Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c

dev_chengFeng
ZhangBiao 2021-04-29 17:23:16 +08:00
commit 2133dc0209
15 changed files with 341 additions and 203 deletions

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@ -353,7 +353,7 @@ function this.SetHadTakeBoxData(boxId)
end
function this.FreeBattleRedCheck()
return (this.GetArenaChallengeTimes() > 0) and ActTimeCtrlManager.IsQualifiled(FUNCTION_OPEN_TYPE.ARENA)
return (this.GetArenaChallengeTimes() > 0) and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.ARENA)
end
function this.RewardBoxRedCheck()
@ -364,7 +364,7 @@ function this.RewardBoxRedCheck()
for i = 1, 7 do
if arenaBattleReward[i] then
local state = 1--1 未完成 2 未领取 3 已完成allNums >= arenaBattleReward[i].BattleTimes and false
if allNums >= arenaBattleReward[i].BattleTimes and not allBoxGetState[i] and ActTimeCtrlManager.IsQualifiled(FUNCTION_OPEN_TYPE.ARENA) then
if allNums >= arenaBattleReward[i].BattleTimes and not allBoxGetState[i] and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.ARENA) then
return true
end
end

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@ -74,8 +74,10 @@ end
-- 打开,重新打开时回调
function ArenaTypePanel:OnShow()
-- 竞技场
NetManager.RequestArenaRankData(1, function()
this.RefreshArenaShow()
NetManager.RequestBaseArenaData(function()
NetManager.RequestArenaRankData(1, function()
this.RefreshArenaShow()
end)
end)
-- 巅峰战
ArenaTopMatchManager.RequestTopMatchBaseInfo(function()

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@ -167,4 +167,14 @@ function this.IsShowFirstChatge()
return false
end
end
--
function this.GetAnimFlag(key)
local lt = PlayerPrefs.GetInt(PlayerManager.uid..key)
return Util_Check_insameday(lt, GetTimeStamp())
end
function this.SetAnimFlag(key)
PlayerPrefs.SetInt(PlayerManager.uid..key, GetTimeStamp())
end
return this

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@ -133,9 +133,13 @@ function FirstRechargePanel:OnOpen(context,_fun)
self.selectTabIndex = context.tabIndex and context.tabIndex or 1
-- self:SetOncePart()
fun = _fun
self.qianyao:SetActive(false)
self.qianyao:SetActive(true)
local qyTime = 0
if not FirstRechargeManager.GetAnimFlag("FirstRechargeAnim") then
self.qianyao:SetActive(true)
qyTime = 1.5
FirstRechargeManager.SetAnimFlag("FirstRechargeAnim")
end
self.frame:SetActive(false)
self.effect:SetActive(false)
self.ani.enabled = false
@ -145,11 +149,11 @@ function FirstRechargePanel:OnOpen(context,_fun)
self.frame:SetActive(true)
self.effect:SetActive(true)
self.ani.enabled = true
end, 1.5):Start()
end, qyTime):Start()
Timer.New(function ()
self.tabs[1]:SetActive(true)
self.closeBtn:GetComponent("Button").enabled = true
end, 2.5):Start()
end, qyTime + 1):Start()
end
function FirstRechargePanel:OnShow()

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@ -44,8 +44,10 @@ function this.OnLevelChange()
-- 首充引导特殊处理到十级开放
if PlayerManager.level == 10 then
table.insert(_FuncGuideList, 100200)
StoryMapManager.isShowStory = true
StoryMapManager.isShowStory = 1
this.CheckFuncGuide()
elseif PlayerManager.level == 22 then
StoryMapManager.isShowStory = 3
end
end
--

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@ -474,11 +474,11 @@ function this.ExecuteBehavior(beType, beArgs)
end
function this.ShowStory(nextId,OnFocus)
if StoryMapManager.isShowStory then
StoryMapManager.isShowStory = false
if StoryMapManager.isShowStory ~= 0 then
StoryMapManager.isShowStory = 0
local isShowStory = 1
if PlayerPrefs.HasKey("StoryMapPanel1"..PlayerManager.uid) then
isShowStory = PlayerPrefs.GetInt("StoryMapPanel1"..PlayerManager.uid)
if PlayerPrefs.HasKey("StoryMapPanel"..StoryMapManager.isShowStory..PlayerManager.uid) then
isShowStory = PlayerPrefs.GetInt("StoryMapPanel"..StoryMapManager.isShowStory..PlayerManager.uid)
end
if isShowStory == 1 then
LogGreen("this.gameObject:"..this.gameObject.name)
@ -488,8 +488,8 @@ function this.ShowStory(nextId,OnFocus)
Game.GlobalEvent:RemoveEvent(GameEvent.GuaJi.CloseStoryMapPanel,onCloseStoryMapPanel)
end
Game.GlobalEvent:AddEvent(GameEvent.GuaJi.CloseStoryMapPanel,onCloseStoryMapPanel)
PlayerPrefs.SetInt("StoryMapPanel1"..PlayerManager.uid,0)
StoryMapManager.InitData(1)
PlayerPrefs.SetInt("StoryMapPanel"..StoryMapManager.isShowStory..PlayerManager.uid,0)
StoryMapManager.InitData(StoryMapManager.isShowStory)
else
this.NextGuide(nextId)
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnOpen, OnFocus)

