diff --git a/Assets/ManagedResources/~Lua/Modules/linglongbaojing/LingLongBaoJingPanel.lua b/Assets/ManagedResources/~Lua/Modules/linglongbaojing/LingLongBaoJingPanel.lua index 711cb51217..fb03b3b6ba 100644 --- a/Assets/ManagedResources/~Lua/Modules/linglongbaojing/LingLongBaoJingPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/linglongbaojing/LingLongBaoJingPanel.lua @@ -120,6 +120,7 @@ function LingLongBaoJingPanel:BindEvent() end) Util.AddClick(self.propBtn, function() + SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_kaiqi_002) if not self.enough then PopupTipPanel.ShowTip("道具不足") return @@ -168,15 +169,19 @@ function LingLongBaoJingPanel:BindEvent() self:SetTableTurnEffect(TableTurnType.Expedite,2,data[idList[1]].address,function() if idList[2] and idList[2] > 0 then --PopupTipPanel.ShowTip("播放一些开门的特效") + SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_longmengezi_004) self.Btncoroutine = coroutine.start(function() self.itemList[2][1].effect.gameObject:SetActive(true) + SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_longsaoguang_006) coroutine.wait(0.4) self.fx_linglongbaojing_longchuxian.gameObject:SetActive(true) - coroutine.wait(1) + SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_longpanxuan_005) + coroutine.wait(1) self:RefreshTreasureMaskByType(1,false) + SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_waiquandianliang_008) for i = 1,#self.itemList[1] do self.itemList[1][i].effect.gameObject:SetActive(true) - end + end coroutine.wait(1) curTurnPos = 1 self:SetTableTurnEffect(TableTurnType.Expedite,1,data[idList[2]].address,function() @@ -245,7 +250,11 @@ function LingLongBaoJingPanel:OnShow(_sortingOrder) Timer.New(function() self.fx_linglongbaojing_long.gameObject:SetActive(true) + SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_gaoguang_huaban_001) end,0.5):Start() + Timer.New(function() + SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_5) + end,1):Start() end function LingLongBaoJingPanel:SetLayer() @@ -415,7 +424,11 @@ function LingLongBaoJingPanel:TurnEffectReset(turnSpeed,treasureType,isStop,pos, self.itemList[treasureType][curTurnPos - 1].selectKuang.gameObject:SetActive(false) end self.itemList[treasureType][curTurnPos].selectKuang.gameObject:SetActive(true) - + if treasureType == 2 then + SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_neiquanlunge_007) + else + SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_waiquanlunge_009) + end if isStop then if pos == curTurnPos then--如果停到对应位置 self.turnEffect:Stop()--暂停跑马灯