
return this

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local HarmonyView={}
function HarmonyView:New()
end
return HarmonyView

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