diff --git a/Assets/ManagedResources/Prefabs/UI/FightLevel/FightLevelSingleChapterPanel.prefab b/Assets/ManagedResources/Prefabs/UI/FightLevel/FightLevelSingleChapterPanel.prefab index 911b6834b5..f78d21af7b 100644 --- a/Assets/ManagedResources/Prefabs/UI/FightLevel/FightLevelSingleChapterPanel.prefab +++ b/Assets/ManagedResources/Prefabs/UI/FightLevel/FightLevelSingleChapterPanel.prefab @@ -2088,8 +2088,8 @@ MonoBehaviour: m_Alignment: 3 m_AlignByGeometry: 0 m_RichText: 1 - m_HorizontalOverflow: 1 - m_VerticalOverflow: 1 + m_HorizontalOverflow: 0 + m_VerticalOverflow: 0 m_LineSpacing: 1 m_Text: "\u554A\u5B9E\u6253\u5B9E\u7684" --- !u!1 &5075872451606573120 diff --git a/Assets/ManagedResources/Prefabs/UI/FightLevel/FightLevelSingleLevelInfoPopup.prefab b/Assets/ManagedResources/Prefabs/UI/FightLevel/FightLevelSingleLevelInfoPopup.prefab index 8999f7db01..136adf228a 100644 --- a/Assets/ManagedResources/Prefabs/UI/FightLevel/FightLevelSingleLevelInfoPopup.prefab +++ b/Assets/ManagedResources/Prefabs/UI/FightLevel/FightLevelSingleLevelInfoPopup.prefab @@ -3344,9 +3344,9 @@ RectTransform: m_Father: {fileID: 7310179388651908018} m_RootOrder: 1 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} - m_AnchorMin: {x: 0, y: 0} - m_AnchorMax: {x: 0, y: 0} - m_AnchoredPosition: {x: 0, y: 0} + m_AnchorMin: {x: 0, y: 1} + m_AnchorMax: {x: 0, y: 1} + m_AnchoredPosition: {x: 433.5, y: -323.575} m_SizeDelta: {x: 867, y: 207.85} m_Pivot: {x: 0.5, y: 0.5} --- !u!1 &5255812259235183218 @@ -3385,9 +3385,9 @@ RectTransform: m_Father: {fileID: 7310179388651908018} m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} - m_AnchorMin: {x: 0, y: 0} - m_AnchorMax: {x: 0, y: 0} - m_AnchoredPosition: {x: 0, y: 0} + m_AnchorMin: {x: 0, y: 1} + m_AnchorMax: {x: 0, y: 1} + m_AnchoredPosition: {x: 433.5, y: -127.925} m_SizeDelta: {x: 867, y: 207.85} m_Pivot: {x: 0.5, y: 0.5} --- !u!1 &5255812259255272684 diff --git a/Assets/ManagedResources/~Lua/Modules/ActivityGift/ActivityGiftManager.lua b/Assets/ManagedResources/~Lua/Modules/ActivityGift/ActivityGiftManager.lua index bfad31755b..bd1ad9cc33 100644 --- a/Assets/ManagedResources/~Lua/Modules/ActivityGift/ActivityGiftManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/ActivityGift/ActivityGiftManager.lua @@ -138,7 +138,7 @@ function this.InitActivityServerData(msg, isUpdate) this.CheckMoneyProgress(v) this.mission[v.activityId] = v - LogYellow("刷新活动数据activityId:" .. v.activityId .. " value:" .. v.value) + -- LogYellow("刷新活动数据activityId:" .. v.activityId .. " value:" .. v.value) for n, m in ipairs(v.mission) do --LogGreen(" 刷新活动数据missionId:" .. m.missionId .. " state:" .. m.state .. " progress:" .. m.progress) if (v.activityId == ActivityTypeDef.OnlineGift) then diff --git a/Assets/ManagedResources/~Lua/Modules/FightLevel/FightLevelManager.lua b/Assets/ManagedResources/~Lua/Modules/FightLevel/FightLevelManager.lua index a54eb72596..2d50bd66ff 100644 --- a/Assets/ManagedResources/~Lua/Modules/FightLevel/FightLevelManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/FightLevel/FightLevelManager.lua @@ -31,13 +31,12 @@ function this.Initialize() local curChapterAllLevel = ConfigManager.GetAllConfigsDataByKey(ConfigName.HardStage,"Chapter", config.Id) for j = 1, #curChapterAllLevel do curMaxStarNum = curMaxStarNum + curChapterAllLevel[j].HighestStar - local HardStageNode = {} HardStageNode.nodeId = curChapterAllLevel[j].Id HardStageNode.type = curChapterAllLevel[j].StageType--类型:0.