dev_chengFeng
parent
2f6042154b
commit
32eadd13ef
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@ -464,10 +464,6 @@ function this.InitQuickFightData(monsterGroupId, eventId, msg)
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data.hpList[i] = msg.remainHpList[i]
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end
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-- 战前血量
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local oldHp = this.GetMapTotalBlood()
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-- 战后血量
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local battledHp = 0
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if msg.result == 0 then
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--战斗失败回城
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@ -478,7 +474,10 @@ function this.InitQuickFightData(monsterGroupId, eventId, msg)
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-- 失败接受一下后端返回的位置
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local lastPos = data.lastPos
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.DeadOut, 0, lastPos)
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battledHp = 0
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-- battledHp = 0
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FormationManager.RefreshFormation(this.root.curFormationIndex,nil,
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FormationManager.formationList[this.root.curFormationIndex].teamPokemonInfos)
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else
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MapManager.RefreshFormationHp(data)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.ProgressChange, 2, 0, monsterGroupId)
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@ -515,7 +514,7 @@ function this.InitQuickFightData(monsterGroupId, eventId, msg)
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end
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end
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battledHp = this.GetMapTotalBlood()
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if this.difficulty == 1 or this.difficulty == 3 or this.difficulty == 4 then
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PopupText(strShow, 0.5, 2)
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@ -531,7 +530,18 @@ function this.InitQuickFightData(monsterGroupId, eventId, msg)
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end
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end
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Game.GlobalEvent:DispatchEvent(GameEvent.Formation.OnMapTeamHpReduce, oldHp - battledHp)
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-- 战前血量
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-- 战后血量
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if MapManager.curCarbonType ~= CarBonTypeId.ENDLESS then
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LogYellow("更新血量会走这里吧")
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local oldHp = this.GetMapTotalBlood()
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local battledHp = 0
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battledHp = this.GetMapTotalBlood()
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Game.GlobalEvent:DispatchEvent(GameEvent.Formation.OnMapTeamHpReduce, oldHp - battledHp)
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end
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end
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-- 判断某一类型副本得到的总星数
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@ -119,7 +119,7 @@ function this.On_Btn2_Click()
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this.EnterMapbyType(CarbonManager.difficulty, itemId)
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end
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else
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LogGreen("进入的副本difficulty"..CarbonManager.difficulty.." itemId:"..tostring(itemId))
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LogGreen("进入的副本difficulty:"..CarbonManager.difficulty.." itemId: "..tostring(itemId))
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this.EnterMapbyType(CarbonManager.difficulty, itemId)
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end
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@ -152,7 +152,8 @@ function this.InitData(msg)
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--Log("msg.curXY : ".. msg.curXY)
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this.totalEnergy =0
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this.formationList = {}
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-- this.formationList = {}--请滚
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--Log("服务器英雄数量 msg.heroInfos " .. #msg.heroInfos)
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-- for i=1, #msg.heroInfos do
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@ -51,6 +51,8 @@ function this:InitComponent()
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this.leftUp = Util.GetGameObject(self.gameObject, "leftUp")
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this.centerDonwn = Util.GetGameObject(self.gameObject, "centerDown")
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this.endLessTitle = Util.GetGameObject(self.gameObject, "endLessTitle")
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missionView.InitComponent(self.gameObject, this)
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playerView.InitComponent(self.gameObject, this)
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ctrlView.InitComponent(self.gameObject, this, playerView)
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@ -179,6 +181,8 @@ function this:OnShow()
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endLessMapView.OnShow()
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pointHandleView.OnShow()
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trialPanel:OnShow()
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this.endLessTitle:SetActive(MapManager.curCarbonType == CarBonTypeId.ENDLESS)
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Util.GetGameObject(self.gameObject,"leftCenter"):SetActive(MapManager.curCarbonType ~= CarBonTypeId.ENDLESS)
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end
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--界面打开时调用(用于子类重写)
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@ -285,23 +289,25 @@ function this.InitRolePosition(pos, curMapId)
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TileMapView.UpdateFunc()
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if MapManager.isOpen then
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this.SetRoleShow(scale, pos)
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this.SetRoleShow(scale, pos,1)
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end
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MapManager.stepList = {}
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end
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-- 设置小人落地
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function this.SetRoleShow(scale, pos)
