小兵关卡添加开服天数限制===========================================
(cherry picked from commit 5ad8eb50b8
)
tcx_xiyou_dev
parent
a556953bd9
commit
195fb8bfd4
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@ -3091,6 +3091,15 @@ function GetFunctionOpenTip(_funId)
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return tip
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end
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--获取开服天数
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function GetOpenServerDayNum()
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local serverOpenTime = PlayerManager.GetServerOpenTime()
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local openDay = math.ceil(math.max(0, GetTimeStamp() - serverOpenTime)/(60*60*24))--当前是开服第几天
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-- LogError("当前是开服第几天了:"..openDay)
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return openDay
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end
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---获取神尊等级
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function GetShenzunLv()
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@ -197,6 +197,7 @@ function FightPointPassMainPanel:InitComponent()
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--解锁功能
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this.openFun = Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/openFun")
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this.openFunNeedInfo = Util.GetGameObject(self.gameObject, "Bg/btnDown/btnFight/needInfo"):GetComponent("Text")
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this.openTip = Util.GetGameObject(self.gameObject, "Bg/btnDown/btnFight/openTip"):GetComponent("Text")
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this.openFunFunInfo = Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/openFun/funInfo"):GetComponent("Text")
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--世界等级
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Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/worldLv/Text"):GetComponent("Text").text = "世界等级:"
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@ -651,7 +652,7 @@ function this.ShowBattleInfo()
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curSoliderStageConfig=ConfigManager.GetConfigData(ConfigName.SoldierStageConfig,FightPointPassManager.soldierLayerId)
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local heroData = ConfigManager.GetConfigData(ConfigName.HeroConfig,curSoliderStageConfig.Hero)
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local bossName=GetResourcePath(heroData.Live)
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this.openTip.text=curSoliderStageConfig.OpenTips
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if bossName~=this.bossLiveName then
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poolManager:UnLoadLive(this.bossLiveName, this.bossLiveGO, PoolManager.AssetType.GameObject)
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this.bossLiveName=bossName
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@ -914,43 +915,56 @@ function this.BattleLogic()
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if bossHp<=0 then
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LogError("boss被击败")
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this.battleTimer:Stop()
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NetManager.SoldierFightCheckRequest(1,function(msg)
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--战斗成功
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if msg.result==1 then
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if curSoliderStageConfig.NextId~=0 then
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FightPointPassManager.soldierLayerId=curSoliderStageConfig.NextId
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this.floorTxt.text=string.format("第%s关",FightPointPassManager.soldierLayerId)
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end
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curSoliderStageConfig=ConfigManager.GetConfigData(ConfigName.SoldierStageConfig,FightPointPassManager.soldierLayerId)
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local heroData = ConfigManager.GetConfigData(ConfigName.HeroConfig,curSoliderStageConfig.Hero)
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local name=GetResourcePath(heroData.Live)
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this.bossLiveGOEffect:SetActive(true)
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this.bossLiveGOEffect:GetComponent("RectTransform"):DOMove(this.onHookObj.transform.position, 1, false):OnComplete(function ()
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this.bossLiveGOEffect:SetActive(false)
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this.bossLiveGOEffect.transform.position=this.enemyPos.transform.position
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end)
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--换boss了
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if name~=this.bossLiveName then
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poolManager:UnLoadLive(this.bossLiveName, this.bossLiveGO, PoolManager.AssetType.GameObject)
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this.bossLiveName=name
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this.bossLiveGO= poolManager:LoadLive(this.bossLiveName,this.enemyPos.transform, Vector3.one, Vector3.zero)
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this.bossLiveGO.transform:SetParent(this.enemyPos.transform)
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this.bossLiveGO.transform.localPosition = Vector2.New(0, 0)
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this.bossLiveGO.transform.localScale=Vector3.one * roleConfig[curSoliderStageConfig.Hero].enemy_liveScale*0.5
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bossSpine=this.bossLiveGO:GetComponent("SkeletonGraphic")
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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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this.UpdateOpenSeverWelfare()
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else
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--PopupTipPanel.ShowTip("服务器战斗验证失败")
