【跳过战斗优化】主线战斗中的BOSS关卡,改为不允许跳过 + 战斗背景音乐替换
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@ -268,9 +268,9 @@ function this:OnOpen()
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}
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this.InitPanelData()
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SoundManager.PlayMusic(SoundConfig.BGM_Battle_1, true, function()
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-- SoundManager.PlayMusic(SoundConfig.BGM_Battle_1, true, function()
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SoundManager.PlayMusic(SoundConfig.BGM_Battle_2, false)
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end)
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-- end)
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this.SkillOption:GetComponent("Canvas").sortingOrder = BattleManager.GetBattleSorting() + 20
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@ -19,7 +19,7 @@ local boxList2={}--踏碎凌霄奖励盒子
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-- 显示跳过战斗使用
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local hadCounted = 0
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local IsUnLockBattlePass
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local UpdateBtnGMFunc = {
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[-1] = function()
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return BattleManager.IsUnlockBattlePass()
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@ -120,7 +120,11 @@ function this:BindEvent()
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end)
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Util.AddClick(this.ButtonLock, function ()
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PopupTipPanel.ShowTip(Language[12237])
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if not IsUnLockBattlePass then
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PopupTipPanel.ShowTip(Language[12237])
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elseif fightType == BATTLE_TYPE.STORY_FIGHT and FightPointPassManager.GetCurOpenFightIdIsBoss() then--关卡特殊判断 首领阶段不能跳过按钮 置灰 提示 首领关卡不允许跳过!
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PopupTipPanel.ShowTip("首领关卡不允许跳过!")
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end
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end)
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local pauseTime = 31
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@ -203,12 +207,8 @@ function this:BindEvent()
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Util.AddClick(this.BtnGM, function ()
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if BattleManager.IsCanOperate() and not BattleLogic.IsEnd then
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if fightType == BATTLE_TYPE.STORY_FIGHT and FightPointPassManager.GetCurOpenFightIdIsBoss() then--关卡特殊判断 首领阶段不能跳过按钮 置灰 提示 首领关卡不允许跳过!
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PopupTipPanel.ShowTip("首领关卡不允许跳过!")
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else
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BattleView.EndBattle()
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BattleLogic.IsEnd = true
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end
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BattleView.EndBattle()
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BattleLogic.IsEnd = true
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end
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end)
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@ -268,9 +268,9 @@ function this:OnOpen(_fightData, _fightType, _endFunc, _guideType)
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this.BtnExit:SetActive(false)--FightPointPassManager.GetStopBtnState())
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SoundManager.PlayMusic(SoundConfig.BGM_Battle_1, true, function()
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-- SoundManager.PlayMusic(SoundConfig.BGM_Battle_1, true, function()
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SoundManager.PlayMusic(SoundConfig.BGM_Battle_2, false)
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end)
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-- end)
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this.fightResult = nil
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@ -399,7 +399,7 @@ function this.InitOption()
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this.Option:SetActive(true)
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Util.GetGameObject(this.BtnTimeScale, "lock"):SetActive(not BattleManager.IsUnlockBattleSpeed())
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local IsUnLockBattlePass
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if UpdateBtnGMFunc[fightType] then
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IsUnLockBattlePass = UpdateBtnGMFunc[fightType]()
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else
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@ -412,7 +412,7 @@ function this.InitOption()
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Util.GetGameObject(this.BtnGM, "lock"):SetActive(not IsUnLockBattlePass)
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this.BtnGM:GetComponent("Button").interactable = IsUnLockBattlePass
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end
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if fightType == BATTLE_TYPE.STORY_FIGHT and IsUnLockBattlePass then--关卡特殊判断 首领阶段不能跳过按钮 置灰 提示 首领关卡不允许跳过!
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if fightType == BATTLE_TYPE.STORY_FIGHT then--关卡特殊判断 首领阶段不能跳过按钮 置灰 提示 首领关卡不允许跳过!
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Util.GetGameObject(this.BtnGM, "lock"):SetActive(FightPointPassManager.GetCurOpenFightIdIsBoss())
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end
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@ -94,9 +94,9 @@ function this:OnOpen(_fightData, _endFunc, guideType)
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this.BtnTimeScale:SetActive(false)
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this.damagePanel:SetActive(false)
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SoundManager.PlayMusic(SoundConfig.BGM_Battle_1, true, function()
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-- SoundManager.PlayMusic(SoundConfig.BGM_Battle_1, true, function()
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SoundManager.PlayMusic(SoundConfig.BGM_Battle_2, false)
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end)
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-- end)
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this.fightResult = nil
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