diff --git a/Assets/ManagedResources/~Lua/Modules/Fight/FightSmallChoosePanel.lua b/Assets/ManagedResources/~Lua/Modules/Fight/FightSmallChoosePanel.lua index 75e7c8e2ea..d4313b8f70 100644 --- a/Assets/ManagedResources/~Lua/Modules/Fight/FightSmallChoosePanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Fight/FightSmallChoosePanel.lua @@ -40,15 +40,6 @@ function FightSmallChoosePanel:InitComponent() -- SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0) -- end -- end - if self.liveNode == nil then - self.liveNode = PlayerLiveView:New(Util.GetTransform(self.selectMap, "pos"),1) - self.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale4,Vector3.New(0,40,0)) - if FightPointPassManager.GetRoleDirection()==1 then - self.liveNode:SetWalkDir(WALK_DIR.RUN_LEFT) - else - self.liveNode:SetWalkDir(WALK_DIR.RUN_RIGHT) - end - end self.chapterInfo = Util.GetGameObject(self.gameObject, "chapterInfo") self.titleText = Util.GetGameObject(self.gameObject, "chapterInfo/titleText"):GetComponent("Text") @@ -93,6 +84,17 @@ function FightSmallChoosePanel:OnShow() --self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main }) self:OnShowPanelData() SoundManager.PlaySound(SoundConfig.Sound_LittleMap) + + if self.liveNode then + self.liveNode:OnClose() + end + self.liveNode = PlayerLiveView:New(Util.GetGameObject(self.selectMap, "pos"),1) + self.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale4,Vector3.New(0,40,0)) + if FightPointPassManager.GetRoleDirection()==1 then + self.liveNode:SetWalkDir(WALK_DIR.RUN_LEFT) + else + self.liveNode:SetWalkDir(WALK_DIR.RUN_RIGHT) + end end --初始化界面 @@ -112,7 +114,7 @@ function FightSmallChoosePanel:OnShowPanelData() -- end -- end if self.liveNode == nil then - self.liveNode = PlayerLiveView:New(Util.GetTransform(self.selectMap, "pos"),1) + self.liveNode = PlayerLiveView:New(Util.GetGameObject(self.selectMap, "pos"),1) self.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale4,Vector3.New(0,40,0)) if FightPointPassManager.GetRoleDirection()==1 then self.liveNode:SetWalkDir(WALK_DIR.RUN_LEFT) @@ -186,13 +188,13 @@ function FightSmallChoosePanel:SelectRenPos(_parent) end --界面关闭时调用(用于子类重写) function FightSmallChoosePanel:OnClose() - if self.liveNode then - self.liveNode:OnClose() - end end --界面销毁时调用(用于子类重写) function FightSmallChoosePanel:OnDestroy() + if self.liveNode then + self.liveNode:OnClose() + end --SubUIManager.Close(self.UpView) smallListGo = {} diff --git a/Assets/ManagedResources/~Lua/Modules/Fight/View/FightMiddleChooseMapView.lua b/Assets/ManagedResources/~Lua/Modules/Fight/View/FightMiddleChooseMapView.lua index a4504a5f24..a703162b3b 100644 --- a/Assets/ManagedResources/~Lua/Modules/Fight/View/FightMiddleChooseMapView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Fight/View/FightMiddleChooseMapView.lua @@ -15,36 +15,13 @@ local offsetScale = math.min(Screen.width/3241, Screen.height/1920) local rootParent = nil -- local SkeletonGraphic local curMiddleFightId = 0 --- 设置角色行走方向 --- local WALK_DIR = { --- RIGHT = {animation = "move2", y = 0}, --- LEFT = {animation = "move2", y = 180}, --- UP = {animation = "move3", y = 0}, --- DOWN = {animation = "move", y = 0}, --- } - --- local mapNpc = "live2d_npc_map" --- local mapNpc2 = "live2d_npc_map_nv" --- local npc, scale function this:InitComponent(root) -- 地图点击拖动 rootParent = root this.dragCtrl = Util.GetGameObject(root, "mapParent/Ctrl") this.selectMap = Util.GetGameObject(root, "mapParent/selectMap") - - -- npc = NameManager.roleSex == ROLE_SEX.BOY and mapNpc or mapNpc2 - -- scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one or Vector3.one * 0.5 - -- this.liveNode = poolManager:LoadLive(npc, Util.GetTransform(root, "mapParent/selectMap/Image (1)/roleRoot"), scale, Vector3.zero) - -- SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic") - -- if SkeletonGraphic then - -- SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) - -- end - if this.liveNode then - this.liveNode:OnClose() - end - this.liveNode = PlayerLiveView:New(Util.GetTransform(root, "mapParent/selectMap/Image (1)/roleRoot"),1) - this.