大节点1.小节点 HardStageNode.state = 0--状态:0-7星级状态,8为荣耀三星,0为小节点未通过1为小节点通过 HardStageNode.config = curChapterAllLevel[j]--表 - table.insert(singleChapterData.node,HardStageNode) + singleChapterData.node[HardStageNode.nodeId] = HardStageNode end singleChapterData.curMaxStarNum = curMaxStarNum--章节总星数 allChapterData[config.Id] = singleChapterData @@ -50,11 +49,11 @@ function this.UpdataChapterData(msg) if msg then for i = 1, #msg.chapter do local singleHardStageChapter = allChapterData[msg.chapter[i].chapterId] - LogYellow("msg.chapter[i].chapterId "..msg.chapter[i].chapterId.." "..msg.chapter[i].stars) + LogYellow("msg.chapter[i].chapterId "..msg.chapter[i].chapterId.." "..msg.chapter[i].stars.." node num "..#msg.chapter[i].node.." reward num "..#msg.chapter[i].reward) singleHardStageChapter.chapterId = msg.chapter[i].chapterId this.SetCurChapterId(singleHardStageChapter.chapterId) singleHardStageChapter.stars = msg.chapter[i].stars--章节获得总星数 - singleHardStageChapter.node = {} + -- singleHardStageChapter.node = {} for j = 1, #msg.chapter[i].node do local HardStageNode = {} HardStageNode.nodeId = msg.chapter[i].node[j].nodeId @@ -62,9 +61,9 @@ function this.UpdataChapterData(msg) HardStageNode.state = msg.chapter[i].node[j].state--状态:0-7星级状态,8为荣耀三星,0为小节点未通过1为小节点通过 HardStageNode.config = HardStage[msg.chapter[i].node[j].nodeId]--表 this.SetCurChapterLevelId(HardStageNode.nodeId) - table.insert(singleHardStageChapter.node,HardStageNode) + singleHardStageChapter.node[HardStageNode.nodeId] = HardStageNode end - singleHardStageChapter.reward = {}--每章宝箱奖励 + -- singleHardStageChapter.reward = {}--每章宝箱奖励 for k = 1, #msg.chapter[i].reward do local HardStageChapterReward = {} HardStageChapterReward.id = msg.chapter[i].reward[k].id @@ -106,6 +105,16 @@ end function this.GetCurLevelStarState(starNum,index) return stateList[starNum][index] == 1 end +--请求回放 +function this.HardStageReportRequset(_fightLevelData, callBack) + NetManager.HardStageReportRequset(_fightLevelData.config.Chapter, _fightLevelData.nodeId,function (msg)--FIGHT_LEVEL + if msg.player and #msg.player > 0 then + UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.BackBattle,msg.player) + else + PopupTipPanel.ShowTip("尚无符合条件的回放!") + end + end) +end --开始战斗 local HardStageFightResponseMsg = {} function this.FightLevelFightBattle(_fightLevelData, callBack) diff --git a/Assets/ManagedResources/~Lua/Modules/FightLevel/FightLevelSingleChapterPanel.lua b/Assets/ManagedResources/~Lua/Modules/FightLevel/FightLevelSingleChapterPanel.lua index 5776bcc943..294606ce36 100644 --- a/Assets/ManagedResources/~Lua/Modules/FightLevel/FightLevelSingleChapterPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/FightLevel/FightLevelSingleChapterPanel.lua @@ -23,6 +23,8 @@ function FightLevelSingleChapterPanel:InitComponent() end this.leftBtn=Util.GetGameObject(self.gameObject,"middle/leftBtn") this.rightBtn=Util.GetGameObject(self.gameObject,"middle/rightBtn") + this.leftBtnClick=Util.GetGameObject(self.gameObject,"middle/leftBtn/GameObject") + this.rightBtnClick=Util.GetGameObject(self.gameObject,"middle/rightBtn/GameObject") end --绑定事件(用于子类重写) @@ -31,18 +33,18 @@ function FightLevelSingleChapterPanel:BindEvent() Util.AddClick(self.btnBack, function() self:ClosePanel() end) - Util.AddClick(this.leftBtn, function() + Util.AddClick(this.leftBtnClick, function() this.LeftOrRightBtnClickEvent(1) end) - Util.AddClick(this.rightBtn, function() - this:LeftOrRightBtnClickEvent(2) + Util.AddClick(this.rightBtnClick, function() + this.LeftOrRightBtnClickEvent(2) end) end