【七界试炼】结算界面提交
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ad4c218f01
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@ -393,7 +393,7 @@ function this.BattleEnd(result)
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drop = {},
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}
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-- LogGreen("fightType:"..fightType)
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LogGreen("fightType:"..fightType)
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-- 需要和服务器确认结果
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if fightType == BATTLE_TYPE.MAP_FIGHT
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or fightType == BATTLE_TYPE.MONSTER_CAMP
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@ -505,9 +505,6 @@ function this.ShowBattleResult(result, msg)
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--罗浮争锋
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elseif fightType == BATTLE_TYPE.JumpServerhightLadder then
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this.ShowBattleResultByJumpServerHightLadder(result)
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-- --无尽副本
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-- elseif fightType == BATTLE_TYPE.MAP_FIGHT and CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
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-- this.ShowBattleResultByMapFight()
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--新回放功能(判断上次战斗是什么类型并做什么内容 逻辑和正常战斗处理一样)
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elseif fightType == BATTLE_TYPE.BACK_BATTLE then
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if BattleManager.GetLastBattleType() == BATTLE_TYPE.GuildTranscript then-- 公会副本结算界面特殊显示
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@ -522,21 +519,21 @@ function this.ShowBattleResult(result, msg)
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this.ShowBattleResultByTaSuiLingXiao()
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.JumpServerhightLadder then
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this.ShowBattleResultByJumpServerHightLadder(result)
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.QIJIE_FIGHT then
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this.ShowBattleResultByQiJieShiLian()
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else
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if result == 0 then -- 失败
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local haveRecord = BattleRecordManager.isHaveRecord()
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UIManager.OpenPanel(UIName.BattleFailPopup, this, haveRecord,nil,fightType)
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else -- 胜利
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LogRed("isBack:"..tostring(isBack))
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UIManager.OpenPanel(UIName.BattleWinPopup, this, isBack, fightType, this.lastBattleResult)
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end
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end
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elseif fightType == BATTLE_TYPE.TASUILINGXIAO then
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this.ShowBattleResultByTaSuiLingXiao()
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elseif fightType == BATTLE_TYPE.QIJIE_FIGHT then
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this.ShowBattleResultByQiJieShiLian()
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-- elseif fightType == BATTLE_TYPE.QIJIE_FIGHT then
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-- this.ShowBattleResultByQiJieShiLian()
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else
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LogRed("result:"..tostring(result))
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if result == 0 then -- 失败
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local haveRecord = BattleRecordManager.isHaveRecord()
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UIManager.OpenPanel(UIName.BattleFailPopup, this, haveRecord,nil,fightType)
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@ -672,27 +669,6 @@ function this.ShowBattleResultByTaSuiLingXiao()
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end, 0.1):Start()
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end
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-- 七界试炼结算界面特殊显示
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function this.ShowBattleResultByQiJieShiLian()
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Timer.New(function()
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup, QiJieShiLianManager.battleResult.drop, 1,function(isBackBattle)
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LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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this:ClosePanel()
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end
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end, 10,true,true)
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end)
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end
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end, 0.1):Start()
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end
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-- 战斗波次变化回调
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function this.OnOrderChanged(order)
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-- body
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@ -24,7 +24,6 @@ function BattleWinPopup:BindEvent()
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Util.AddClick(this.btnWin, function ()
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self:ClosePanel()
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-- self:NextStep()
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if m_fightType == BATTLE_TYPE.Test then
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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@ -68,6 +67,8 @@ function BattleWinPopup:NextStep()
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this.JumpServerHithtLadder()
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elseif m_fightType == BATTLE_TYPE.EndlessMpaFight then--无尽地图战斗
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this.ShowBattleResultByEndless()
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elseif m_fightType == BATTLE_TYPE.QIJIE_FIGHT then--七界试炼战斗
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this.ShowBattleResultByQiJie()
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--新回放功能
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elseif m_fightType == BATTLE_TYPE.BACK_BATTLE then
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if BattleManager.GetLastBattleType() == BATTLE_TYPE.STORY_FIGHT then-- 新关卡战斗
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@ -86,6 +87,8 @@ function BattleWinPopup:NextStep()
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this.ShowBattleResultByFightLevelAssistantType(BattleManager.GetLastBattleResult().drop)
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.JumpServerhightLadder then
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this.JumpServerHithtLadder()
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.QIJIE_FIGHT then
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this.ShowBattleResultByQiJie()
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end
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end
