[四灵试炼] 预设代码提交

dev_chengFeng
jiaoyangna 2020-12-10 16:23:13 +08:00
parent b460087193
commit 26c6fa1894
13 changed files with 2130 additions and 444 deletions

View File

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@ -177,7 +177,9 @@ ConfigName = {
HeroSkin = "HeroSkin",
BlessingConfigNew = "BlessingConfigNew",
BlessingRewardPoolNew = "BlessingRewardPoolNew",
SpiritAnimalSummon = "SpiritAnimalSummon"
SpiritAnimalSummon = "SpiritAnimalSummon",
CampTowerConfig = "CampTowerConfig",
CampTowerSetting = "CampTowerSetting",
}
require "Framework/GameDataBase"

View File

@ -359,6 +359,8 @@ UIName = {
LingShouBaoGeTenResultPanel = 359,--灵兽宝阁十抽
RoleAwakeTalentPopup = 360,--通用大弹窗界面
RoleAwakeSuccessPanel = 361,--通用大弹窗界面
FourElementMonsterCampPanel = 367, --四灵试炼界面
MonsterCampMainPanel = 368, --心魔主界面
}
SubUIConfig = {

View File

@ -13,6 +13,7 @@ local contentScripts = {
[4]= {view=require("Modules/Expedition/View/ExpeditionMonsterInfo_Trail"),panelName="ExpeditionMonsterInfo_Trail",type=EXPEDITON_POPUP_TYPE.Trail},
--贪婪
[5]= {view=require("Modules/Expedition/View/ExpeditionMonsterInfo_Greed"),panelName="ExpeditionMonsterInfo_Greed",type=EXPEDITON_POPUP_TYPE.Greed},
-- 四灵试炼 boss
[6]= {view=require("Modules/Expedition/View/MonsterFormationInfo"),panelName="ExpeditionMonsterInfo_Monster",type = EXPEDITON_POPUP_TYPE.FourElementMonster},
}
--子模块预设

View File

@ -19,6 +19,9 @@ function this:InitComponent(gameObject)
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.power = Util.GetGameObject(gameObject, "Power/Value"):GetComponent("Text")
this.sureBtn=Util.GetGameObject(gameObject,"sureBtn")
this.sureBtn.gameObject:SetActive(true)
Util.GetGameObject(gameObject,"fightBtn"):SetActive(false)
Util.GetGameObject(gameObject,"returnLook"):SetActive(false)
this.sureBtnText=Util.GetGameObject(gameObject,"sureBtn/Text"):GetComponent("Text")
--滚动条根节点
this.root = Util.GetGameObject(gameObject, "Root")