function FightLevelSingleChapterPanel:OnSortingOrderChange() --特效层级重设 - for i=1,#boxList do - Util.AddParticleSortLayer(boxList[i], sortingOrder) - end + -- for i=1,#boxList do + -- Util.AddParticleSortLayer(boxList[i], sortingOrder) + -- end sortingOrder = self.sortingOrder end --界面打开时调用(用于子类重写) @@ -84,10 +86,9 @@ function this.SetSingleLevel(levelDatas) local prb2 = Util.GetGameObject(levelList[i], "prb2") prb1:SetActive(false) prb2:SetActive(false) - LogYellow("levelDatas[i].nodeId < FightLevelManager.GetCurChapterLevelId() "..levelDatas[i].nodeId .." ".. FightLevelManager.GetCurChapterLevelId()) Util.SetGray(prb1, levelDatas[i].nodeId > FightLevelManager.GetCurChapterLevelId()) Util.SetGray(prb2, levelDatas[i].nodeId > FightLevelManager.GetCurChapterLevelId()) - levelList[i]:SetActive(not (levelDatas[i].nodeId > FightLevelManager.GetCurChapterLevelId())) + -- levelList[i]:SetActive(not (levelDatas[i].nodeId > FightLevelManager.GetCurChapterLevelId())) if levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then --主关卡 prb1:SetActive(true) Util.GetGameObject(prb1, "nameBg/levelName"):GetComponent("Text").text = levelData.config.Name @@ -95,17 +96,20 @@ function this.SetSingleLevel(levelDatas) local curIndexStarGo = Util.GetGameObject(levelList[i], "prb1/star/star (" ..j.. ")") curIndexStarGo:SetActive(FightLevelManager.GetCurLevelStarState(levelData.state,j)) end - Util.AddOnceClick(levelList[i], function() UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.MainLevel,levelData) end) elseif levelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevelReward then--副关卡奖励 prb2:SetActive(true) Util.AddOnceClick(levelList[i], function() + FightLevelManager.FightLevelFightBattle(levelData, function() + + end) end) elseif levelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevel then--副关卡战斗 prb2:SetActive(true) Util.AddOnceClick(levelList[i], function() + UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.AssistantLevel,levelData) end) end end diff --git a/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_AssistantLevel.lua b/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_AssistantLevel.lua index aa9fa43d56..f3aacd780e 100644 --- a/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_AssistantLevel.lua +++ b/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_AssistantLevel.lua @@ -6,35 +6,40 @@ local parent local sortingOrder=0 local fun local heroListGo = {} -local fightLevelId = 0 +local fightLevelData = {} local liveNodes = {} local liveNames = {} local rewardGoList = {} local rewardItemViewGoList = {} local curShowIndex = true +local HardStageBuff = ConfigManager.GetConfig(ConfigName.HardStageBuff) +local RewardGroup = ConfigManager.GetConfig(ConfigName.RewardGroup) +local MonsterConfig = ConfigManager.GetConfig(ConfigName.MonsterConfig) function this:InitComponent(gameObject) - -- this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text") - -- this.tip=Util.GetGameObject(gameObject,"tip"):GetComponent("Text") - -- this.conditionInfoText=Util.GetGameObject(gameObject,"conditionInfoText") - -- this.power = Util.GetGameObject(gameObject, "Power/Value"):GetComponent("Text") - -- this.sureBtn=Util.GetGameObject(gameObject,"sureBtn") - -- this.sureBtnText=Util.GetGameObject(gameObject,"sureBtn/Text"):GetComponent("Text") - -- --滚动条根节点 - -- rewardGoList = {} - -- rewardItemViewGoList = {} - -- this.itemPre = Util.GetGameObject(gameObject, "itemPre") - -- this.rewardRoot = Util.GetGameObject(gameObject, "rewardRoot") - -- this.NoviceItemList={}--存储itemview 重复利用 + this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text") + this.tip=Util.GetGameObject(gameObject,"tip"):GetComponent("Text") + this.conditionInfoText=Util.GetGameObject(gameObject,"conditionInfoText") + this.power = Util.GetGameObject(gameObject, "Power/Value"):GetComponent("Text") + this.sureBtn=Util.GetGameObject(gameObject,"sureBtn") + this.sureBtnText=Util.GetGameObject(gameObject,"sureBtn/Text"):GetComponent("Text") + --滚动条根节点 + rewardGoList = {} + rewardItemViewGoList = {} + this.itemPre = Util.GetGameObject(gameObject, "itemPre") + this.rewardRoot = Util.GetGameObject(gameObject, "rewardRoot") + this.NoviceItemList={}--存储itemview 重复利用 - -- heroListGo = {} - -- for i = 1, 6 do - -- heroListGo[i] = Util.GetGameObject(gameObject, "RoleGrid/Bg"..i.."/Hero"..i) - -- end - -- this.backBtn=Util.GetGameObject(gameObject,"BackBtn") - -- this.BackBattleBtn=Util.GetGameObject(gameObject,"BackBattleBtn") + heroListGo = {} + for i = 1, 6 do + heroListGo[i] = Util.GetGameObject(gameObject, "RoleGrid/Bg"..i.."/Hero"..i) + end + this.backBtn=Util.GetGameObject(gameObject,"BackBtn") + this.BackBattleBtn=Util.GetGameObject(gameObject,"BackBattleBtn") -- this.rewardBtn=Util.GetGameObject(gameObject,"rewardBtn") - -- this.leftBtn=Util.GetGameObject(gameObject,"leftBtn") - -- this.rightBtn=Util.GetGameObject(gameObject,"rightBtn") + this.leftBtn=Util.GetGameObject(gameObject,"leftBtn") + this.rightBtn=Util.GetGameObject(gameObject,"rightBtn") + this.leftBtnClick=Util.GetGameObject(gameObject,"leftBtn/GameObject") + this.rightBtnClick=Util.GetGameObject(gameObject,"rightBtn/GameObject") end function this:BindEvent() @@ -45,16 +50,18 @@ function this:BindEvent() parent:ClosePanel() end) Util.AddClick(this.BackBattleBtn, function() - parent:ClosePanel() + FightLevelManager.HardStageReportRequset(fightLevelData, function() + UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.AssistantLevel,fightLevelData) + end) end) - Util.AddClick(this.rewardBtn, function() - parent:ClosePanel() + -- Util.AddClick(this.rewardBtn, function() + -- parent:ClosePanel() + -- end) + Util.AddClick(this.leftBtnClick, function() + this.LeftOrRightBtnClickEvent() end) - Util.AddClick(this.leftBtn, function() - this:LeftOrRightBtnClickEvent() - end) - Util.AddClick(this.rightBtn, function() - this:LeftOrRightBtnClickEvent() + Util.AddClick(this.rightBtnClick, function() + this.LeftOrRightBtnClickEvent() end) end @@ -64,29 +71,36 @@ end function this:RemoveListener() end function this:OnShow(_parent,...) - -- parent=_parent - -- sortingOrder = _parent.sortingOrder - -- --不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参 - -- local args = {...} - -- fightLevelId = args[1] - -- this.titleText.text="关卡情报" - - -- this.tip.text="特殊规则" - -- this.conditionInfoText:GetComponent("Text").text="特殊规则" - -- this.sureBtnText.text=Language[10287] - -- this.power.text = monsterData.bossTeaminfo.totalForce - -- curShowIndex = true - -- this:ShoeReward() - -- this:FormationAdapter() + parent=_parent + sortingOrder = _parent.sortingOrder + --不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参 + local args = {...