Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop

dev_chengFeng
Genkins 2020-08-05 21:20:22 +08:00
commit 3f1eb6db0f
37 changed files with 112 additions and 35 deletions

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@ -102,6 +102,7 @@ GameEvent = {
-- 刷新英雄血量
RefreshHeroHp="Map.RefreshHeroHp",
StopWalk="Map.StopWalk",
MaskState = "Map.MaskState"
},
Event = {
PointTrigger = "Event.PointTrigger",

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@ -115,7 +115,13 @@ function DailyCarbonPanel:OnOpen(_carbonIndex)
end
function DailyCarbonPanel:OnShow()
maxForce = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
local curFormationForce = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
if PlayerManager.maxForce < curFormationForce then
PlayerManager.maxForce = curFormationForce
end
maxForce = PlayerManager.maxForce
if carbonIndex==0 then carbonIndex=1 end
this.TabCtrl:SetTabAdapter(this.TabAdapter)
this.TabCtrl:SetTabIsLockCheck(this.TabIsLockCheck)
@ -273,6 +279,7 @@ function this.SetData(root, data, ldata)
return
end
--检测妖晶数量
local itemId=storeData.Cost[1][1] --消耗道具
if BagManager.GetItemCountById(itemId)<storeData.Cost[2][4] and freeTime<=0 then

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@ -37,6 +37,7 @@ function HandBookHeroAndEquipListPanel:InitComponent()
--英雄
self.heroScroll = Util.GetGameObject(self.transform, "heroScroll")
self.heroScrollbar = Util.GetGameObject(self.transform, "heroScrollbar")
self.heroScrollbar.gameObject:SetActive(false)
self.card = poolManager:LoadAsset("card", PoolManager.AssetType.GameObject)
self.card.transform:SetParent(self.transform)
self.card:GetComponent("RectTransform").localScale = Vector3.New(1,1,1)
@ -51,6 +52,7 @@ function HandBookHeroAndEquipListPanel:InitComponent()
self.heroprefab, Vector2.New(1080, rootHight - 10), 1, 17)
sv.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, -5)
-- 保存
sv.moveTween.Strength = 5
self.SystemScrollView = sv
--装备
@ -145,7 +147,7 @@ function HandBookHeroAndEquipListPanel:OnShow()
proId = 0
if OpenType == 1 then
self.heroScroll:SetActive(true)
self.heroScrollbar:SetActive(true)
self.heroScrollbar:SetActive(false)
self.equipScroll:SetActive(false)
self.equipScrollbar:SetActive(false)
self.talismanScroll:SetActive(false)
@ -189,6 +191,13 @@ function HandBookHeroAndEquipListPanel:OnSortingOrderChange()
orginLayer = self.sortingOrder
end
function HandBookHeroAndEquipListPanel:Clone(_t)
local res = {}
res = _t
return res
end
function HandBookHeroAndEquipListPanel:GetHeroData()
--得到所有的对应星级的英雄
local tenHeroList = {}
@ -241,19 +250,20 @@ function HandBookHeroAndEquipListPanel:GetHeroData()
for k,v in pairs(herodatas) do
temp = 0
if v and #v > 0 then
LogGreen("star:"..k.." heroCount:"..#v.." HeroHaveNum:"..heroNumList[k])
--LogGreen("star:"..k.." heroCount:"..#v.." HeroHaveNum:"..heroNumList[k])
local str = Language[11096]..heroNumList[k].."/"..#v
table.insert(heroScrolldatas,{type = 2,star = k,index = 0,content = str })
for i = 1,#v do
if i%5 == 0 or i == #v then
local tempData = {}
for n = 1, i - temp do
table.insert(tempData,v[n])
for n = temp + 1, i do
table.insert(tempData,v[n])
--LogBlue("v[n].id:"..v[n].Id)
end
if i%5 ==0 then
table.insert(heroScrolldatas,{type = 1,star = k,index = math.floor(i/5), content = tempData })
table.insert(heroScrolldatas,{type = 1,star = k,index = math.floor(i/5), content = tempData})
else
table.insert(heroScrolldatas,{type = 1,star = k,index = math.floor(i/5) + 1, content = tempData })
table.insert(heroScrolldatas,{type = 1,star = k,index = math.floor(i/5) + 1, content = tempData})
end
temp = i
end
@ -271,14 +281,14 @@ function HandBookHeroAndEquipListPanel:GetHeroData()
return a.star > b.star
end
end)
for k,v in ipairs(heroScrolldatas) do
if v.content and v.type ==1 then
LogPink("star:"..v.star.." heroCount:"..#v.content.." index:"..v.index)
for n,m in ipairs(v.content) do
LogYellow("m.Id:"..m.Id.."m.Star:"..m.Star)
end
end
end
-- for k,v in ipairs(heroScrolldatas) do
-- if v.content and v.type ==1 then
-- LogPink("star:"..v.star.." heroCount:"..#v.content.." index:"..v.index)
-- for n,m in ipairs(v.content) do
-- LogYellow("m.Id:"..m.Id.."m.Star:"..m.Star)
-- end
-- end
-- end
return heroScrolldatas
end
@ -327,7 +337,7 @@ function HandBookHeroAndEquipListPanel:OnShowHeroFun()
self:SetSelectBtn()
local data = self:GetHeroData()
self.SystemScrollView:SetData(data, function(dataIndex, go)
LogYellow("dataIndex:"..dataIndex)
--LogYellow("dataIndex:"..dataIndex)
self:showData(go,data[dataIndex])
end,1)
@ -624,6 +634,8 @@ function HandBookHeroAndEquipListPanel:OnShowSingleHeroData(...)
else
lv = 1
end
Util.GetGameObject(_go.transform, "card/choosed").gameObject:SetActive(false)
Util.GetGameObject(_go.transform, "card/redAndLock").gameObject:SetActive(false)
SetHeroBg(Util.GetGameObject(_go.transform, "card"), Util.GetGameObject(_go.transform, "card/bg"),star,heroData.Quality)
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = lv

