Merge branch 'master_devlop_ys' of http://60.1.1.230/gaoxin/JL_Client into master_devlop_ys
commit
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m_AnchorMax: {x: 0.5, y: 0.5}
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@ -407,5 +407,6 @@ GameEvent = {
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XiaoYao={
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StartXiaoYao="XiaoYao.StartXiaoYao",--执行逍遥游跑图
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RefreshEventShow="XiaoYao.RefreshEventShow",--刷新逍遥游地图界面事件按钮显示隐藏
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PlayEventEffect="XiaoYao.PlayEventEffect",--播放事件特效
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}
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}
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@ -101,6 +101,9 @@ function this:OnClose()
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do
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destroy(this.grid.transform:GetChild(0).gameObject)
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end
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if triggertype>0 then
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Game.GlobalEvent:DispatchEvent(GameEvent.XiaoYao.PlayEventEffect)
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end
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end
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--界面销毁时调用(用于子类重写)
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@ -70,6 +70,16 @@ function this.StartXiaoYao()
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end)
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end
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function this.GetCostMaxValue()
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local vleTable=ConfigManager.GetConfigData(ConfigName.PrivilegeTypeConfig,39).Condition
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if VipManager.GetVipLevel()+1>#vleTable then
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return vleTable[#vleTable][2]
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else
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return vleTable[VipManager.GetVipLevel()+1][2]
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end
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end
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--初始化幸运转盘
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function this.InitLuckyTurnTables(msg)
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this.luckyTurnTableRewards = {}
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@ -14,7 +14,7 @@ local shopLeftTime=0
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local rouleLeftTime=0
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local bossLeftTime=0
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local isPlayMove=0
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local targetBtn
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--初始化组件(用于子类重写)
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function this:InitComponent()
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@ -41,6 +41,8 @@ function this:InitComponent()
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-- 逍遥点刷新倒计时显示
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this.bgTime = Util.GetGameObject(self.gameObject, "costProp/Bgtime")
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this.costIcon=Util.GetGameObject(self.gameObject, "costProp/icon"):GetComponent("Image")
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this.costInfo=Util.GetGameObject(self.gameObject, "costProp/energyInfo"):GetComponent("Text")
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this.addItmBtn = Util.GetGameObject(self.gameObject, "costProp/add")
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this.actCountTime = Util.GetGameObject(this.bgTime, "time"):GetComponent("Text")
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@ -121,12 +123,14 @@ end
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function this:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.XiaoYao.StartXiaoYao, this.RunMap)
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Game.GlobalEvent:AddEvent(GameEvent.XiaoYao.RefreshEventShow, this.RefreshEventBtn)
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Game.GlobalEvent:AddEvent(GameEvent.XiaoYao.PlayEventEffect, this.PlayEffect)
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end
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--移除事件监听(用于子类重写)
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function this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.XiaoYao.StartXiaoYao, this.RunMap)
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Game.GlobalEvent:RemoveEvent(GameEvent.XiaoYao.RefreshEventShow, this.RefreshEventBtn)
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Game.GlobalEvent:RemoveEvent(GameEvent.XiaoYao.PlayEventEffect, this.PlayEffect)
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end
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--刷新界面事件入口按钮显示隐藏
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function this.RefreshEventBtn()
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@ -187,7 +191,15 @@ function this.MoveTT(targetIndex,_data)
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this.StopAuto()
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end
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if isAuto then
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XiaoYaoManager.StartXiaoYao()
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if priThread then
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coroutine.stop(priThread)
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priThread = nil
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end
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priThread = coroutine.start(function()
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coroutine.wait(1)
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XiaoYaoManager.StartXiaoYao()
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end)
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end
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else
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this.MoveTT(targetIndex,_data)
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@ -203,10 +215,7 @@ function this.StopAuto()
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end
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--事件触发处理
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function this.EventTrigger(_data)
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if priThread then
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coroutine.stop(priThread)
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priThread = nil
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end
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Util.GetGameObject(this.gridParent.transform:GetChild(curGridIndex-1).gameObject,"eventPoint"):SetActive(false)