} + fightLevelData = args[1] + this.titleText.text="关卡情报" + this.tip.text="特殊规则" + this.conditionInfoText:GetComponent("Text").text = HardStageBuff[fightLevelData.config.HardStageBuff].Describe + this.sureBtnText.text=Language[10287] + this.power.text = fightLevelData.config.RecommendFightAbility + curShowIndex = false + this.LeftOrRightBtnClickEvent() + this:ShoeReward() + this:FormationAdapter() end function this:ShoeReward() local rewardDataList = {} + for i = 1, #fightLevelData.config.PassReward do + if RewardGroup[fightLevelData.config.PassReward[i]] and RewardGroup[fightLevelData.config.PassReward[i]].ShowItem then + for j = 1, #RewardGroup[fightLevelData.config.PassReward[i]].ShowItem do + table.insert(rewardDataList,RewardGroup[fightLevelData.config.PassReward[i]].ShowItem[j]) + end + end + end for i = 1, math.max(#rewardDataList, #rewardGoList) do local go = rewardGoList[i] if not go then go = newObject(this.itemPre) - go.transform:SetParent(this.Root.transform) + go.transform:SetParent(this.rewardRoot.transform) go.transform.localScale = Vector3.one go.transform.localPosition = Vector3.zero rewardGoList[i] = go @@ -109,11 +123,15 @@ function this:FormationAdapter() for i = 1, #heroListGo do heroListGo[i]:SetActive(false) end - for i = 1, #heroListGo do - if(monsterData.bossTeaminfo.hero[i]) then - local pos = monsterData.bossTeaminfo.hero[i].position - this.SetCardSingleData(heroListGo[pos],monsterData.bossTeaminfo.hero[i],pos) - heroListGo[pos]:SetActive(true) + local MonsterGroup = ConfigManager.GetConfigData(ConfigName.MonsterGroup,fightLevelData.config.MonsterGroup) + if MonsterGroup and MonsterGroup.Contents and MonsterGroup.Contents[1] and #MonsterGroup.Contents[1] > 0 then + for i = 1, #heroListGo do + if MonsterGroup.Contents[1][i] and MonsterGroup.Contents[1][i] > 0 then + local pos = i + -- LogYellow("MonsterGroup.Contents[1][i] "..MonsterGroup.Contents[1][i]) + this.SetCardSingleData(heroListGo[pos],MonsterGroup.Contents[1][i],pos) + heroListGo[pos]:SetActive(true) + end end end end @@ -132,8 +150,9 @@ end --设置单个上阵英雄信息 function this.SetCardSingleData(o,monsterId, _pos) + local curMonsterConfig = MonsterConfig[monsterId] o.transform.parent:GetComponent("Image").sprite=Util.LoadSprite("bd_xinkapaifan") - local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, monsterId.heroTid) + local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, curMonsterConfig.MonsterId) local bg=Util.GetGameObject(o,"Bg1"):GetComponent("Image") local fg=Util.GetGameObject(o,"Bg2"):GetComponent("Image") -- local live=Util.GetGameObject(o,"Mask/Live") @@ -158,7 +177,7 @@ function this.SetCardSingleData(o,monsterId, _pos) live.transform.localPosition = Vector3.zero local zs = Util.GetGameObject(o, "zs") - local zsName = GetHeroCardStarZs[monsterId.star] + local zsName = GetHeroCardStarZs[curMonsterConfig.Star] if zsName == "" then zs:SetActive(false) else @@ -167,14 +186,14 @@ function this.SetCardSingleData(o,monsterId, _pos) end yuanImage:SetActive(false) - lv.text=monsterId.level + lv.text=curMonsterConfig.level - bg.sprite = Util.LoadSprite(GetFormationHeroCardStarBg[monsterId.star]) - fg.sprite = Util.LoadSprite(GetHeroCardStarFg[monsterId.star]) + bg.sprite = Util.LoadSprite(GetFormationHeroCardStarBg[curMonsterConfig.Star]) + fg.sprite = Util.LoadSprite(GetHeroCardStarFg[curMonsterConfig.Star]) pro.sprite=Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName)) - SetCardStars(starGrid,monsterId.star) - if