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@ -132,6 +132,7 @@ function this:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Map.MapDataChange, this.OnMapDataChange)
Game.GlobalEvent:AddEvent(GameEvent.Map.StopWalk, this.StopWalking)
Game.GlobalEvent:AddEvent(GameEvent.FoodBuff.OnFoodBuffStateChanged, this.RefreshBuffShow)
Game.GlobalEvent:AddEvent(GameEvent.Map.MaskState, this.MaskState)
missionView.AddListener()
playerView.AddListener()
@ -151,6 +152,7 @@ function this:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Map.MapDataChange, this.OnMapDataChange)
Game.GlobalEvent:RemoveEvent(GameEvent.Map.StopWalk, this.StopWalking)
Game.GlobalEvent:RemoveEvent(GameEvent.FoodBuff.OnFoodBuffStateChanged, this.RefreshBuffShow)
Game.GlobalEvent:RemoveEvent(GameEvent.Map.MaskState, this.MaskState)
missionView.RemoveListener()
playerView.RemoveListener()
@ -247,14 +249,22 @@ end
function this.InitCarbonSet()
-- 面板遮罩
this.Mask:SetActive(not MapManager.isOpen)
this.MaskState(1)
local timer = Timer.New(function()
this.MaskState(0)
end, 2.5)
timer:Start()
--如果是在序章
local isStartMap = MapManager.curMapId == 100
this.BtnBack:SetActive(not isStartMap)
end
--设置遮罩开关 1 是开 其他都是关
function this.MaskState(state)
this.Mask:SetActive(state == 1)
end
-- 根据副本的类型显示组件
function this.InitCompShow(type)
this.leftUp:SetActive(type == 2)
@ -286,7 +296,7 @@ function this.SetRoleShow(scale, pos)
DG.Tweening.Core.DOSetter_float(TileMapController.SetScale),
scale, 1):SetEase(Ease.Linear):OnComplete(function ()
this.Mask:SetActive(false)
-- this.Mask:SetActive(false)
playerView.Init(pos)
-- 进图初始化完成

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@ -231,7 +231,8 @@ function this.UpdatePowerValue()
this.powerPercent.text = _value
this.sliderValue.fillAmount = _value / 100
Game.GlobalEvent:DispatchEvent(GameEvent.Bag.OnTempBagChanged)
-- LogPurple("战斗结束")
Game.GlobalEvent:DispatchEvent(GameEvent.Map.MaskState,0)
-- -1时召唤boss
if powerValue == -1 then
this.bossEffect:SetActive(true)--进图显示召唤boss

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@ -465,6 +465,8 @@ function this.EdgeEventTrigger(u, v)
end
Log(Language[11304] .. MapManager.mapPointList[pos])
-- LogGreen("事件开始")
Game.GlobalEvent:DispatchEvent(GameEvent.Map.MaskState,1)
--如果英雄阵亡 无法选择其进行战斗
local num = #MapManager.trialHeroInfo

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@ -87,7 +87,7 @@ function this:OnShow(_parent,...)
local _args = {...}
itemId=trialSetting[1].BombId[1][1]
itemNum= BagManager.GetItemCountById(itemId)
itemNum= BagManager.GetTotalItemNum(itemId)
usedNum=MapTrialManager.bombUsed
this.RefreshPanel()
end