Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c
commit
35acdf34ef
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@ -83,6 +83,11 @@ function this.SingleChapterDataShow(go, data)
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npc = PlayerLiveView:New(playerParent.transform,2, PlayerLiveViewData,this.sortingOrder)
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npc = PlayerLiveView:New(playerParent.transform,2, PlayerLiveViewData,this.sortingOrder)
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npc:OnOpen(GetPlayerRoleSingleConFig().Scale6,Vector3.New(0,0,0),WALK_DIR.IDLE_LEFT)
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npc:OnOpen(GetPlayerRoleSingleConFig().Scale6,Vector3.New(0,0,0),WALK_DIR.IDLE_LEFT)
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end
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end
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if curChapterId == data.chapterId then
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playerParent.gameObject:SetActive(true)
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else
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playerParent.gameObject:SetActive(false)
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end
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cur:SetActive(curChapterId == data.chapterId)
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cur:SetActive(curChapterId == data.chapterId)
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open:SetActive(curChapterId > data.chapterId)
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open:SetActive(curChapterId > data.chapterId)
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lock:SetActive(curChapterId < data.chapterId)
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lock:SetActive(curChapterId < data.chapterId)
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@ -115,15 +115,21 @@ function this.ShowChapterPoint()
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table.insert(allNodeDatas,value)
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table.insert(allNodeDatas,value)
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end
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end
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table.sort(allNodeDatas, function(a,b) return a.nodeId < b.nodeId end)
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table.sort(allNodeDatas, function(a,b) return a.nodeId < b.nodeId end)
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local num = 0
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local points = {}
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for i = 1, #allNodeDatas do
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for i = 1, #allNodeDatas do
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if allNodeDatas[i].config.UselessPoint then
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if allNodeDatas[i].config.UselessPoint then
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local isOpen = this.GetCurLevelIsOpen(allNodeDatas[i])-- -1 未开启 0 开启 1 需解锁上一关 2 等级不足
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for j = 1, #allNodeDatas[i].config.UselessPoint do
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for j = 1, #allNodeDatas[i].config.UselessPoint do
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num = num + 1
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table.insert(points,{allNodeDatas[i].config.UselessPoint[j][1],allNodeDatas[i].config.UselessPoint[j][2],isOpen})
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-- if allNodeDatas[i].config.UselessPoint[j + 1] then
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-- local posX = allNodeDatas[i].config.UselessPoint[j][1] + (allNodeDatas[i].config.UselessPoint[j + 1][1] - allNodeDatas[i].config.UselessPoint[j][1])/2
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-- local posY = allNodeDatas[i].config.UselessPoint[j][2] + (allNodeDatas[i].config.UselessPoint[j + 1][2] - allNodeDatas[i].config.UselessPoint[j][2])/2
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-- table.insert(points,{posX,posY,isOpen})
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-- end
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end
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end
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end
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end
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end
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end
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for i = 1, math.max(#allSmallPoint , num) do
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for i = 1, math.max(#allSmallPoint , #points) do
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local go = allSmallPoint[i]
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local go = allSmallPoint[i]
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if not go then
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if not go then
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go = newObject(this.pointPre)
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go = newObject(this.pointPre)
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@ -135,18 +141,11 @@ function this.ShowChapterPoint()
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end
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end
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go.gameObject:SetActive(false)
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go.gameObject:SetActive(false)
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end
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end
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local index = 0
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for i = 1, #points do
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for i = 1, #allNodeDatas do
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allSmallPoint[i].gameObject:SetActive(true)
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local isOpen = this.GetCurLevelIsOpen(allNodeDatas[i])-- -1 未开启 0 开启 1 需解锁上一关 2 等级不足
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allSmallPoint[i].transform.localPosition = Vector3.New(points[i][1],points[i][2],0)
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if allNodeDatas[i].config.UselessPoint then
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local image = allSmallPoint[i]:GetComponent("Image")
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for j = 1, #allNodeDatas[i].config.UselessPoint do
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image.sprite = this.spLoader:LoadSprite(points[i][3] == 0 and point[1] or point[2])
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index = index + 1
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allSmallPoint[index].gameObject:SetActive(true)
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allSmallPoint[index].transform.localPosition = Vector3.New(allNodeDatas[i].config.UselessPoint[j][1],allNodeDatas[i].config.UselessPoint[j][2],0)
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local image = allSmallPoint[index]:GetComponent("Image")
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image.sprite = this.spLoader:LoadSprite(isOpen == 0 and point[1] or point[2])
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end
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end
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end
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end
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end
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end
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@ -327,25 +326,30 @@ function this.LeftOrRightBtnClickEvent(index)
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-- chapterData = FightLevelManager.GetChapterData(chapterId)
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-- chapterData = FightLevelManager.GetChapterData(chapterId)
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local upChapterId = chapterData.chapterId - 1
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local upChapterId = chapterData.chapterId - 1
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local upChapterData = FightLevelManager.GetChapterData(upChapterId)
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local upChapterData = FightLevelManager.GetChapterData(upChapterId)
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local canLeft = true
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if upChapterData and upChapterId <= FightLevelManager.GetCurChapterId() then
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if upChapterData and upChapterId <= FightLevelManager.GetCurChapterId() then
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this.leftBtn:SetActive(true)
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this.leftBtn:SetActive(true)
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else
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else
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canLeft = false
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this.leftBtn:SetActive(false)
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this.leftBtn:SetActive(false)
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end
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end
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local downChapterId = chapterData.chapterId + 1
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local downChapterId = chapterData.chapterId + 1
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local downChapterData = FightLevelManager.GetChapterData(downChapterId)
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local downChapterData = FightLevelManager.GetChapterData(downChapterId)
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local canRight = true
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if downChapterData and downChapterId <= FightLevelManager.GetCurChapterId() then
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if downChapterData and downChapterId <= FightLevelManager.GetCurChapterId() then
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this.rightBtn:SetActive(true)
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this.rightBtn:SetActive(true)
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else
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else
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canRight = false
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this.rightBtn:SetActive(false)
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this.rightBtn:SetActive(false)
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end
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end
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if index and index == 1 then--左
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if index and index == 1 and canLeft then--左
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chapterId = upChapterId
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chapterId = upChapterId
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chapterData = upChapterData
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chapterData = upChapterData
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this.OnShowPanel()
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this.OnShowPanel()
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this.LeftOrRightBtnClickEvent()
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this.LeftOrRightBtnClickEvent()
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elseif index and index == 2 then--右
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elseif index and index == 2 and canRight then--右
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chapterId = downChapterId
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chapterId = downChapterId
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chapterData = downChapterData
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chapterData = downChapterData
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this.OnShowPanel()
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this.OnShowPanel()
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