monsterId.star > 9 then + SetCardStars(starGrid,curMonsterConfig.Star) + if curMonsterConfig.Star > 9 then Util.GetGameObject(o,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(true) else Util.GetGameObject(o,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(false) @@ -183,12 +202,12 @@ function this.SetCardSingleData(o,monsterId, _pos) SetTextVerTial(name.gameObject,Vector3.New(35,-7.45,0),nil,nil,8) - local curHeroHpVal = monsterId.remainHp + local curHeroHpVal = 1 hp.fillAmount = curHeroHpVal hpPass.fillAmount = curHeroHpVal rage.fillAmount = 0.5 end -function this:LeftOrRightBtnClickEvent() +function this.LeftOrRightBtnClickEvent() curShowIndex = not curShowIndex if curShowIndex then this.conditionInfoText:SetActive(false) diff --git a/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_MainLevel.lua b/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_MainLevel.lua index 060378a637..9bea4f7699 100644 --- a/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_MainLevel.lua +++ b/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_MainLevel.lua @@ -42,7 +42,9 @@ function this:BindEvent() parent:ClosePanel() end) Util.AddClick(this.BackBattleBtn, function() - UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.MainLevelReward,fightLevelData) + FightLevelManager.HardStageReportRequset(fightLevelData, function() + UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.MainLevel,fightLevelData) + end) end) Util.AddClick(this.rewardBtn, function() UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.MainLevelReward,fightLevelData) diff --git a/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_MainLevelBackBattle.lua b/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_MainLevelBackBattle.lua index ea3fbb0524..a07ad97008 100644 --- a/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_MainLevelBackBattle.lua +++ b/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_MainLevelBackBattle.lua @@ -5,20 +5,25 @@ local parent --传入特效层级 local sortingOrder=0 local fun -local fightLevelId = 0 +local data = {} local prbGoGrid = {} +local backFun function this:InitComponent(gameObject) - -- this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text") - -- this.backBtn=Util.GetGameObject(gameObject,"BackBtn") - -- prbGoGrid = {} - -- for i = 1, 2 do - -- prbGoGrid[i] = Util.GetGameObject(gameObject,"rect/ItemPre (" .. i .. ")") - -- end + this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text") + this.backBtn=Util.GetGameObject(gameObject,"BackBtn") + prbGoGrid = {} + for i = 1, 2 do + prbGoGrid[i] = Util.GetGameObject(gameObject,"rect/ItemPre (" .. i .. ")") + end end function this:BindEvent() Util.AddClick(this.backBtn, function() parent:ClosePanel() + if backFun then + backFun() + backFun = nil + end end) end function this:AddListener() @@ -28,22 +33,21 @@ function this:RemoveListener() end function this:OnShow(_parent,...) - -- parent=_parent - -- sortingOrder = _parent.sortingOrder - -- --不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参 - -- local args = {...} - -- fightLevelId = args[1] - -- this.titleText.text="战斗回放" - -- for i = 1, 2 do - -- prbGoGrid[i]:SetActive(false) - -- end - -- NetManager.HeroNodeGetInfoRequest(monsterData.sortId,function (msg) - -- for i = 1, 2 do - -- local data = {} - -- local root = prbGoGrid[i] - -- this.SetInfo(root,data) - -- end - -- end) + parent=_parent + sortingOrder = _parent.sortingOrder + --不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参 + local args = {...