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end
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@ -112,6 +115,28 @@ function this.ShowBattleResultByMapFight()
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end
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end
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--七界试炼战斗界面特殊显示
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function this.ShowBattleResultByQiJie()
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup, QiJieShiLianManager.battleResult.drop, 1,function(isBackBattle)
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if not isBackBattle then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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this:ClosePanel()
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end
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end, 10, true,true)
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end)
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end
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end
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--无尽副本战斗界面特殊显示
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function this.ShowBattleResultByEndless()
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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@ -37,19 +37,15 @@ function RewardItemPopup:InitComponent()
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this.dropGrid2= Util.GetGameObject(self.gameObject, "ScrollView/Content/grid2/scorll/grid")
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--关卡等级经验
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this.lvAndExpGo=Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/lvAndExpGo")
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this.lv=Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/lvAndExpGo/lv"):GetComponent("Text")
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this.exp=Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/lvAndExpGo/exp"):GetComponent("Slider")
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this.expText=Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/lvAndExpGo/exp/Text"):GetComponent("Text")
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this.lvUpImage=Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/lvAndExpGo/lvUpImage")
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-- 地图探索按钮
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this.btnMapBack = Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/btnBack")
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this.lvAndExpGo=Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/grid/lvAndExpGo")
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this.lv=Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/grid/lvAndExpGo/lv"):GetComponent("Text")
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this.exp=Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/grid/lvAndExpGo/exp"):GetComponent("Slider")
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this.expText=Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/grid/lvAndExpGo/exp/Text"):GetComponent("Text")
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this.lvUpImage=Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/grid/lvAndExpGo/lvUpImage")
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-- 战斗结果按钮
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this.btnResult = Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/btnResult")
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this.btnBattleBack = Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/btnBattleBack")
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this.btnResult = Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/grid/Btns/btnResult")
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this.btnBattleBack = Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/grid/Btns/btnBattleBack")
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-- 战斗回放按钮
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-- 任意位置继续
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this.btnGoOn = Util.GetGameObject(self.gameObject, "btnBack/Image")
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--车迟斗法 显示
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this.guildCarDelay = Util.GetGameObject(self.gameObject, "ScrollView/Content/Show/guildCarDelay")
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@ -74,13 +70,8 @@ function RewardItemPopup:InitComponent()
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this.noRewardText = Util.GetGameObject(this.tasuilingxiao,"Text")
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--山河社稷图主
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this.GXHD=Util.GetGameObject(self.gameObject,"ScrollView/Content/bg/Image")
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-- this.FightLevel=Util.GetGameObject(self.gameObject,"ScrollView/Content/bg/FightLevel")
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this.FightLevel2=Util.GetGameObject(self.gameObject,"ScrollView/Content/Show/FightLevel")
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this.FightLevel3=Util.GetGameObject(self.gameObject,"FightLevel3")
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-- this.FightLevelStarGos = {}
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-- for i = 1, 3 do
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-- this.FightLevelStarGos[i] = Util.GetGameObject(this.FightLevel,"star ("..i..")")
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-- end
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--山河社稷图副关卡
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this.FightLevelAssistant=Util.GetGameObject(self.gameObject,"ScrollView/Content/Show/FightLevelAssistant")
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starListEffect = {}
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@ -91,7 +82,7 @@ function RewardItemPopup:InitComponent()
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end
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this.isFirstEffect = Util.GetGameObject(this.FightLevel3,"isFirst")
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--七界试炼挑战条件信息
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this.qiJieCondition = Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/qiJieInfo")
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this.qiJieCondition = Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/grid/qiJieInfo")
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end
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--绑定事件(用于子类重写)
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@ -107,9 +98,6 @@ function RewardItemPopup:BindEvent()
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end
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end
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end)
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Util.AddClick(this.btnMapBack, function ()
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self:ClosePanel()
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end)
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Util.AddClick(this.btnResult, function ()
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UIManager.OpenPanel(UIName.DamageResultPanel, 1)
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end)
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@ -171,7 +159,6 @@ function RewardItemPopup:OnOpen(...)