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@ -263,7 +263,7 @@ end
--绑定事件(用于子类重写)
function this:BindEvent()
Util.AddOnceClick(this.btnEndLess,function()
StoryMapManager.InitData(3)
StoryMapManager.InitData(1)
end)
self.trigger = Util.GetEventTriggerListener(self.ctrl)

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@ -90,6 +90,9 @@ MapFloatingConfig = {
[25] = {name = "live2d_r_MapEffect_NewEvent_002",--人
scale = Vector3.New(0.05, 0.05, 0.05),
position = Vector3.New(0, 0, 0)},
[26] = {name = "live2d_r_MapEffect_NewEvent_002",--人
scale = Vector3.New(0.1, 0.1, 0.1),
position = Vector3.New(0, 0, 0)},
}
-- 特效资源的相关数组

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@ -327,8 +327,8 @@ function this.RegisterRedCheckFunc()
RPData:AddCheckFunc(RedPointType.Role, HeroManager.GetFormationHeroRedPoint)
--竞技场部分红点
RPData:AddCheckFunc(RedPointType.Arena_Free, ArenaManager.FreeBattleRedCheck)
RPData:AddCheckFunc(RedPointType.Arena_Reward, ArenaManager.RewardBoxRedCheck)
RPData:AddCheckFunc(RedPointType.Arena_Free, ArenaManager.FreeBattleRedCheck, FUNCTION_OPEN_TYPE.ARENA)
RPData:AddCheckFunc(RedPointType.Arena_Reward, ArenaManager.RewardBoxRedCheck, FUNCTION_OPEN_TYPE.ARENA)
---=== 商店相关红点
-- RPData:AddCheckFunc(RedPointType.Arena_Shop, ShopManager.ShopRedCheck)

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@ -181,23 +181,9 @@ function SupremeHeroPopup:OnOpen(_fun)
fun = _fun
end
function this.ShowStory()
local isShowStory = 1
if PlayerPrefs.HasKey("StoryMapPanel2"..PlayerManager.uid) then
isShowStory = PlayerPrefs.GetInt("StoryMapPanel2"..PlayerManager.uid)
end
if isShowStory == 1 then
Game.GlobalEvent:AddEvent(GameEvent.GuaJi.CloseStoryMapPanel,this.InitShowPanel)
PlayerPrefs.SetInt("StoryMapPanel2"..PlayerManager.uid,0)
StoryMapManager.InitData(3)
else
this.InitShowPanel()
end
end
function SupremeHeroPopup:OnShow()
actIsDone = false
this.ShowStory()
this.InitShowPanel()
end
function this.InitShowPanel()

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@ -1,7 +1,7 @@
StoryMapManager = {}
local this = StoryMapManager
this.groupConfigs = {}
this.isShowStory = false
this.isShowStory = 0
local storyMapConfig = ConfigManager.GetConfig(ConfigName.StoryMapConfig)
--初始化
function this.Initialize()