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if PlayerPrefs.GetInt("SmallSoldierFailed"..PlayerManager.uid)~=FightPointPassManager.soldierLayerId then
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if not GuideManager.IsInMainGuide() then
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UIManager.OpenPanel(UIName.SmallSoldierFailPop)
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--判断当前开服天数是否开启当前关卡
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if curSoliderStageConfig.OpenRule[1][2]<=GetOpenServerDayNum() then
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NetManager.SoldierFightCheckRequest(1,function(msg)
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--战斗成功
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if msg.result==1 then
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if curSoliderStageConfig.NextId~=0 then
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FightPointPassManager.soldierLayerId=curSoliderStageConfig.NextId
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this.floorTxt.text=string.format("第%s关",FightPointPassManager.soldierLayerId)
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end
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curSoliderStageConfig=ConfigManager.GetConfigData(ConfigName.SoldierStageConfig,FightPointPassManager.soldierLayerId)
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local heroData = ConfigManager.GetConfigData(ConfigName.HeroConfig,curSoliderStageConfig.Hero)
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local name=GetResourcePath(heroData.Live)
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this.bossLiveGOEffect:SetActive(true)
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this.bossLiveGOEffect:GetComponent("RectTransform"):DOMove(this.onHookObj.transform.position, 1, false):OnComplete(function ()
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this.bossLiveGOEffect:SetActive(false)
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this.bossLiveGOEffect.transform.position=this.enemyPos.transform.position
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end)
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--换boss了
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if name~=this.bossLiveName then
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poolManager:UnLoadLive(this.bossLiveName, this.bossLiveGO, PoolManager.AssetType.GameObject)
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this.bossLiveName=name
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this.bossLiveGO= poolManager:LoadLive(this.bossLiveName,this.enemyPos.transform, Vector3.one, Vector3.zero)
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this.bossLiveGO.transform:SetParent(this.enemyPos.transform)
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this.bossLiveGO.transform.localPosition = Vector2.New(0, 0)
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this.bossLiveGO.transform.localScale=Vector3.one * roleConfig[curSoliderStageConfig.Hero].enemy_liveScale*0.5
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bossSpine=this.bossLiveGO:GetComponent("SkeletonGraphic")
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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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this.UpdateOpenSeverWelfare()
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else
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--PopupTipPanel.ShowTip("服务器战斗验证失败")
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if PlayerPrefs.GetInt("SmallSoldierFailed"..PlayerManager.uid)~=FightPointPassManager.soldierLayerId then
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if not GuideManager.IsInMainGuide() then
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UIManager.OpenPanel(UIName.SmallSoldierFailPop)
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end
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PlayerPrefs.SetInt("SmallSoldierFailed"..PlayerManager.uid,FightPointPassManager.soldierLayerId)
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end
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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 this.battleTimer then
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this.battleTimer:Start()
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end
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cd=0
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battleTime=curSoliderStageConfig.Time
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bossHp=curSoliderStageConfig.Hp
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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.RefreshBossInfo()
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end)
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else
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if this.battleTimer then
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this.battleTimer:Start()
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end
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@ -960,7 +974,9 @@ 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.RefreshBossInfo()
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end)
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end
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end
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battleTime=battleTime-1
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end, 1, -1, true)
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@ -1121,6 +1137,8 @@ end
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-- 从战斗出来会加载两次
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function FightPointPassMainPanel:OnShow()
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local dayNum=GetOpenServerDayNum()
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LogError("daynum============================="..dayNum)
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GuideManager.CheckFuncGuide()
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--LogError("SmallSoldierManager.changeSolider.type=========="..SmallSoldierManager.changeSolider.type)
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this.RefreshSoliderInfo()
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