View File

@ -8,7 +8,8 @@ local fun
--item容器
local itemList = {}
local heroListGo = {}
local monsterData = {}
local waveId = 0
local configData = {}
local rewardData = {}
local type = 1 --1 前往 2 放弃
local liveNodes = {}
@ -18,27 +19,39 @@ local roleConfig=ConfigManager.GetConfig(ConfigName.RoleConfig)
function this:InitComponent(gameObject)
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
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
this.root = Util.GetGameObject(gameObject, "Root")
for i = 1, 6 do
heroListGo[i] = Util.GetGameObject(gameObject, "RoleGrid/Bg"..i.."/Hero"..i)
end
this.backBtn=Util.GetGameObject(gameObject,"BackBtn")
this.fightBtn=Util.GetGameObject(gameObject,"fightBtn")
this.fightBtnText=Util.GetGameObject(this.fightBtn,"Text"):GetComponent("Text")
this.fightBtnIcon=Util.GetGameObject(this.fightBtn,"Icon"):GetComponent("Image")
this.fightBtnNum=Util.GetGameObject(this.fightBtn,"IconNum"):GetComponent("Text")
this.fightBtn.gameObject:SetActive(true)
this.returnLook=Util.GetGameObject(gameObject,"returnLook")
this.returnLook.gameObject:SetActive(true)
Util.GetGameObject(gameObject,"sureBtn"):SetActive(false)
end
function this:BindEvent()
Util.AddClick(this.sureBtn, function()
Util.AddClick(this.fightBtn, function()
this:BtnClickEvent()
end)
Util.AddClick(this.returnLook, function()
end)
Util.AddClick(this.backBtn, function()
parent:ClosePanel()
end)
end
function this:BtnClickEvent()
--挑战
if type == 1 then
parent:ClosePanel()
--扫荡
elseif type == 2 then
parent:ClosePanel()
end
@ -48,21 +61,25 @@ function this:AddListener()
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 = {...}
monsterData = args[1]
waveId = args[1]
type = args[2]
fun = args[3]
configData = ConfigManager.GetConfigData(ConfigName.CampTowerConfig,waveId)
--组数据
rewardData = {}
local curRewardData = {}
--curNodeConFig = ConfigManager.TryGetConfigData(ConfigName.ExpeditionNodeConfig,monsterData.type)
local Reward --= ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.ExpeditionFloorConfig,"Floor",ExpeditionManager.expeditionLeve,"FloorLay",monsterData.lay - 1)
local Reward
if type == 1 then
Reward = configData.FirstReward
else
Reward = configData.CommonReward
end
if Reward and Reward.Reward and #Reward.Reward > 0 then
for i = 1, #Reward.Reward do
local rewardGroupConfig = ConfigManager.TryGetConfigData(ConfigName.RewardGroup,Reward.Reward[i])
@ -88,24 +105,25 @@ function this:OnShow(_parent,...)
end
-- 编队数据匹配
function this:FormationAdapter()
this.fightBtnNum.gameObject:SetActive(false)
this.fightBtnIcon.gameObject:SetActive(false)
if type == 1 then
this.sureBtnText.text = Language[10508]
this.fightBtn.text = "挑战"
elseif type == 2 then
this.sureBtnText.text = Language[10512]
this.fightBtn.text = "扫荡"
end
this.titleText.text=Language[10513]
this.titleText.text = string.format("%s层",waveId)
this.power.text = configData.Force
if monsterData == nil then LogError(Language[10511]) return end
this.power.text = monsterData.bossTeaminfo.totalForce
local bossTeaminfo = ConfigManager.GetConfigData(ConfigName.MonsterGroup,configData.Monster)
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)
if (bossTeaminfo.Contents[1][i]) and bossTeaminfo.Contents[1][i] > 0 then
this.SetCardSingleData(heroListGo[i],bossTeaminfo.Contents[1][i],i)
heroListGo[i]:SetActive(true)
else
heroListGo[i]:SetActive(false)
end
end
FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,5,1,sortingOrder,false,rewardData)
@ -121,7 +139,8 @@ end
--设置单个上阵英雄信息
function this.SetCardSingleData(o,monsterId, _pos)
o.transform.parent:GetComponent("Image").sprite=Util.LoadSprite("bd_xinkapaifan")
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, monsterId.heroTid)
local monsterconfig = ConfigManager.GetConfigData(ConfigName.MonsterConfig, monsterId)
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, monsterconfig.MonsterId)
local bg=Util.GetGameObject(o,"Bg1"):GetComponent("Image")
local fg=Util.GetGameObject(o,"Bg2"):GetComponent("Image")
-- local live=Util.GetGameObject(o,"Mask/Live")

View File

@ -10,7 +10,7 @@ local contentScripts = {
[1] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_YiJingBaoKu"), panelName = "GeneralBigPopup_YiJingBaoKu",type=GENERAL_POPUP_TYPE.YiJingBaoKu},
--易经宝库奖励预览
[2] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_YiJingBaoKuRewardPreview"), panelName = "GeneralBigPopup_YiJingBaoKuRewardPreview",type=GENERAL_POPUP_TYPE.YiJingBaoKuRewardPreview},
--易经宝库奖励预览
--四灵试炼助战
[3] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_FourElementHelpFight"), panelName = "GeneralBigPopup_FourElementHelpFight",type=GENERAL_POPUP_TYPE.FourElementHelpFight},
}
--子模块预设