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@ -15,6 +15,8 @@ this.showDiaLog = false
local lastLive2DId = 0
local sortingOrder = 0
local newSortingOrder = 0
local isSkip = false
local isFirstEnter = 1
--初始化组件(用于子类重写)
function StoryMapPanel:InitComponent()
this.map = Util.GetGameObject(self.gameObject,"bg/mapParent")
@ -39,25 +41,30 @@ function StoryMapPanel:InitComponent()
this.skip = Util.GetGameObject(self.gameObject,"bg/btnSkip")
this.btnSkip = Util.GetGameObject(this.skip,"btnGo")
this.skip.gameObject:SetActive(false)
this.btnSkipBtnComp = Util.GetGameObject(this.skip,"btnGo"):GetComponent("Button")
this.skip.gameObject:SetActive(true)
this.PlayerGrouops = {}
this.Maps = {}
this.btnBack = Util.GetGameObject(self.gameObject,"btnBack")
this.btnBack.gameObject:SetActive(false)
this.mask = Util.GetGameObject(self.gameObject,"mask")
this.maskBtn = Util.GetGameObject(this.mask,"Button")
this.mask.gameObject:SetActive(false)
end
--绑定事件(用于子类重写)
function StoryMapPanel:BindEvent()
Util.AddClick(this.btnBack, function ()
this:ClosePanel()
end)
Util.AddClick(this.btnSkip, function ()
StoryMapManager.GetSingleStoryConfig()
--StoryMapManager.GetSingleStoryConfig()
isSkip = true
this:StackPop()
end)
Util.AddClick(this.btnGoOn, function ()
this:ShowDialog()
end)
Util.AddClick(this.maskBtn, function ()
this.mask.gameObject:SetActive(false)
this:StackPop()
end)
end
--添加事件监听(用于子类重写)
@ -76,6 +83,9 @@ end
--界面打开时调用(用于子类重写)
function StoryMapPanel:OnOpen(config)
this.mask.gameObject:SetActive(false)
this.map.transform.localPosition = Vector3.zero
--LogGreen("this.map.transform.localPosition:"..tostring(this.map.transform.localPosition))
sortingOrder = 0
this.PlayerGrouops = {}
this.triggerEvent = {}
@ -150,6 +160,7 @@ function this:StackPop()
this.callList:Pop()()
else
sortingOrder = newSortingOrder
this:OnClose()
StoryMapManager.GetSingleStoryConfig()
end
end
@ -165,8 +176,25 @@ local pos = {
}
function this:CheckTrigger(data,go)
if isSkip then
LogGreen("data.eventType:"..tostring(data.eventType).." this.curEvent.eventType:"..tostring(this.curEvent.eventType))
if (data.eventType == this.curEvent.eventType) then--(data.eventType ~= 3 and data.eventType ~= 1 and data.eventType ~= 2 and data.eventType ~= 10) or (data.eventType == this.curEvent.eventType) then
this:CloseDiaLog()
this:StackPop()
return
end
if this.curEvent.eventType == 2 then
for k,v in pairs(this.PlayerGrouops) do
v:StopAction()
end
end
if this.curEvent.eventType == 1 then
this:CloseDiaLog()
end
isSkip = false
end
this.go = go
this.curEvent = data
this.curEvent = data
if data.eventType == 1 then -- 1 对话 2跑图 3假战斗
this.eventIndex = 0
this:ShowDialog()
@ -181,6 +209,7 @@ function this:CheckTrigger(data,go)
this.eventIndex = 0
--PopupTipPanel.ShowTip("符咒闪烁了一下")
-- this:StackPop()
this.btnSkipBtnComp.enabled = false
if not this.UI_Effect_ChuFaEffect_04 then
this.UI_Effect_ChuFaEffect_04 = poolManager:LoadAsset("UI_Effect_ChuFaEffect_04", PoolManager.AssetType.GameObject)
this.UI_Effect_ChuFaEffect_04.name = "UI_Effect_ChuFaEffect_04"
@ -191,8 +220,11 @@ function this:CheckTrigger(data,go)
this.UI_Effect_ChuFaEffect_04.gameObject:SetActive(true)
Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_04,newSortingOrder - sortingOrder)
Timer.New(function()
this.UI_Effect_ChuFaEffect_04.gameObject:SetActive(false)
this:StackPop()
if this.UI_Effect_ChuFaEffect_04 then
this.UI_Effect_ChuFaEffect_04.gameObject:SetActive(false)
this.btnSkipBtnComp.enabled = true
this:StackPop()
end
end,data.groups[1],1,false):Start()
elseif data.eventType == 5 then --符咒闪烁后消失
this.eventIndex = 0
@ -202,6 +234,7 @@ function this:CheckTrigger(data,go)
this:StackPop()
elseif data.eventType == 6 then --符咒消失,金箍棒砸在主角和怪物中间。
this.eventIndex = 0
this.btnSkipBtnComp.enabled = false
if not this.UI_Effect_ChuFaEffect_01 then
this.UI_Effect_ChuFaEffect_01 = poolManager:LoadAsset("UI_Effect_ChuFaEffect_01", PoolManager.AssetType.GameObject)
this.UI_Effect_ChuFaEffect_01.name = "UI_Effect_ChuFaEffect_01"
@ -212,13 +245,17 @@ function this:CheckTrigger(data,go)
Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_01,newSortingOrder - sortingOrder)