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Log("触发事件类型为:".._data.pathType)
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Log("触发事件时间为:".._data.overTime)
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@ -220,29 +229,14 @@ function this.EventTrigger(_data)
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PopupTipPanel.ShowTip("骰子x2")
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saiNum=2
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elseif _data.pathType==4 then --东海寻仙节点
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priThread = coroutine.start(function()
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this.PlayEffect(this.shopBtn)
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coroutine.wait(2)
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this.shopBtn:SetActive(true)
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shopLeftTime=_data.overTime
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UIManager.OpenPanel(UIName.XiaoYaoEventPanel,_data.pathType,allGridData[curGridIndex].eventData)
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end)
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targetBtn=this.shopBtn
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this.SetEventBtn(_data)
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elseif _data.pathType==5 then --怪物节点
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priThread = coroutine.start(function()
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this.PlayEffect(this.bossBtn)
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coroutine.wait(2)
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this.bossBtn:SetActive(true)
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bossLeftTime=_data.overTime
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UIManager.OpenPanel(UIName.XiaoYaoEventPanel,_data.pathType,allGridData[curGridIndex].eventData)
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end)
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targetBtn=this.bossBtn
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this.SetEventBtn(_data)
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elseif _data.pathType==6 then --转盘
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priThread = coroutine.start(function()
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this.PlayEffect(this.rouleBtn)
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coroutine.wait(2)
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this.rouleBtn:SetActive(true)
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rouleLeftTime=_data.overTime
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UIManager.OpenPanel(UIName.XiaoYaoEventPanel,_data.pathType,allGridData[curGridIndex].eventData)
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end)
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targetBtn=this.rouleBtn
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this.SetEventBtn(_data)
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elseif _data.pathType==7 then --终极大奖
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UIManager.OpenPanel(UIName.XiaoYaoEventPanel,0,_data.drop)
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end
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@ -260,13 +254,21 @@ function this.EventTrigger(_data)
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end
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end
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function this.PlayEffect(_btnObj)
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-- local v2 = RectTransformUtility.WorldToScreenPoint(TileMapView.GetCamera(), TileMapView.GetLiveTilePos(u, v))
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-- this.TT.transform.position
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function this.SetEventBtn(_data)
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targetBtn:SetActive(true)
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shopLeftTime=_data.overTime
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if isAuto then
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this.PlayEffect()
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PopupTipPanel.ShowTip(string.format("触发仙缘<color=#F1FF00>★%s★</color>",allGridData[curGridIndex].eventData.Desc))
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else
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UIManager.OpenPanel(UIName.XiaoYaoEventPanel,_data.pathType,allGridData[curGridIndex].eventData)
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end
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end
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function this.PlayEffect()
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this.moneyEffect.transform.position =this.TT.transform.position
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Util.ClearTrailRender(this.moneyEffect)
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this.moneyEffect:SetActive(true)
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this.moneyEffect:GetComponent("RectTransform"):DOMove(_btnObj.transform.position, 0.6, false):OnComplete(function ()
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this.moneyEffect:GetComponent("RectTransform"):DOMove(targetBtn.transform.position, 0.6, false):OnComplete(function ()
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-- 这些该死的延迟动画
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if isPlayMove==1 then return end
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if this.moneyEffect then
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@ -341,6 +343,8 @@ function this:OnOpen(_mapData)
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Log(mapBg[i])
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this.mapParent.transform:GetChild(i-1):GetComponent("Image").sprite=Util.LoadSprite(mapBg[i])
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end
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local costItemId=mapConfig.Consume[1]
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this.costIcon.sprite=Util.LoadSprite(GetResourcePath(itemConfig[costItemId].ResourceID))
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end
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local npc
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local scale
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@ -516,7 +520,6 @@ function this:OnDestroy()
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eventTimer:Stop()
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eventTimer = nil
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end
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this.liveNode=nil
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if this.liveNode then
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poolManager:UnLoadLive(npc, this.liveNode)
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this.liveNode = nil
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Reference in New Issue