【称号坐骑时装】中地图修改
parent
bdcfd4cc65
commit
40cc3683f9
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@ -40,15 +40,6 @@ function FightSmallChoosePanel:InitComponent()
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-- SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0)
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-- SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0)
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-- end
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-- end
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-- end
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-- end
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if self.liveNode == nil then
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self.liveNode = PlayerLiveView:New(Util.GetTransform(self.selectMap, "pos"),1)
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self.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale4,Vector3.New(0,40,0))
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if FightPointPassManager.GetRoleDirection()==1 then
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self.liveNode:SetWalkDir(WALK_DIR.RUN_LEFT)
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else
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self.liveNode:SetWalkDir(WALK_DIR.RUN_RIGHT)
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end
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end
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self.chapterInfo = Util.GetGameObject(self.gameObject, "chapterInfo")
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self.chapterInfo = Util.GetGameObject(self.gameObject, "chapterInfo")
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self.titleText = Util.GetGameObject(self.gameObject, "chapterInfo/titleText"):GetComponent("Text")
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self.titleText = Util.GetGameObject(self.gameObject, "chapterInfo/titleText"):GetComponent("Text")
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@ -93,6 +84,17 @@ function FightSmallChoosePanel:OnShow()
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--self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
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--self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
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self:OnShowPanelData()
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self:OnShowPanelData()
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SoundManager.PlaySound(SoundConfig.Sound_LittleMap)
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SoundManager.PlaySound(SoundConfig.Sound_LittleMap)
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if self.liveNode then
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self.liveNode:OnClose()
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end
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self.liveNode = PlayerLiveView:New(Util.GetGameObject(self.selectMap, "pos"),1)
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self.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale4,Vector3.New(0,40,0))
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if FightPointPassManager.GetRoleDirection()==1 then
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self.liveNode:SetWalkDir(WALK_DIR.RUN_LEFT)
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else
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self.liveNode:SetWalkDir(WALK_DIR.RUN_RIGHT)
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end
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end
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end
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--初始化界面
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--初始化界面
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@ -112,7 +114,7 @@ function FightSmallChoosePanel:OnShowPanelData()
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-- end
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-- end
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-- end
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-- end
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if self.liveNode == nil then
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if self.liveNode == nil then
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self.liveNode = PlayerLiveView:New(Util.GetTransform(self.selectMap, "pos"),1)
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self.liveNode = PlayerLiveView:New(Util.GetGameObject(self.selectMap, "pos"),1)
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self.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale4,Vector3.New(0,40,0))
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self.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale4,Vector3.New(0,40,0))
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if FightPointPassManager.GetRoleDirection()==1 then
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if FightPointPassManager.GetRoleDirection()==1 then
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self.liveNode:SetWalkDir(WALK_DIR.RUN_LEFT)
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self.liveNode:SetWalkDir(WALK_DIR.RUN_LEFT)
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@ -186,13 +188,13 @@ function FightSmallChoosePanel:SelectRenPos(_parent)
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end
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end
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--界面关闭时调用(用于子类重写)
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--界面关闭时调用(用于子类重写)
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function FightSmallChoosePanel:OnClose()
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function FightSmallChoosePanel:OnClose()
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if self.liveNode then
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self.liveNode:OnClose()
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end
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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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--界面销毁时调用(用于子类重写)
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function FightSmallChoosePanel:OnDestroy()
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function FightSmallChoosePanel:OnDestroy()
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if self.liveNode then
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self.liveNode:OnClose()
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end
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--SubUIManager.Close(self.UpView)
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--SubUIManager.Close(self.UpView)
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smallListGo = {}
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smallListGo = {}
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@ -15,17 +15,6 @@ local offsetScale = math.min(Screen.width/3241, Screen.height/1920)
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local rootParent = nil
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local rootParent = nil
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-- local SkeletonGraphic
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-- local SkeletonGraphic