this.UI_Effect_ChuFaEffect_01.gameObject:SetActive(true)
Timer.New(function()
this.UI_Effect_ChuFaEffect_01.gameObject:SetActive(false)
if this.UI_Effect_ChuFaEffect_01 then
this.UI_Effect_ChuFaEffect_01.gameObject:SetActive(false)
end
this.btnSkipBtnComp.enabled = true
end,data.groups[1],1,false):Start()
this:StackPop()
--PopupTipPanel.ShowTip("符咒消失,金箍棒砸在主角和怪物中间。")
-- this:StackPop()
elseif data.eventType == 7 then
this.eventIndex = 0
this.btnSkipBtnComp.enabled = false
--PopupTipPanel.ShowTip("随着光芒闪烁,一把从天而降的神剑插在了一只怪物面前。")
if not this.UI_Effect_ChuFaEffect_02 then
this.UI_Effect_ChuFaEffect_02 = poolManager:LoadAsset("UI_Effect_ChuFaEffect_02", PoolManager.AssetType.GameObject)
@ -251,11 +288,13 @@ function this:CheckTrigger(data,go)
Timer.New(function()
this.UI_Effect_ChuFaEffect_05.gameObject:SetActive(false)
this.btnSkipBtnComp.enabled = true
this:StackPop()
end,(data.groups[1] + 0.5 + 1),1,false):Start()
--this:StackPop()
elseif data.eventType == 8 then
this.eventIndex = 0
this.btnSkipBtnComp.enabled = false
--PopupTipPanel.ShowTip("数把飞剑在主角身边依次落下,将身边一圈的怪物都扎死在剑下。随后剑放出光芒,形成环绕主角的法阵。")
-- this:StackPop()
if not this.effectBrowList then
@ -312,17 +351,33 @@ function this:CheckTrigger(data,go)
Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_03,newSortingOrder - sortingOrder)
this.UI_Effect_ChuFaEffect_03.gameObject:SetActive(true)
Timer.New(function()
this.btnSkipBtnComp.enabled = true
this:StackPop()
end,1.3,1,false):Start()
end,data.groups[2],1,false):Start()
elseif data.eventType == 9 then --等待几秒
this.eventIndex = 0
this.btnSkipBtnComp.enabled = false
Timer.New(function()
this.btnSkipBtnComp.enabled = true
this:StackPop()
end,data.groups[1],1,false):Start()
elseif data.eventType == 10 then --保持某方向移动
this.eventIndex = 0
this:RunMap(data.eventType)
elseif data.eventType == 11 then --设置全屏遮罩,显示高亮位置点击区域
this.eventIndex = 0
this.mask.gameObject:SetActive(true)
this.maskBtn.transform.localPosition = Vector3.New(data.groups[1],data.groups[2],data.groups[3])
elseif data.eventType == 12 then --光芒四射的特效
--设置上一个特效为false
--加载光芒四射的特效
this.eventIndex = 0
this.btnSkipBtnComp.enabled = false
Timer.New(function()
this.btnSkipBtnComp.enabled = true
this:StackPop()
end,data.groups[1],1,false):Start()
end
end
@ -340,14 +395,18 @@ function this:EnterFight()
end)
end
function this:CloseDiaLog()
this.showDiaLog = false
this.dialog.gameObject:SetActive(false)
this.GoOn.gameObject:SetActive(false)
this.showImg:SetActive(false)
this.ReSetLive2d()
end
function this:ShowDialog()
this.eventIndex = this.eventIndex + 1
if #this.curEvent.groups < this.eventIndex then
this.showDiaLog = false
this.dialog.gameObject:SetActive(false)
this.GoOn.gameObject:SetActive(false)
this.showImg:SetActive(false)
this.ReSetLive2d()
this:CloseDiaLog()
if this.go then
this.go:StackPop()
this.go = nil
@ -375,7 +434,7 @@ function this:ShowDialog()
local contexts =(contents[2])
contexts = string.gsub(contexts, Language[11248], NameManager.roleName)
--this.diaLogNameText.text = ""
ShowText(this.diaLogContent.transform, contexts, 3)
ShowText(this.diaLogContent.transform, contexts, 1)
this.SetList2d(resId,setId,live2dRoot)
if not this.showDiaLog then
PlayUIAnim(this.gameObject)
@ -438,11 +497,18 @@ function this:RunMap(indexType)
this.startTimer:Stop()
this.startTimer = nil
end
local dua = 0
if isFirstEnter == 1 then
isFirstEnter = 0
dua = 0.1
else
dua = 0
end
this.startTimer = Timer.New(function ()
for k,v in pairs(this.PlayerGrouops) do
v:RunMap(indexType)
end
end,0.1)
end,dua)
this.startTimer:Start()
if this.startTimer1 then
@ -465,7 +531,7 @@ function this:RunMap(indexType)
end
end,0.01,-1,false)
Timer.New(function()
if this.startTimer then
if this.startTimer1 then
this.startTimer1:Start()
end
end,0.2,1,false):Start()
@ -477,6 +543,7 @@ end
--界面关闭时调用(用于子类重写)
function StoryMapPanel:OnClose()
isFirstEnter = 1
for k,v in pairs(this.PlayerGrouops) do
SubUIManager.Close(v)
end
@ -492,6 +559,7 @@ function StoryMapPanel:OnClose()
this.showImg:SetActive(false)
this.ReSetLive2d()
this.callList:Clear()
isSkip = false
this.triggerEvent = {}
if this.startTimer then
this.startTimer:Stop()