View File

@ -4,20 +4,22 @@ local this = {}
local parent
--传入特效层级
local sortingOrder=0
local curId = nil--当前已选择的物品的Id
local ActData = {}
local itemList = {}--克隆预制体列表
local goList = {}--勾选按钮列表
local itemIconList={}--ItemView的List
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local _args
local func
local tabs = {}
local curIndex = 1
local myHelpHero = {}
local selectHelpHero = {}
local waveId = 0
local configData = {}
function this:InitComponent(gameObject)
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.itemPre = Util.GetGameObject(gameObject, "itemPre")
this.ConfirmBtn = Util.GetGameObject(gameObject, "ConfirmBtn")
this.Scroll = Util.GetGameObject(gameObject, "Scroll")
this.Scroll = Util.GetGameObject(gameObject, "scroller")
this.selectBtn = Util.GetGameObject(gameObject, "tabbox/selectBtn")
this.tabRoot = Util.GetGameObject(gameObject, "tabbox/box")
for i = 1,#this.tabRoot.transform.childCount do
table.insert(tabs,this.tabRoot.transform:GetChild(i - 1).gameObject)
end
local rootHight = this.Scroll.transform.rect.height
local width = this.Scroll.transform.rect.width
@ -28,20 +30,30 @@ function this:InitComponent(gameObject)
end
function this:BindEvent()
Util.AddClick(this.ConfirmBtn,function()
if curId and curId ~= 0 then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.YiJingBaoKuConfirm,curId,function()
NetManager.SelectFinalRewardRequest(curId,ActData.activityId,function ()
if func then
func()
end
parent:ClosePanel()
end)
end)
else
PopupTipPanel.ShowTip(Language[11796])
end
end)
for i = 1,#tabs do
Util.AddClick(tabs[i],function()
this:BtnClick(i)
end)
end
end
function this:BtnClick(i)
if curIndex == i then
return
end
this.selectBtn.transform:SetParent(tabs[i].transform)
this.selectBtn:GetComponent("RectTransform").localPosition = Vector3.zero
this.transform:SetAsFirstSibling()
curIndex = i
if i == 1 then
selectHelpHero = {}
--向后端发送请求
this:RefreshItemData()
else
--筛选合适的神将
this:RefreshItemData()
end
end
function this:AddListener()
@ -51,99 +63,71 @@ function this:RemoveListener()
end
function this:OnShow(_parent,...)
itemList={}
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
_args = {...}
ActData = _args[1]
func = _args[2]
this.titleText.text = "选择最终奖励"
curId = ActData.selectId or nil
local RewardConfig = ConfigManager.GetAllConfigsDataByKey(ConfigName.BlessingRewardPoolNew,"PoolId",ActData.curFinalPool)
this.ScrollView:SetData(RewardConfig, function(index, go)
this:SetSingleData(index,go, RewardConfig[index])
end)
local args = {...}
waveId = args[1]
configData = ConfigManager.GetConfigData(ConfigName.CampTowerConfig,waveId)
this.titleText.text = configData.CampId.."试炼"
myHelpHero = {}
this:BtnClick(1)
end
function this:RefreshItemData()
local data = curIndex == 1 and selectHelpHero or myHelpHero
table.sort(data,function(a,b) end)
this.ScrollView:Setdata(data,function(index,go)
this:SetSingleData(index,go,data[index])
end
)
end
function this:SingleHeroDataShow(_go, _heroData)
local heroData = _heroData
local go = _go
local orderImage= Util.GetGameObject(go, "orderImage")
orderImage:SetActive(false)
Util.GetGameObject(go, "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality, heroData.star))
Util.GetGameObject(go, "icon"):GetComponent("Image").sprite = Util.LoadSprite(heroData.icon)
Util.GetGameObject(go, "lv/Text"):GetComponent("Text").text = heroData.lv
--Util.GetGameObject(go, "posIcon"):GetComponent("Image").sprite = Util.LoadSprite(heroData.professionIcon)
Util.GetGameObject(go, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
--Util.GetGameObject(go, "heroStage"):GetComponent("Image").sprite = Util.LoadSprite(HeroStageSprite[heroData.heroConfig.HeroStage])
Util.GetGameObject(go, "heroStage"):SetActive(false)
local heroHp = ExpeditionManager.heroInfo[heroData.dynamicId].remainHp
local starGrid = Util.GetGameObject(go, "star")
SetHeroStars(starGrid, heroData.star)
Util.AddOnceClick(go, function()
UIManager.OpenPanel(UIName.RoleInfoPopup, heroData)
end)
end
function this:SetSingleData(index,item,data)
itemList[index] = item
local icon = Util.GetGameObject(item,"icon")
local itemRoot = Util.GetGameObject(item,"HeroPre")
local name = Util.GetGameObject(item,"name"):GetComponent("Text")
local num = Util.GetGameObject(item,"text"):GetComponent("Text")
local limit1 = Util.GetGameObject(item,"limit1"):GetComponent("Text")
local limit2 = Util.GetGameObject(item,"limit2"):GetComponent("Text")
local select = Util.GetGameObject(item,"select")
local go = Util.GetGameObject(item,"select/Go")
local num = Util.GetGameObject(item,"power/text"):GetComponent("Text")
local tip = Util.GetGameObject(item,"tip"):GetComponent("Text")
local select = Util.GetGameObject(item,"Button/tip"):GetComponent("Image")
local selectText = Util.GetGameObject(item,"Button/Text")
local btn = Util.GetGameObject(item,"Button")
goList[index] = go
item:SetActive(true)
if not itemIconList[item] then
local view = SubUIManager.Open(SubUIConfig.ItemView, icon.transform)
itemIconList[item] = view
end
itemIconList[item]:OnOpen(false,data.Reward,0.9,false)
name.text = itemConfig[data.Reward[1]].Name
--判断是否选了该物品
if curId == data.Id then
go:SetActive(true)
this:SingleHeroDataShow(itemRoot, data.heroData)
name.text = itemConfig[data.heroData.heroConfig.Id].Name
num.text = data.power
tip.text = "来自"..data.from..data.userName
tip.gameObject:SetActive(curIndex == 1)
if data.isSelect then
btn:GetComponent("Button").enbled = false
else
go:SetActive(false)
btn:GetComponent("Button").enbled = true
end
--选择一个物品
Util.AddOnceClick(select,function()
if go.gameObject.activeSelf then
go:SetActive(false)
curId = nil
else
for index, value in ipairs(goList) do
goList[index]:SetActive(false)
end
go:SetActive(true)
curId = data.Id
end
Util.AddOnceClick(btn,function()
end)
local t1 = true
local t2 = true
local t3 = true
--判断是否可以选择
if PlayerManager.level >= data.LevelLimit then
num.gameObject:SetActive(true)
limit1.gameObject:SetActive(false)
select:SetActive(true)
else
limit1.gameObject:SetActive(true)
limit1.text = data.LevelLimit.."级可选"
t1 = false
end
if ActData.curLevel >= data.FloorLimit then
num.gameObject:SetActive(true)
limit2.gameObject:SetActive(false)
select:SetActive(true)
else
limit2.gameObject:SetActive(true)
limit2.text = ""..data.FloorLimit.."层可选"
t2 = false
end
-- LogRed(ActData.allData[index].rewardId..""..tostring(ActData.allData[index].progress))
if ActData.allData[index].progress > data.InitializeNum then
t3 = false
elseif ActData.allData[index].progress == data.InitializeNum and ActData.curLevel > data.InitializeNum then
t3 = false
num.text = "<color=red>"..(data.InitializeNum-ActData.allData[index].progress).."/"..data.InitializeNum.."</color>"
else
t3 = true
num.text = (data.InitializeNum-ActData.allData[index].progress).."/"..data.InitializeNum
end
num.gameObject:SetActive(t1 and t2)
select:SetActive(t1 and t2 and t3)
end
function this:OnClose()
@ -151,7 +135,7 @@ function this:OnClose()
end
function this:OnDestroy()
itemIconList={}
itemList = {}
end
return this