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local curMiddleFightId = 0
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local curMiddleFightId = 0
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-- 设置角色行走方向
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-- local WALK_DIR = {
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-- RIGHT = {animation = "move2", y = 0},
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-- LEFT = {animation = "move2", y = 180},
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-- UP = {animation = "move3", y = 0},
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-- DOWN = {animation = "move", y = 0},
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-- }
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-- local mapNpc = "live2d_npc_map"
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-- local mapNpc2 = "live2d_npc_map_nv"
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-- local npc, scale
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function this:InitComponent(root)
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function this:InitComponent(root)
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-- 地图点击拖动
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-- 地图点击拖动
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@ -33,18 +22,6 @@ function this:InitComponent(root)
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this.dragCtrl = Util.GetGameObject(root, "mapParent/Ctrl")
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this.dragCtrl = Util.GetGameObject(root, "mapParent/Ctrl")
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this.selectMap = Util.GetGameObject(root, "mapParent/selectMap")
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this.selectMap = Util.GetGameObject(root, "mapParent/selectMap")
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-- npc = NameManager.roleSex == ROLE_SEX.BOY and mapNpc or mapNpc2
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-- scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one or Vector3.one * 0.5
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-- this.liveNode = poolManager:LoadLive(npc, Util.GetTransform(root, "mapParent/selectMap/Image (1)/roleRoot"), scale, Vector3.zero)
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-- SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic")
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-- if SkeletonGraphic then
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-- SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
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-- end
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if this.liveNode then
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this.liveNode:OnClose()
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end
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this.liveNode = PlayerLiveView:New(Util.GetTransform(root, "mapParent/selectMap/Image (1)/roleRoot"),1)
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this.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale5,Vector3.New(0,40,0),WALK_DIR.IDLE_FRONT)
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end
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end
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local IsPlayAni = false
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local IsPlayAni = false
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local curSmallFightId = 0
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local curSmallFightId = 0
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@ -54,6 +31,11 @@ function this:Init(_curSmallFightId,_IsPlayAni,_openPanel)
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IsPlayAni = _IsPlayAni
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IsPlayAni = _IsPlayAni
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curSmallFightId = _curSmallFightId
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curSmallFightId = _curSmallFightId
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openPanel = _openPanel
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openPanel = _openPanel
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if this.liveNode then
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this.liveNode:OnClose()
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end
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this.liveNode = PlayerLiveView:New(Util.GetGameObject(rootParent, "mapParent/selectMap/Image (1)/roleRoot"),1)
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this.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale5,Vector3.New(0,40,0),WALK_DIR.IDLE_FRONT)
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this:LoadMapData()
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this:LoadMapData()
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if IsPlayAni then
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if IsPlayAni then
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local time3 = Timer.New(function ()
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local time3 = Timer.New(function ()
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@ -90,19 +72,6 @@ function this:LoadMapData()
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-- 设置镜头的尺寸
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-- 设置镜头的尺寸
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TileMapController.SetScale(TileMapView.GetMapScale() * offsetScale)
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TileMapController.SetScale(TileMapView.GetMapScale() * offsetScale)
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-- if this.liveNode == nil then
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-- npc = NameManager.roleSex == ROLE_SEX.BOY and mapNpc or mapNpc2
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-- scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one or Vector3.one * 0.5
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-- this.liveNode = poolManager:LoadLive(npc, Util.GetTransform(root, "mapParent/selectMap/Image (1)/roleRoot"), scale, Vector3.zero)
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-- SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic")
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-- if SkeletonGraphic then
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-- SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
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-- end
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-- end
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if this.liveNode == nil then
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this.liveNode = PlayerLiveView:New(Util.GetTransform(rootParent, "mapParent/selectMap/Image (1)/roleRoot"),1)
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this.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale5,Vector3.New(0,40,0),WALK_DIR.IDLE_FRONT)
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end
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this._BuildFlag = {}
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this._BuildFlag = {}
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this._BuildFlagClick = {}
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this._BuildFlagClick = {}
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this.selectMap:SetActive(false)