View File

@ -138,8 +138,10 @@ function SingleStoryPlayerView:RunMap(isSetRoleDir)
self.state = 1
self.index = self.index + 1
self.roads = self.roadsList[self.index]
self.eventpoint = self.dirList[self.index]
self:SetRoleDir()
if self.dirList[self.index] ~= self.eventpoint then
self.eventpoint = self.dirList[self.index]
self:SetRoleDir()
end
if not self.roads or #self.roads < 1 then
self.state = 0
return
@ -153,11 +155,11 @@ function SingleStoryPlayerView:RunMap(isSetRoleDir)
go = self.parent.map
end
local dis
LogGreen("isSetRoleDir:"..isSetRoleDir)
--LogGreen("isSetRoleDir:"..isSetRoleDir)
if data.indexType == 2 or isSetRoleDir == 10 then
dis = math.abs(self:SetRoleDirAction(data.vec,go,false))
dis = math.abs(self:SetRoleDirAction(data.vec,go.transform.localPosition,false))
else
dis = math.abs(self:SetRoleDirAction(data.vec,go,true))
dis = math.abs(self:SetRoleDirAction(data.vec,go.transform.localPosition,true))
end
local speed = 0
if data.indexType ~= 0 then
@ -165,8 +167,8 @@ function SingleStoryPlayerView:RunMap(isSetRoleDir)
else
speed = (1/550)*dis
end
go.gameObject.transform:DOLocalMove(data.vec, speed, false):OnStart(function() end):OnUpdate(function() --TODO:测试速度
--self:PlayStepSound()
self.tween = go.gameObject.transform:DOLocalMove(data.vec, speed, false):OnStart(function() end):OnUpdate(function() --TODO:测试速度
--LogGreen("go.transform.localPosition:"..tostring(go.transform.localPosition))
end):OnComplete(function ()
if data.event and data.event.eventType > 0 then
self:SetRoleDir()
@ -182,8 +184,8 @@ end
-- 角色相关
function SingleStoryPlayerView:SetRoleDirAction(pos,go,indexType)
local du = pos.x - go.transform.localPosition.x
local dy = pos.y - go.transform.localPosition.y
local du = pos.x - go.x
local dy = pos.y - go.y
if du > 0 then
if indexType then
self:SetWalkDir(WALK_DIR.RUN_RIGHT)
@ -231,7 +233,19 @@ function SingleStoryPlayerView:StackPop()
end
function SingleStoryPlayerView:StopAction()
self.state = 0
self.callList:Clear()
self.roadsIndex = #self.roads
if self.roadsIndex < 1 then
self:SetRoleDir()
else
local vec = self:SetRoleDirAction(self.roads[self.roadsIndex].vec,self.roads[1].vec,true)
if vec == 0 then
self.eventpoint = self.dirList[self.index]
self:SetWalkDir()
end
self.gameObject.transform.localPosition = self.roads[self.roadsIndex].vec
end
end
function SingleStoryPlayerView:OnClose()
@ -244,6 +258,9 @@ function SingleStoryPlayerView:OnClose()
if self.playerLiveView then
self.playerLiveView:OnClose()
end
if self.tween then
self.tween:Kill()
end
end
function SingleStoryPlayerView:CheckState()