【引导】通过关卡时引导添加
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@ -140,6 +140,7 @@ function this.RefreshFightId(msg)
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PlayerPrefs.SetInt(PlayerManager.uid .. OLD_ID, oldFight)
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-- 最后一关更新
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--if data.NextLevel ~= -1 then
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Game.GlobalEvent:DispatchEvent(GameEvent.Mission.OnPassFight, oldFight)
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-- 服务器更新关卡状态
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this.curOpenFight = msg.fightId
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@ -3,6 +3,7 @@ local this = GuideManager
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local GuideConfig = ConfigManager.GetConfig(ConfigName.GuideConfig)
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local GlobalSystemConfig = ConfigManager.GetConfig(ConfigName.GlobalSystemConfig)
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local SpecialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
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local MainLevelConfig = ConfigManager.GetConfig(ConfigName.MainLevelConfig)
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local openDic = {}
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local funcDic = {}
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@ -18,6 +19,7 @@ function this.Initialize()
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Game.GlobalEvent:AddEvent(GameEvent.Player.OnLevelChange, this.OnLevelChange)
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Game.GlobalEvent:AddEvent(GameEvent.Practice.PracticeGuide,this.PracticeGuideFun)
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Game.GlobalEvent:AddEvent(GameEvent.EndLess.GuidePanel,this.EndlessGuideFun)
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Game.GlobalEvent:AddEvent(GameEvent.Mission.OnPassFight,this.OnFightPass)
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end
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this.IsFirstOpenHarmonyBei = false
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@ -106,6 +108,22 @@ function this.OnFunctionOpen(funcId)
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this.CheckFuncGuide()
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end
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-- 通过关卡时判断
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function this.OnFightPass(fightId)
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if not fightId then return end
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if not AppConst.isGuide then
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return
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end
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local guideId = MainLevelConfig[fightId].PassGuideId
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if not guideId or guideId == 0 then
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return
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end
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-- if not funcDic[guideId] then
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table.insert(_FuncGuideList, guideId)
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-- end
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--
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this.CheckFuncGuide()
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end
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-- 将引导加入引导队列
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@ -211,7 +211,11 @@ function this.RefreshPanel(eventId, isFirstOpen)
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-- 显示立绘
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if resId > 0 and resId ~= 999 then
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local data = artResConfig[resId]
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if NameManager.roleName == tostring(PlayerManager.uid) then
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this.RoleName.text =string.gsub(GetLanguageStrById(data.Desc), Language[11252], "??????")
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else
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this.RoleName.text =string.gsub(GetLanguageStrById(data.Desc), Language[11252], NameManager.roleName)
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end
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-- 初始化特效
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StoryManager.InitEffect(this.effectRoot)
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