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serverOpenTime)/(60*60*24))--当前是开服第几天 + -- LogError("当前是开服第几天了:"..openDay) + return openDay +end + + ---获取神尊等级 function GetShenzunLv() diff --git a/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassMainPanel.lua b/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassMainPanel.lua index bf3c0ade78..20e679e971 100644 --- a/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassMainPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassMainPanel.lua @@ -197,6 +197,7 @@ function FightPointPassMainPanel:InitComponent() --解锁功能 this.openFun = Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/openFun") this.openFunNeedInfo = Util.GetGameObject(self.gameObject, "Bg/btnDown/btnFight/needInfo"):GetComponent("Text") + this.openTip = Util.GetGameObject(self.gameObject, "Bg/btnDown/btnFight/openTip"):GetComponent("Text") this.openFunFunInfo = Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/openFun/funInfo"):GetComponent("Text") --世界等级 Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/worldLv/Text"):GetComponent("Text").text = "世界等级:" @@ -651,7 +652,7 @@ function this.ShowBattleInfo() curSoliderStageConfig=ConfigManager.GetConfigData(ConfigName.SoldierStageConfig,FightPointPassManager.soldierLayerId) local heroData = ConfigManager.GetConfigData(ConfigName.HeroConfig,curSoliderStageConfig.Hero) local bossName=GetResourcePath(heroData.Live) - + this.openTip.text=curSoliderStageConfig.OpenTips if bossName~=this.bossLiveName then poolManager:UnLoadLive(this.bossLiveName, this.bossLiveGO, PoolManager.AssetType.GameObject) this.bossLiveName=bossName @@ -914,43 +915,56 @@ function this.BattleLogic() if bossHp<=0 then LogError("boss被击败") this.battleTimer:Stop() - NetManager.SoldierFightCheckRequest(1,function(msg) - --战斗成功 - if msg.result==1 then - if curSoliderStageConfig.NextId~=0 then - FightPointPassManager.soldierLayerId=curSoliderStageConfig.NextId - this.floorTxt.text=string.format("第%s关",FightPointPassManager.soldierLayerId) - end - curSoliderStageConfig=ConfigManager.GetConfigData(ConfigName.SoldierStageConfig,FightPointPassManager.soldierLayerId) - local heroData = ConfigManager.GetConfigData(ConfigName.HeroConfig,curSoliderStageConfig.Hero) - local name=GetResourcePath(heroData.Live) - this.bossLiveGOEffect:SetActive(true) - this.bossLiveGOEffect:GetComponent("RectTransform"):DOMove(this.onHookObj.transform.position, 1, false):OnComplete(function () - this.bossLiveGOEffect:SetActive(false) - this.bossLiveGOEffect.transform.position=this.enemyPos.transform.position - end) - --换boss了 - if name~=this.bossLiveName then - poolManager:UnLoadLive(this.bossLiveName, this.bossLiveGO, PoolManager.AssetType.GameObject) - this.bossLiveName=name - this.bossLiveGO= poolManager:LoadLive(this.bossLiveName,this.enemyPos.transform, Vector3.one, Vector3.zero) - this.bossLiveGO.transform:SetParent(this.enemyPos.transform) - this.bossLiveGO.transform.localPosition = Vector2.New(0, 0) - this.bossLiveGO.transform.localScale=Vector3.one * roleConfig[curSoliderStageConfig.Hero].enemy_liveScale*0.5 - bossSpine=this.bossLiveGO:GetComponent("SkeletonGraphic") - end - --刷新挂机奖励 - --this.IntiReward() - this.UpdateOpenSeverWelfare() - else - --PopupTipPanel.ShowTip("服务器战斗验证失败") - if PlayerPrefs.GetInt("SmallSoldierFailed"..PlayerManager.uid)~=FightPointPassManager.soldierLayerId then - if not GuideManager.IsInMainGuide() then - UIManager.OpenPanel(UIName.SmallSoldierFailPop) + --判断当前开服天数是否开启当前关卡 + if curSoliderStageConfig.OpenRule[1][2]<=GetOpenServerDayNum() then + NetManager.SoldierFightCheckRequest(1,function(msg) + --战斗成功 + if msg.result==1 then + if curSoliderStageConfig.NextId~=0 then + FightPointPassManager.soldierLayerId=curSoliderStageConfig.NextId + this.floorTxt.text=string.format("第%s关",FightPointPassManager.soldierLayerId) + end + curSoliderStageConfig=ConfigManager.GetConfigData(ConfigName.SoldierStageConfig,FightPointPassManager.soldierLayerId) + local heroData = ConfigManager.GetConfigData(ConfigName.HeroConfig,curSoliderStageConfig.Hero) + local name=GetResourcePath(heroData.Live) + this.bossLiveGOEffect:SetActive(true) + this.bossLiveGOEffect:GetComponent("RectTransform"):DOMove(this.onHookObj.transform.position, 1, false):OnComplete(function () + this.bossLiveGOEffect:SetActive(false) + this.bossLiveGOEffect.transform.position=this.enemyPos.transform.position + end) + --换boss了 + if name~=this.bossLiveName then + poolManager:UnLoadLive(this.bossLiveName, this.bossLiveGO, PoolManager.AssetType.GameObject) + this.bossLiveName=name + this.bossLiveGO= poolManager:LoadLive(this.bossLiveName,this.enemyPos.transform, Vector3.one, Vector3.zero) + this.bossLiveGO.transform:SetParent(this.enemyPos.transform) + this.bossLiveGO.transform.localPosition = Vector2.New(0, 0) + this.bossLiveGO.transform.localScale=Vector3.one * roleConfig[curSoliderStageConfig.Hero].enemy_liveScale*0.5 + bossSpine=this.bossLiveGO:GetComponent("SkeletonGraphic") + end + --刷新挂机奖励 + --this.IntiReward() + this.UpdateOpenSeverWelfare() + else + --PopupTipPanel.ShowTip("服务器战斗验证失败") + if PlayerPrefs.GetInt("SmallSoldierFailed"..PlayerManager.uid)~=FightPointPassManager.soldierLayerId then + if not GuideManager.IsInMainGuide() then + UIManager.OpenPanel(UIName.SmallSoldierFailPop) + end + PlayerPrefs.SetInt("SmallSoldierFailed"..PlayerManager.uid,FightPointPassManager.soldierLayerId) end - PlayerPrefs.SetInt("SmallSoldierFailed"..PlayerManager.uid,FightPointPassManager.soldierLayerId) end - end + if this.battleTimer then + this.battleTimer:Start() + end + cd=0 + battleTime=curSoliderStageConfig.Time + bossHp=curSoliderStageConfig.Hp + --this.hpBar.fillAmount=bossHp/curSoliderStageConfig.Hp + this.SetHp(curSoliderStageConfig.Hp,bossHp,curSoliderStageConfig.HpNumber) + this.RefreshBossInfo() + end) + else if this.battleTimer then this.battleTimer:Start() end @@ -960,7 +974,9 @@ function this.BattleLogic() --this.hpBar.fillAmount=bossHp/curSoliderStageConfig.Hp this.SetHp(curSoliderStageConfig.Hp,bossHp,curSoliderStageConfig.HpNumber) this.RefreshBossInfo() - end) + end + + end battleTime=battleTime-1 end, 1, -1, true) @@ -1121,6 +1137,8 @@ end -- 从战斗出来会加载两次 function FightPointPassMainPanel:OnShow() + local dayNum=GetOpenServerDayNum() + LogError("daynum============================="..dayNum) GuideManager.CheckFuncGuide() --LogError("SmallSoldierManager.changeSolider.type=========="..SmallSoldierManager.changeSolider.type) this.RefreshSoliderInfo()