Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c
commit
1d697c5370
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@ -4815,7 +4815,7 @@ Camera:
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@ -1044,7 +1044,7 @@ JumpType = {
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NPCPosType={
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maincity=1,
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onHook = 2,
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}
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@ -653,6 +653,7 @@ end
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-- 执行关卡战斗
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function this.ExcuteBattle()
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if not FightPointPassManager.IsChapterClossState() then
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fightMap.StopAction()
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UIManager.OpenPanel(UIName.FightMiddleChoosePanel, FightPointPassManager.curOpenFight, true,function ()
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--- 临时代码
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--FightPointPassManager.SetChapterOpenState(false)
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@ -835,7 +836,7 @@ function this.RefreshLittleMap()
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if this.liveNode then
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this.liveNode:OnClose()
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end
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this.liveNode = PlayerLiveView:New(this.btnMap.transform,1,nil,1)
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this.liveNode = PlayerLiveView:New(this.btnMap.transform,1,nil,orginLayer)
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this.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale3,Vector3.New(0,-40,0))
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if FightPointPassManager.GetRoleDirection()==1 then
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this.liveNode:SetWalkDir(WALK_DIR.RUN_LEFT)
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@ -8,6 +8,7 @@ local AllActSetConfig = ConfigManager.GetConfig(ConfigName.GlobalSystemConfig)
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local censorshipConfig = ConfigManager.GetConfig(ConfigName.MainLevelConfig)
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local gameSetConfig = ConfigManager.GetConfig(ConfigName.GameSetting)
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local vipConfig = ConfigManager.GetConfig(ConfigName.VipLevelConfig)
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local GuideConfig = ConfigManager.GetConfig(ConfigName.GuideConfig)
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-- 整数的服务器时间
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this.serTime = 0
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@ -40,30 +41,52 @@ function this.Initialize()
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--Log("关卡通关,id = "..fightId)
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this.CheckFuncActiveByType(1, fightId)
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end)
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end
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-- 当功能解锁条件变化时检测
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function this.CheckFuncActiveByType(activeType, params)
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local ids = {}
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for id, funcData in pairs(this.serData) do
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local funcInfo = ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig, id)
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if funcInfo.OpenRules[1] == activeType then
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local typeId = funcInfo.IsIDdSame
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local isActive = this.SingleFuncState(typeId)
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--Log("检测功能是否已解锁,id = "..id..", isActive = "..tostring(isActive))
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if not funcData.isActive and isActive then
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local aGuideId = AllActSetConfig[typeId].GuideId
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if AllActSetConfig[aGuideId] and AllActSetConfig[aGuideId].IsOpen and AllActSetConfig[aGuideId].IsOpen> 0 then
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if ActivityGiftManager.IsActivityTypeOpen(ActivityGiftManager.GetActivityTypeFromId(GuideConfig[aGuideId].IsOpen)) then
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table.insert(ids,typeId)
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end
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elseif not funcData.isActive and isActive then
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--Log(">>>>>>功能解锁:id = "..funcInfo.Id..", name = "..funcInfo.Name)
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-- 未解锁,但是判断已解锁
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Game.GlobalEvent:DispatchEvent(GameEvent.FunctionCtrl.OnFunctionOpen, typeId)
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--Game.GlobalEvent:DispatchEvent(GameEvent.FunctionCtrl.OnFunctionOpen, typeId)
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table.insert(ids,typeId)
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elseif funcData.isActive and not isActive then
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--Log(">>>>>>功能关闭:id = "..funcInfo.Id..", name = "..funcInfo.Name)
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-- 已解锁但是判断未解锁
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Game.GlobalEvent:DispatchEvent(GameEvent.FunctionCtrl.OnFunctionClose, typeId)
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--Game.GlobalEvent:DispatchEvent(GameEvent.FunctionCtrl.OnFunctionClose, typeId)
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table.insert(ids,typeId)
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end
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-- 保存状态
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funcData.isActive = isActive
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end
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end
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table.sort(ids,function(a,b)
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local aGuideId = AllActSetConfig[a].GuideId
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local bGuideId = AllActSetConfig[b].GuideId
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if (GuideConfig[aGuideId] and GuideConfig[bGuideId]) then
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return GuideConfig[aGuideId].Sort < GuideConfig[bGuideId].Sort
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elseif (not GuideConfig[aGuideId] and not GuideConfig[aGuideId]) then
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return a < b
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else
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return GuideConfig[aGuideId] and not GuideConfig[bGuideId]
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end
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end)
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for i = 1 ,#ids do
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Game.GlobalEvent:DispatchEvent(GameEvent.FunctionCtrl.OnFunctionOpen, ids[i])
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end
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end
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-- 初始化服务器数据
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@ -2840,6 +2840,7 @@ function this.GetFormationHeroRedPoint()
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end
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--化虚坛红点判断
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function this.GetAllHeroCompoundRedPoint()
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if ActTimeCtrlManager.IsQualifiled(FUNCTION_OPEN_TYPE.COMPOUND_HERO) then
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for i, v in pairs(heroDatas) do
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if v.star == 4 or v.star == 5 then
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if this.IsShowUpStarRedPoint(v,true) then