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function this.SetRoleShow(scale, pos,num)
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Log("this.SetRoleShow(scale, pos)")
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DoTween.To(DG.Tweening.Core.DOGetter_float(function () return TileMapView.GetMapMinScale() end),
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DG.Tweening.Core.DOSetter_float(TileMapController.SetScale),
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scale, 1):SetEase(Ease.Linear):OnComplete(function ()
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-- this.Mask:SetActive(false)
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playerView.Init(pos)
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playerView.Init(pos,num)
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-- 进图初始化完成
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MapManager.FirstEnter = false
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playerView.leader.transform:SetParent(ctrlView.Ctrl.transform)
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-- leader的父级设置为Ctrl后,Z轴的值发生了变化, 需要重新设置
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local v3 = playerView.leader.transform.localPosition
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@ -4,6 +4,7 @@ local this = ShowEnemyInfoPanel
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local monsterGroupId
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local _LiveName
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local _LiveNode
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local MapPanel
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local trailConfig = ConfigManager.GetConfig(ConfigName.TrialConfig)
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local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
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@ -23,6 +24,7 @@ function this:InitComponent()
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this.e_level=Util.GetGameObject(this.root,"EnemyInfo/name/level/Text"):GetComponent("Text")
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this.e_cancelBtn=Util.GetGameObject(this.root,"EnemyInfo/cancelBtn")
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this.e_fightBtn=Util.GetGameObject(this.root,"EnemyInfo/fightBtn")
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this.bottomBar=Util.GetGameObject(this.root,"EnemyInfo/bottomBar")
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this.heroGrid=Util.GetGameObject(this.root,"EnemyInfo/bottomBar/heroList")
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this.iconPre=Util.GetGameObject(this.root,"EnemyInfo/bottomBar/heroList/pre")
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end
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@ -119,11 +121,11 @@ end
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function this:OnOpen(...)
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monsterGroupId = ...
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MapPanel,monsterGroupId = ...
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end
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function this:OnShow()
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this.bottomBar:SetActive(MapManager.curCarbonType ~= CarBonTypeId.ENDLESS)
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this.SetSelectHero()
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end
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@ -599,7 +599,7 @@ end
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--显示敌人信息面板
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function this.ShowEnemyInfo(_monsterGroupId,eventId,showValues)
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UIManager.OpenPanel(UIName.ShowEnemyInfoPanel,_monsterGroupId)
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UIManager.OpenPanel(UIName.ShowEnemyInfoPanel,MapPanel,_monsterGroupId)
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end
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function this.KillAllBitch()
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@ -128,7 +128,7 @@ function this.OnOpen()
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this.InitBoolState()
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-- 开始探索请求
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-- this.StartExplore()
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MapPanel.SetRoleShow(MapManager.mapScale, MapManager.roleInitPos)
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MapPanel.SetRoleShow(MapManager.mapScale, MapManager.roleInitPos,0)
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-- 设置任务显示
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this.SetTipShow()
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-- 初始化行动力消耗的类型数值
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@ -206,7 +206,7 @@ end
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function this.SetTipShow()
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Log("MapManager.curMapId ========== " .. MapManager.curMapId)
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if not this.IsEndLessMap() then return end
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-- if not this.IsEndLessMap() then return end
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if not endLessData[MapManager.curMapId] then Log(Language[11286]) return end
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this.areaName.text = endLessData[MapManager.curMapId].Info
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EndLessMapManager.curMapName = endLessData[MapManager.curMapId].Info
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@ -64,13 +64,16 @@ function this.RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Formation.OnMapTeamHpReduce, this.ReduceRoleHp)
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end
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function this.Init(pos)
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function this.Init(pos,num)
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local u, v = Map_Pos2UV(pos)
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--(角色身上的数据, 主要是位置信息)
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this.leaderMapData = TileMapView.GetMapData():GetMapData(u, v)
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MapManager.curMapBornPos = Map_UV2Pos(this.leaderMapData.u, this.leaderMapData.v)
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this.InitRolePre(u, v)
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LogRed("NUM"..num)
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if num ==1 then
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this.InitRolePre(u, v)
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end
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SkeletonGraphic = Util.GetGameObject(this.leader, "root/ui/roleRoot/npc"):GetComponent("SkeletonGraphic")
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SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idleFunc
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SkeletonGraphic.AnimationState:SetAnimation(0, "lauch", false)
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