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-- 设置背景遮罩的显隐
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local isHideBG = args[6]
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this.btnBack:GetComponent("Image").color = Color.New(0, 0, 0, isHideBG and 0 or 0.8)
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this.btnGoOn:SetActive(not isHideBG)
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if compShowType == 3 then
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this.GuildCarDelayShow()
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@ -261,12 +248,10 @@ function this.SetComPShowState(type)
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this.ScrollView:SetActive(#itemDataList >= 1 )
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this.lvAndExpGo:SetActive(type == 1)
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this.btnMapBack:SetActive(type == 2)
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this.guildCarDelay:SetActive(type == 3)
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this.guildDeathPos:SetActive(type == 4)
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this.guildTranscript:SetActive(type == 6)
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this.tasuilingxiao:SetActive(type == 7)
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-- this.FightLevel:SetActive(type == 8)
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if type == 7 then
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this.noRewardText:SetActive(#itemDataList < 1)
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end
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@ -312,14 +297,7 @@ function this.TaSuiLingXiaoShow()
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end
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--山河社稷图
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function this.FightLevelShow()
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-- local GetHardStageFightResponseMsg = FightLevelManager.GetHardStageFightResponseMsg()
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-- for i = 1, #this.FightLevelStarGos do
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-- local noStarImage = Util.GetGameObject(this.FightLevelStarGos[i], "noStarImage")
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-- local getStarImage = Util.GetGameObject(this.FightLevelStarGos[i], "getStarImage")
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-- noStarImage:SetActive(not FightLevelManager.GetCurLevelStarState(GetHardStageFightResponseMsg.stars,i))
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-- getStarImage:SetActive(FightLevelManager.GetCurLevelStarState(GetHardStageFightResponseMsg.stars,i))
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-- Util.GetGameObject(this.FightLevelStarGos[i], "Text"):GetComponent("Text").text = i
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-- end
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local HardStageFightResponseMsg = FightLevelManager.GetHardStageFightResponseMsg()
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local oldBattlefightLevelData = FightLevelManager.GetcurBattlefightLevelData()
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local curBattlefightLevelData = FightLevelManager.GetChapterLevelData(oldBattlefightLevelData.config.Chapter,oldBattlefightLevelData.nodeId)
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@ -327,7 +305,6 @@ function this.FightLevelShow()
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this.isFirstEffect:SetActive(HardStageFightResponseMsg.currentIsHonour)
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if starListEffect and #starListEffect > 0 then
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for i=1,#starListEffect do
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-- Util.AddParticleSortLayer(starListEffect[i], this.sortingOrder - (sortingOrder - 1))
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Util.SetParticleSortLayer(starListEffect[i], this.sortingOrder + 1)
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end
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end
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@ -392,14 +369,12 @@ function RewardItemPopup:OnSortingOrderChange()
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if itemListPrefab[i] and itemDataList[i] then
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local view = itemListPrefab[i]
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local curItemData=itemDataList[i]
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-- view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
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view:SetEffectLayer(self.sortingOrder)
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end
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end
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end
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if starListEffect and #starListEffect > 0 then
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for i=1,#starListEffect do
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-- Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - (sortingOrder - 1))
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Util.SetParticleSortLayer(starListEffect[i], self.sortingOrder + 1)
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end
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sortingOrder = self.sortingOrder
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@ -413,15 +388,7 @@ function RewardItemPopup:SetItemShow(drop)
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itemDataList[i].itemConfig = itemConfig[itemDataList[i].sId]
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end
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self:ItemDataListSort(itemDataList)
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-- for i = 1, math.max(#itemDataList, #itemListPrefab) do
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-- local go = itemListPrefab[i]
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-- if not go then
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-- go = SubUIManager.Open(SubUIConfig.ItemView, this.dropGrid.transform)
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-- go.gameObject.name = "frame"..i
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-- itemListPrefab[i] = go
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-- end
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-- go.gameObject:SetActive(false)
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-- end
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if #itemDataList <= 25 then
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callList:Clear()
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callList:Push(function ()
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@ -436,7 +403,6 @@ function RewardItemPopup:SetItemShow(drop)
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end
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end, 0.5):Start()
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--在关卡界面获得装备 刷新下btview成员红点
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-- Game.GlobalEvent:DispatchEvent(GameEvent.Equip.EquipChange)
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end)
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for i = #itemDataList, 1, -1 do
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isPlayerAniEnd = false
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@ -453,7 +419,6 @@ function RewardItemPopup:SetItemShow(drop)
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btn.enabled = true
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end)
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--改为后端更新
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--this.SetItemData2(itemDataList[i])
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Timer.New(function ()
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isPopGetSSR = false
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callList:Pop()()
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@ -468,8 +433,6 @@ function RewardItemPopup:SetItemShow(drop)
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UIManager.OpenPanel(UIName.DropGetSSRHeroShopPanel,curItemData.backData, func)
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elseif curItemData.configData and curItemData.itemType==1 and
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(curItemData.configData.ItemType == ItemType.Title or curItemData.configData.ItemType == ItemType.Ride) then--皮肤 坐骑
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-- isPopGetSSR = true
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-- UIManager.OpenPanel(UIName.DropGetPlayerDecorateShopPanel,curItemData.backData, func)
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func()
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else
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func()
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@ -511,11 +474,8 @@ function this.SetItemData2(itemdata)
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end
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elseif itemdata.itemType==5 then
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if bagType==1 then
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--SoulPrintManager.InitServerData(itemdata.data)
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EquipTreasureManager.InitSingleTreasureData(itemdata.backData)
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elseif bagType==2 then
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--SoulPrintManager.InitMapShotTimeSoulPrintBagData(itemdata.backData)
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--SoulPrintManager.StoreData(itemdata.data)
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end
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elseif itemdata.itemType==6 then
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if bagType==1 then
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@ -526,7 +486,6 @@ function this.SetItemData2(itemdata)
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end
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--关卡通关掉落时展示经验等级信息
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function this.ShowLvAndExp()
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--this.lvAndExpGo:SetActive(compShowType == 1)
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if compShowType == 1 then
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this.exp.value=PlayerManager.exp/userLevelData[PlayerManager.level].Exp
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this.expText.text=PlayerManager.exp.."/"..userLevelData[PlayerManager.level].Exp
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