添加玲珑宝镜音效
parent
d63abe2679
commit
2424a8090b
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@ -120,6 +120,7 @@ function LingLongBaoJingPanel:BindEvent()
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end)
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end)
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Util.AddClick(self.propBtn, function()
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Util.AddClick(self.propBtn, function()
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SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_kaiqi_002)
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if not self.enough then
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if not self.enough then
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PopupTipPanel.ShowTip("道具不足")
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PopupTipPanel.ShowTip("道具不足")
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return
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return
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@ -168,15 +169,19 @@ function LingLongBaoJingPanel:BindEvent()
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self:SetTableTurnEffect(TableTurnType.Expedite,2,data[idList[1]].address,function()
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self:SetTableTurnEffect(TableTurnType.Expedite,2,data[idList[1]].address,function()
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if idList[2] and idList[2] > 0 then
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if idList[2] and idList[2] > 0 then
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--PopupTipPanel.ShowTip("播放一些开门的特效")
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--PopupTipPanel.ShowTip("播放一些开门的特效")
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SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_longmengezi_004)
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self.Btncoroutine = coroutine.start(function()
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self.Btncoroutine = coroutine.start(function()
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self.itemList[2][1].effect.gameObject:SetActive(true)
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self.itemList[2][1].effect.gameObject:SetActive(true)
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SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_longsaoguang_006)
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coroutine.wait(0.4)
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coroutine.wait(0.4)
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self.fx_linglongbaojing_longchuxian.gameObject:SetActive(true)
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self.fx_linglongbaojing_longchuxian.gameObject:SetActive(true)
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coroutine.wait(1)
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SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_longpanxuan_005)
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coroutine.wait(1)
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self:RefreshTreasureMaskByType(1,false)
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self:RefreshTreasureMaskByType(1,false)
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SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_waiquandianliang_008)
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for i = 1,#self.itemList[1] do
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for i = 1,#self.itemList[1] do
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self.itemList[1][i].effect.gameObject:SetActive(true)
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self.itemList[1][i].effect.gameObject:SetActive(true)
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end
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end
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coroutine.wait(1)
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coroutine.wait(1)
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curTurnPos = 1
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curTurnPos = 1
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self:SetTableTurnEffect(TableTurnType.Expedite,1,data[idList[2]].address,function()
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self:SetTableTurnEffect(TableTurnType.Expedite,1,data[idList[2]].address,function()
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@ -245,7 +250,11 @@ function LingLongBaoJingPanel:OnShow(_sortingOrder)
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Timer.New(function()
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Timer.New(function()
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self.fx_linglongbaojing_long.gameObject:SetActive(true)
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self.fx_linglongbaojing_long.gameObject:SetActive(true)
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SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_gaoguang_huaban_001)
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end,0.5):Start()
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end,0.5):Start()
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Timer.New(function()
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SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_5)
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end,1):Start()
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end
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end
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function LingLongBaoJingPanel:SetLayer()
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function LingLongBaoJingPanel:SetLayer()
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@ -415,7 +424,11 @@ function LingLongBaoJingPanel:TurnEffectReset(turnSpeed,treasureType,isStop,pos,
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self.itemList[treasureType][curTurnPos - 1].selectKuang.gameObject:SetActive(false)
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self.itemList[treasureType][curTurnPos - 1].selectKuang.gameObject:SetActive(false)
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end
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end
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self.itemList[treasureType][curTurnPos].selectKuang.gameObject:SetActive(true)
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self.itemList[treasureType][curTurnPos].selectKuang.gameObject:SetActive(true)
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if treasureType == 2 then
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SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_neiquanlunge_007)
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else
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SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_waiquanlunge_009)
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end
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if isStop then
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if isStop then
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if pos == curTurnPos then--如果停到对应位置
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if pos == curTurnPos then--如果停到对应位置
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self.turnEffect:Stop()--暂停跑马灯
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self.turnEffect:Stop()--暂停跑马灯
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