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this.selectMap:SetActive(false)
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@ -173,10 +142,10 @@ function this.SetRoleWalk(middleFightId)
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local pos = Vector3.New(oldMainLevelSettingConfig.ChapterRolePosition[1]+30, oldMainLevelSettingConfig.ChapterRolePosition[2]-100,100)
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local pos = Vector3.New(oldMainLevelSettingConfig.ChapterRolePosition[1]+30, oldMainLevelSettingConfig.ChapterRolePosition[2]-100,100)
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local targetPos = tagerPos
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local targetPos = tagerPos
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local speed = 5 -- 越大越慢
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local speed = 5 -- 越大越慢
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if this.liveNode == nil then
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-- if this.liveNode == nil then
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this.liveNode = PlayerLiveView:New(Util.GetTransform(rootParent, "mapParent/selectMap/Image (1)/roleRoot"),1)
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-- this.liveNode = PlayerLiveView:New(Util.GetGameObject(rootParent, "mapParent/selectMap/Image (1)/roleRoot"),1)
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this.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale5,Vector3.New(0,40,0),WALK_DIR.IDLE_FRONT)
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-- this.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale5,Vector3.New(0,40,0),WALK_DIR.IDLE_FRONT)
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end
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-- end
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this.liveNode.leader.transform:DOLocalMove(targetPos, speed / 5, false):OnStart(function ()
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this.liveNode.leader.transform:DOLocalMove(targetPos, speed / 5, false):OnStart(function ()
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this.SetRoleDirAction(targetPos.x, targetPos.y, pos.x, pos.y)
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this.SetRoleDirAction(targetPos.x, targetPos.y, pos.x, pos.y)
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end):OnUpdate(function() --TODO:测试速度
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end):OnUpdate(function() --TODO:测试速度
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@ -188,7 +157,6 @@ function this.SetRoleWalk(middleFightId)
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openPanel:OnRefreshMiddleClick()
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openPanel:OnRefreshMiddleClick()
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openPanel:OnRefreshBackClick()
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openPanel:OnRefreshBackClick()
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end
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end
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-- SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
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this.liveNode:SetWalkDir(WALK_DIR.IDLE_FRONT)
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this.liveNode:SetWalkDir(WALK_DIR.IDLE_FRONT)
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UIManager.OpenPanel(UIName.UnlockCheckpointPopup,FightPointPassManager.curOpenFight)
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UIManager.OpenPanel(UIName.UnlockCheckpointPopup,FightPointPassManager.curOpenFight)
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end):SetEase(Ease.Linear)
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end):SetEase(Ease.Linear)
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@ -211,8 +179,6 @@ function this.SetRoleDirAction(targetU, targetV, u0, v0)
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end
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end
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function this.SetWalkDir(dir)
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function this.SetWalkDir(dir)
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-- SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, dir.y, 0)
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-- SkeletonGraphic.AnimationState:SetAnimation(0, dir.animation, true)
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this.liveNode:SetWalkDir(dir)
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this.liveNode:SetWalkDir(dir)
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end
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end
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@ -277,11 +243,6 @@ function this.SelectRenPos(_parent,ChapterRolePosition)
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end
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end
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end
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end
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function this:Dispose()
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function this:Dispose()
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-- if this.liveNode then
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-- this.liveNode.transform:SetParent(Util.GetGameObject(rootParent, "mapParent/selectMap/Image (1)/roleRoot").transform)
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-- poolManager:UnLoadLive(npc, this.liveNode, PoolManager.AssetType.GameObject)
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-- this.liveNode = nil
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-- end
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if this.liveNode then
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if this.liveNode then
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this.liveNode:OnClose()
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this.liveNode:OnClose()
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end
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end
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@ -1760,8 +1760,9 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
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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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--玩家称号 皮肤 坐骑属性加成
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--玩家称号 皮肤 坐骑属性加成
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-- local playerDcorateAdd = PlayerManager.CalculatePlayerDcorateProAddVal()
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local playerDcorateAdd = PlayerManager.CalculatePlayerDcorateProAddVal()
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--if playerDcorateAdd and LengthOfTable(playerDcorateAdd) > 0 then
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--if playerDcorateAdd and LengthOfTable(playerDcorateAdd) > 0 then
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-- for i, v in pairs(playerDcorateAdd) do
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-- for i, v in pairs(playerDcorateAdd) do
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-- if v > 0 then
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-- if v > 0 then
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