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale5,Vector3.New(0,40,0),WALK_DIR.IDLE_FRONT) + end local IsPlayAni = false local curSmallFightId = 0 @@ -54,6 +31,11 @@ function this:Init(_curSmallFightId,_IsPlayAni,_openPanel) IsPlayAni = _IsPlayAni curSmallFightId = _curSmallFightId openPanel = _openPanel + if this.liveNode then + this.liveNode:OnClose() + end + this.liveNode = PlayerLiveView:New(Util.GetGameObject(rootParent, "mapParent/selectMap/Image (1)/roleRoot"),1) + this.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale5,Vector3.New(0,40,0),WALK_DIR.IDLE_FRONT) this:LoadMapData() if IsPlayAni then local time3 = Timer.New(function () @@ -90,19 +72,6 @@ function this:LoadMapData() -- 设置镜头的尺寸 TileMapController.SetScale(TileMapView.GetMapScale() * offsetScale) - -- if this.liveNode == nil then - -- npc = NameManager.roleSex == ROLE_SEX.BOY and mapNpc or mapNpc2 - -- scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one or Vector3.one * 0.5 - -- this.liveNode = poolManager:LoadLive(npc, Util.GetTransform(root, "mapParent/selectMap/Image (1)/roleRoot"), scale, Vector3.zero) - -- SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic") - -- if SkeletonGraphic then - -- SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) - -- end - -- end - if this.liveNode == nil then - this.liveNode = PlayerLiveView:New(Util.GetTransform(rootParent, "mapParent/selectMap/Image (1)/roleRoot"),1) - this.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale5,Vector3.New(0,40,0),WALK_DIR.IDLE_FRONT) - end this._BuildFlag = {} this._BuildFlagClick = {} this.selectMap:SetActive(false) @@ -173,10 +142,10 @@ function this.SetRoleWalk(middleFightId) local pos = Vector3.New(oldMainLevelSettingConfig.ChapterRolePosition[1]+30, oldMainLevelSettingConfig.ChapterRolePosition[2]-100,100) local targetPos = tagerPos local speed = 5 -- 越大越慢 - if this.liveNode == nil then - this.liveNode = PlayerLiveView:New(Util.GetTransform(rootParent, "mapParent/selectMap/Image (1)/roleRoot"),1) - this.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale5,Vector3.New(0,40,0),WALK_DIR.IDLE_FRONT) - end + -- if this.liveNode == nil then + -- this.liveNode = PlayerLiveView:New(Util.GetGameObject(rootParent, "mapParent/selectMap/Image (1)/roleRoot"),1) + -- this.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale5,Vector3.New(0,40,0),WALK_DIR.IDLE_FRONT) + -- end this.liveNode.leader.transform:DOLocalMove(targetPos, speed / 5, false):OnStart(function () this.SetRoleDirAction(targetPos.x, targetPos.y, pos.x, pos.y) end):OnUpdate(function() --TODO:测试速度 @@ -188,7 +157,6 @@ function this.SetRoleWalk(middleFightId) openPanel:OnRefreshMiddleClick() openPanel:OnRefreshBackClick() end - -- SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) this.liveNode:SetWalkDir(WALK_DIR.IDLE_FRONT) UIManager.OpenPanel(UIName.UnlockCheckpointPopup,FightPointPassManager.curOpenFight) end):SetEase(Ease.Linear) @@ -211,8 +179,6 @@ function this.SetRoleDirAction(targetU, targetV, u0, v0) end function this.SetWalkDir(dir) - -- SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, dir.y, 0) - -- SkeletonGraphic.AnimationState:SetAnimation(0, dir.animation, true) this.liveNode:SetWalkDir(dir) end @@ -277,11 +243,6 @@ function this.SelectRenPos(_parent,ChapterRolePosition) end end function this:Dispose() - -- if this.liveNode then - -- this.liveNode.transform:SetParent(Util.GetGameObject(rootParent, "mapParent/selectMap/Image (1)/roleRoot").transform) - -- poolManager:UnLoadLive(npc, this.liveNode, PoolManager.AssetType.GameObject) - -- this.liveNode = nil - -- end if this.liveNode then this.liveNode:OnClose() end diff --git a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua index adf1f59010..935d324efb 100644 --- a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua @@ -1760,8 +1760,9 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt -- end -- end --end + --玩家称号 皮肤 坐骑属性加成 - -- local playerDcorateAdd = PlayerManager.CalculatePlayerDcorateProAddVal() + local playerDcorateAdd = PlayerManager.CalculatePlayerDcorateProAddVal() --if playerDcorateAdd and LengthOfTable(playerDcorateAdd) > 0 then -- for i, v in pairs(playerDcorateAdd) do -- if v > 0 then