【山河社稷图】替换新资源

dev_chengFeng
zhangqiang 2021-05-21 14:37:09 +08:00
parent f15fbf6576
commit 1ed6cbaad0
40 changed files with 2666 additions and 1505 deletions

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@ -1367,8 +1367,8 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: -1423, y: 0}
m_SizeDelta: {x: 700, y: 700}
m_AnchoredPosition: {x: -1423, y: -52.2}
m_SizeDelta: {x: 700, y: 804.4}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &7353564847290895015
CanvasRenderer:

View File

@ -7,6 +7,13 @@ local levelList = {}
local chapterId = 0
local chapterData = {}
local allMissionDailyBoxItemPres = {}
local mainLevleBg = {[1] = "s_shanhe_xiaoditu_dabiao",[2] = "s_shanhe_xiaoditu_dabiao_01"}
local LevleTitleBg = {[1] = "s_shanhe_xiaoditu_biaoxiamingzidi",[2] = "s_shanhe_xiaoditu_biaoxiamingzidi_01"}
local point = {[1] = "s_shanhe_xiaoditu_xiabao",[2] = "s_shanhe_xiaoditu_xiabao_01"}
local assistantLevleDiBg = {[1] = "s_shanhe_xiaoditu_zhongbiao",[2] = "s_shanhe_xiaoditu_zhongbiao_01"}
local assistantLevleBattle = {[1] = "s_shanhe_xiaoditu_jian",[2] = "s_shanhe_xiaoditu_jian_01"}
local assistantLevleReward = {[1] = "baoxiang-01-1",[2] = "s_shanhe_xiaoditu_baoxiang_01"}
local allSmallPoint = {}
--初始化组件(用于子类重写)
function FightLevelSingleChapterPanel:InitComponent()
this.spLoader = SpriteLoader.New()
@ -33,6 +40,11 @@ function FightLevelSingleChapterPanel:InitComponent()
this.RewardPanelGetInfo = Util.GetGameObject(self.gameObject, "middle/rewardMaskBtn/RewardPanel/getInfo"):GetComponent("Text")
this.RewardPanelGrid = Util.GetGameObject(self.gameObject, "middle/rewardMaskBtn/RewardPanel/ViewRect/grid")
Util.GetGameObject(self.gameObject, "middle/rewardMaskBtn/RewardPanel/Image/Text"):GetComponent("Text").text = Language[10763]
--无用小点显示
allSmallPoint = {}
this.pointPre = Util.GetGameObject(self.gameObject, "middle/pointPre")
this.pointParent = Util.GetGameObject(self.gameObject, "middle/pointParent")
end
--绑定事件(用于子类重写)
@ -86,6 +98,26 @@ function this.OnShowPanel()
if chapterData.reward and LengthOfTable(chapterData.reward) > 0 then
this.SetlevelBox(chapterData.reward)
end
this.ShowChapterPoint()
end
function this.ShowChapterPoint()
for i = 1, math.max(#allSmallPoint , #chapterData.config.UselessPoint) do
local go = allSmallPoint[i]
if not go then
go = newObject(this.pointPre)
go.transform:SetParent(this.pointParent.transform)
go.name = "pointPre"..i
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
allSmallPoint[i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #chapterData.config.UselessPoint do
allSmallPoint[i].gameObject:SetActive(true)
allSmallPoint[i].transform.localPosition = Vector3.New(chapterData.config.UselessPoint[i][1],chapterData.config.UselessPoint[i][2],0)
end
end
function this.SetSingleLevel(levelDatas)
for i = 1, math.max(#levelDatas , #levelList) do
@ -104,17 +136,31 @@ function this.SetSingleLevel(levelDatas)
local levelData = levelDatas[i]
levelList[i]:SetActive(true)
levelList[i].transform.localPosition = Vector3.New(levelDatas[i].config.LevelPointPosition[1],levelDatas[i].config.LevelPointPosition[2],0)
local prb1 = Util.GetGameObject(levelList[i], "prb1")
local prb2 = Util.GetGameObject(levelList[i], "prb2")
local prb1 = Util.GetGameObject(levelList[i], "prb1")--主
local prb2 = Util.GetGameObject(levelList[i], "prb2")--副奖励
local prb3 = Util.GetGameObject(levelList[i], "prb2")--副战斗
local isOpen = this.GetCurLevelIsOpen(levelDatas[i])-- -1 未开启 0 开启 1 需解锁上一关 2 等级不足
prb1:SetActive(false)
prb2:SetActive(false)
prb3:SetActive(false)
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
for j = 1, 3 do
local curIndexStarGo = Util.GetGameObject(levelList[i], "prb1/star/star (" ..j.. ")")
curIndexStarGo:SetActive(FightLevelManager.GetCurLevelStarState(levelData.state,j))
Util.GetGameObject(prb1, "nameBg"):GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and LevleTitleBg[1] or LevleTitleBg[2])
local name = isOpen == 0 and string.format("<color=#FFC07C>%s</color>", levelData.config.Name) or string.format("<color=#E3D8CC>%s</color>", levelData.config.Name)
Util.GetGameObject(prb1, "nameBg/levelName"):GetComponent("Text").text = name
Util.GetGameObject(prb1, "openImage"):GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and mainLevleBg[1] or mainLevleBg[2])
local bossIcon = Util.GetGameObject(prb1, "openImage/bossIcon")
bossIcon:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(ConfigManager.GetConfigData(ConfigName.HeroConfig,levelData.config.Head).Icon))
Util.SetGray(bossIcon, not (isOpen == 0))
local starParent = Util.GetGameObject(prb1, "star")
if levelData.isPass then
starParent:SetActive(true)
for j = 1, 3 do
local curIndexStarGo = Util.GetGameObject(levelList[i], "prb1/star/star (" ..j.. ")/star")
curIndexStarGo:SetActive(FightLevelManager.GetCurLevelStarState(levelData.state,j))
end
else
starParent:SetActive(false)
end
Util.AddOnceClick(levelList[i], function()
if isOpen == 0 then
@ -129,6 +175,8 @@ function this.SetSingleLevel(levelDatas)
end)
elseif levelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevelReward then--副关卡奖励
prb2:SetActive(true)
prb2:GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and assistantLevleDiBg[1] or assistantLevleDiBg[2])
Util.GetGameObject(prb2, "Icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and assistantLevleReward[1] or assistantLevleReward[2])
Util.AddOnceClick(levelList[i], function()
if isOpen == 0 then
if levelData.state == 0 then
@ -148,7 +196,9 @@ function this.SetSingleLevel(levelDatas)
end
end)
elseif levelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevel then--副关卡战斗
prb2:SetActive(true)
prb3:SetActive(true)
prb3:GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and assistantLevleDiBg[1] or assistantLevleDiBg[2])
Util.GetGameObject(prb3, "Icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and assistantLevleBattle[1] or assistantLevleBattle[2])
Util.AddOnceClick(levelList[i], function()
if isOpen == 0 then
UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.AssistantLevel,levelData)
@ -162,8 +212,9 @@ function this.SetSingleLevel(levelDatas)
end)
end
Util.SetGray(prb1, not (isOpen == 0))
Util.SetGray(prb2, not (isOpen == 0))
-- Util.SetGray(prb1, not (isOpen == 0))
-- Util.SetGray(prb2, not (isOpen == 0))
-- Util.SetGray(prb3, not (isOpen == 0))
end
end
function this.SetlevelBox(_rewardBoxDatas)