View File

@ -4,21 +4,28 @@ local this = MonsterCampMainPanel
local orginLayer
local monsterGroup = ConfigManager.GetConfig(ConfigName.MonsterGroup)
local monsterConfig = ConfigManager.GetConfig(ConfigName.MonsterConfig)
local trails = {}
--初始化组件(用于子类重写)
function MonsterCampMainPanel:InitComponent()
orginLayer = 0
this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
this.waveNum = Util.GetGameObject(self.gameObject, "Bg/waveImg/wave"):GetComponent("Text")
this.nextWave = Util.GetGameObject(self.gameObject, "Bg/btnWave")
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
for i = 1 ,4 do
table.insert(trails,Util.GetGameObject(self.gameObject, "Bg/SiLingDi/trail"..i))
end
this.btnShenYing = Util.GetGameObject(self.gameObject, "Bg/SiLingDi/shenyingPro")
this.shenYingProgressText = Util.GetGameObject(self.gameObject, "Bg/SiLingDi/progress/Text"):GetComponent("Text")
this.shenYingProgressIma = Util.GetGameObject(self.gameObject, "Bg/SiLingDi/progress/Image"):GetComponent("Image")
end
--绑定事件(用于子类重写)
function MonsterCampMainPanel:BindEvent()
Util.AddClick(this.btnBack, function ()
-- UIManager.OpenPanel(UIName.MainPanel)
PlayerManager.carbonType = 1
UIManager.OpenPanel(UIName.CarbonTypePanelV2)
self:ClosePanel()
@ -28,7 +35,9 @@ function MonsterCampMainPanel:BindEvent()
JumpManager.GoJump(1011)
end)
Util.AddClick(this.btnShenYing, function ()
end)
end
--添加事件监听(用于子类重写)
@ -45,9 +54,24 @@ end
--界面打开时调用(用于子类重写)
function MonsterCampMainPanel:OnOpen(...)
SoundManager.PlayMusic(SoundConfig.BGM_Carbon)
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.MonsterCamp })
this.waveNum.text =MonsterCampManager.monsterWave
end
function MonsterCampMainPanel:OnShow()
this.waveNum.text = MonsterCampManager.monsterWave
this.shenYingProgressText = "16/100"
this.shenYingProgressIma.fillAmount = 16/100
for i = 1,#trails do
end
end
function MonsterCampMainPanel:SetSingleTrailData(go,index,data)
local title = Util.GetGameObject(go, "title/Text"):GetComponent("Text")
local curwave = Util.GetGameObject(go, "curwave"):GetComponent("Text")
local canFightWave = Util.GetGameObject(go, "canFightWave"):GetComponent("Text")
local openTime = Util.GetGameObject(go, "openTime"):GetComponent("Text")
end
function MonsterCampMainPanel:OnSortingOrderChange()