} + data = args[1] + backFun = args[2] + this.titleText.text="战斗回放" + for i = 1, 2 do + prbGoGrid[i]:SetActive(false) + end + for i = 1, #data do + local data = {} + local root = prbGoGrid[i] + this.SetInfo(root,data) + end end --设置头像 function this.SetInfo(root,data,index) @@ -55,21 +59,21 @@ function this.SetInfo(root,data,index) end this.playerScrollHead[root]:Reset() this.playerScrollHead[root]:SetHead(data.head) - this.playerScrollHead[root]:SetFrame(data.frame) + this.playerScrollHead[root]:SetFrame(data.headFrame) this.playerScrollHead[root]:SetLevel(data.level) this.playerScrollHead[root]:SetScale(Vector3.one*0.7) this.playerScrollHead[root]:SetLayer(this.sortingOrder) this.playerScrollHead[root]:SetEffectScale(0.75) - Util.GetGameObject(root,"name"):GetComponent("Text").text = data.name - Util.GetGameObject(root,"warPower/Text"):GetComponent("Text").text = data.warPower + Util.GetGameObject(root,"name"):GetComponent("Text").text = data.userName + -- Util.GetGameObject(root,"warPower/Text"):GetComponent("Text").text = data.warPower if index == 1 then Util.GetGameObject(root,"ClickBtn/tip"):GetComponent("Text").text = "首次三星通关" else Util.GetGameObject(root,"ClickBtn/tip"):GetComponent("Text").text = "最低战力三星通关" end Util.AddOnceClick(Util.GetGameObject(root,"ClickBtn"), function() - UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.BACK, function() + UIManager.OpenPanel(UIName.BattlePanel, data.fightData, BATTLE_TYPE.BACK, function() end) end) diff --git a/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_MainLevelReward.lua b/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_MainLevelReward.lua index 002cdd3a75..07e61ed6cb 100644 --- a/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_MainLevelReward.lua +++ b/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_MainLevelReward.lua @@ -43,13 +43,18 @@ function this:OnShow(_parent,...) this.titleText.text = "关卡奖励" this.tipText.text = "达成目标后自动发放奖励" --组数据 - rewardData = fightLevelData.config.Reward1 + rewardData = fightLevelData.config.PassReward + for i = 1, #fightLevelData.config.Reward1 do + table.insert(rewardData,fightLevelData.config.Reward1[i]) + end + this.ScrollView:SetData(rewardData, function (index, go) this.SingleDataShow(go,rewardData[index],index) end, true,true) end -function this.SingleDataShow(_go,_rewardData,index) +function this.SingleDataShow(_go,_rewardData,_index) LogYellow("_rewardData ".._rewardData) + local index = _index - 1 local reward = RewardGroup[_rewardData].ShowItem Util.GetGameObject(_go, "titleImage/titleText"):GetComponent("Text").text = "不知道读哪" Util.GetGameObject(_go, "titleImage/Text"):GetComponent("Text").text = index diff --git a/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua b/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua index d41cf2038c..a12b68db15 100644 --- a/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua @@ -5037,7 +5037,7 @@ function NetManager.HardStageReportRequset(_chapterId,_nodeId,func) end) end --山河社稷图开始节点战斗操作 -function NetManager.HardStageFightRequest(_nodeId,_teamId,_expInfo,func) +function NetManager.HardStageFightRequest(_nodeId,_teamId,func) local data = PlayerInfoProto_pb.HardStageFightRequest() Log("_nodeId ".._nodeId) data.nodeId = _nodeId