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@ -2847,6 +2848,7 @@ function this.GetAllHeroCompoundRedPoint()
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end
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end
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end
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end
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return false
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end
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--单个英雄所有红点判断
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@ -70,6 +70,8 @@ function this:InitComponent()
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this.logo.gameObject:SetActive(true)
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this.logo.sprite = this.spLoader:LoadSprite(logoStr)
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this.logo:SetNativeSize()
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-- 特效只有在特殊背景显示
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Util.GetGameObject(this.btnLoginPart, "effect (1)"):SetActive(logoStr == "dl_ui_effect_bg")
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else
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this.logo.gameObject:SetActive(false)
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end
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@ -236,13 +236,16 @@ function this:RemoveListener()
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end
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function this.InitFuncShow(funcType)
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LogGreen("funcType:"..funcType.." "..tostring(funcType == FUNCTION_OPEN_TYPE.ENDLESS).." CarbonManager.carbonType:"..CarbonManager.carbonType)
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if funcType == FUNCTION_OPEN_TYPE.ENDLESS and CarbonManager.carbonType == CARBON_TYPE.ENDLESS then
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this.SetEndlessShow()
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end
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end
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function this:OnShow()
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if not ActTimeCtrlManager.IsQualifiled(FUNCTION_OPEN_TYPE.ENDLESS) then
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this.InitFuncShow()
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return
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end
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UIManager.camera.clearFlags = CameraClearFlags.Depth
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local mapId = MapManager.curMapId
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--- 副本地图音效统一改成一个
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@ -166,6 +166,7 @@ function PlayerLiveView:OnShowLive()
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local curLocalScale = Vector3.New(curArtResourcesConfig.Scale,curArtResourcesConfig.Scale,curArtResourcesConfig.Scale)
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local y=curArtResourcesConfig.Position[2]+curPlayerRole.Height
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if isRide then
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LogError("name height=="..self.nameHeight)
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y=y+3+self.nameHeight
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end
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local curLocalPosition = Vector3.New(curArtResourcesConfig.Position[1],y,0)
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@ -174,6 +175,8 @@ function PlayerLiveView:OnShowLive()
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local effect=0
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if self.posType==NPCPosType.maincity then
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effect=self.transform.localScale.x
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elseif self.posType==NPCPosType.onHook then
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effect=50
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else
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effect=self.leader.transform.localScale.x
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end
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@ -159,7 +159,7 @@ function SingleFightPlayerView:SetData(u,v,isSelf,data)
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npc = NameManager.roleSex == ROLE_SEX.BOY and npc1 or npc2
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scale = NameManager.roleSex == ROLE_SEX.BOY and 1 or 0.5
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self.userId = PlayerManager.uid
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self.playerLiveView = PlayerLiveView:New(self.roleRoot,1,nil)
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self.playerLiveView = PlayerLiveView:New(self.roleRoot,1,nil,sortingorder,NPCPosType.onHook)
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self.playerLiveView:RemoveTitleCanvas()
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self.nameDi.gameObject:SetActive(false)
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--如果修行开启设置修行标识
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@ -176,7 +176,8 @@ function SingleFightPlayerView:SetData(u,v,isSelf,data)
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sex = data.sex,
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ride = data.userMount,
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designation = data.userTitle,
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})
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},sortingorder,NPCPosType.onHook)
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self.playerLiveView:SetNameHeight(1.5)
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self.playerLiveView:RemoveTitleCanvas()
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if data.userMount == 0 then
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self.nameDi.transform.localPosition = namePos[1].pos
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@ -61,10 +61,10 @@ public class GameStart : MonoBehaviour
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GameObject gameObj = bundle.LoadAsset<GameObject>("SplashPanel");
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GameObject gameObj2 = Instantiate(gameObj, Vector3.zero, Quaternion.identity);
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Image image = gameObj2.transform.Find("Canvas/image").GetComponent<Image>();
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Image image2 = gameObj2.transform.Find("Canvas/image2").GetComponent<Image>();
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image2.DOFade(1, 0).OnComplete(() => {
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image2.DOFade(0, 0).SetDelay(0).OnComplete(() => {
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//Image image2 = gameObj2.transform.Find("Canvas/image2").GetComponent<Image>();
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//image2.gameObject.SetActive(false);
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//image2.DOFade(1, 0).OnComplete(() => {
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// image2.DOFade(0, 0).SetDelay(0).OnComplete(() => {
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image.color = new Color(image.color.r, image.color.g, image.color.b, 0);
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image.DOFade(1, 1).OnComplete(() => {
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image.DOFade(0, 1).SetDelay(2).OnComplete(() => {
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@ -75,8 +75,8 @@ public class GameStart : MonoBehaviour
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//StartCoroutine(playMovice());
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});
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});
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});
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});
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// });
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//});
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}
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else
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{
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||||
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