View File

@ -6,8 +6,7 @@ local parent
local sortingOrder = 0
--传入不定参
local _args = {}
--传入选择英雄计算返回奖励数据列表
local dropList = {}
local nodeList = {}
--item容器
local itemList = {}
--传入选择英雄
@ -17,32 +16,13 @@ local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
function this:InitComponent(gameObject)
this.titleText = Util.GetGameObject(gameObject, "TitleText"):GetComponent("Text")
this.bodyText = Util.GetGameObject(gameObject, "BodyText"):GetComponent("Text")
this.cancelBtn = Util.GetGameObject(gameObject, "CancelBtn")
this.confirmBtn = Util.GetGameObject(gameObject, "ConfirmBtn")
--滚动条根节点
this.root = Util.GetGameObject(gameObject, "Root/Viewport/Content")
for i = 1, 2 do
table.insert(itemList,Util.GetGameObject(gameObject, "Root/Viewport/Content/pre"..i))
end
end
function this:BindEvent()
Util.AddClick(this.cancelBtn,function()
parent:ClosePanel()
end)
Util.AddClick(this.confirmBtn,function()
local data
for k,v in pairs(selectHeroData) do
data=v.dynamicId
break
end
NetManager.HeroRetureEvent(data, function(msg)
HeroManager.ResetHero(data)
PopupTipPanel.ShowTip(Language[12276])
parent:ClosePanel()
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function ()
ResolvePanel.SwitchView(2)
end,0,nil,nil,1)
end)
end)
end
function this:AddListener()
@ -55,20 +35,47 @@ function this:OnShow(_parent,...)
parent=_parent
sortingOrder =_parent.sortingOrder
local args = {...}
dropList = args[1]
selectHeroData=args[2]
this.root.transform:GetComponent("RectTransform"):DOAnchorPosX(0, 0)
this.titleText.text=Language[11645]
--返还比
local num=tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,34).Value)/100
this.bodyText.text = Language[11646]--string.format(Language[11646], num, "%")
local _data={}
for i=1,#dropList do
_data[i] = {dropList[i].id,dropList[i].num,nil,dropList[i].star}
local waveId = args[1]
--向后端请求回放数据
local returnLookData = {}
for i = 1 , #itemList do
this:SetSingleData(itemList[i],returnLookData[i],i)
end
FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,8,1,sortingOrder,false,_data)
end
function this:SetSingleData(go,data,index)
if data then
go.gameObject:SetActive(true)
else
go.gameObject:SetActive(false)
return
end
local name = Util.GetGameObject(go, "name"):GetComponent("Text")
local power = Util.GetGameObject(go, "power/Text"):GetComponent("Text")
local tipIma = Util.GetGameObject(go, "tip"):GetComponent("Image")
local tip = Util.GetGameObject(go, "tip/Text"):GetComponent("Text")
local playerHead = Util.GetGameObject(go, "PlayerHead")
if not nodeList[go] then
nodeList[go] = CommonPool.CreateNode(POOL_ITEM_TYPE.PLAYER_HEAD, playerHead)
end
nodeList[go]:Reset()
nodeList[go]:SetHead(data.head)
nodeList[go]:SetFrame(data.headFrame)
nodeList[go]:SetLevel(data.level)
nodeList[go]:SetScale(Vector3.one * 0.7)
nodeList[go]:SetLayer(sortingOrder)
nodeList[go]:SetEffectScale(0.75)
local btn = Util.GetGameObject(go, "Button")
Util.AddOnceClick(btn,function()
end)
Util.AddOnceClick(playerHead,function()
end)
end
function this:OnClose()