【山河社稷图】提交
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effe90990f
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410f679e68
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@ -1090,6 +1090,7 @@ FORMATION_TYPE = {
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GUILD_DEATHPOS=19,
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XUANYUAN_MIRROR=20,
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GUILD_TRANSCRIPT=21,
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FIGHTLEVEL=22,
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}
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--活动Type定义
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@ -2235,7 +2236,8 @@ BATTLE_TYPE = {
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XINJIANG = 16, --新将来袭
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XIAOYAOYOU = 18, --逍遥游战斗
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TASUILINGXIAO = 19, --踏碎凌霄
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FIGHTLEVEL = 20, --山河社稷图
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FIGHTLEVEL = 20, --山河社稷图主关卡
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FIGHT_ASSISTANT_LEVEL = 21, --山河社稷图副关卡战斗
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BACK_BATTLE = 1000, -- 系统战斗回放
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}
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rankKingList={ [1] = { bgImage = "r_zjm_paihangbang_banner04_zh", name = Language[12096] ,rankType = RANK_TYPE.FIGHT_LEVEL_RANK,activiteId = 0,isRankingMainPanelShow = true},
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@ -109,13 +109,18 @@ end
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--开始战斗
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local HardStageFightResponseMsg = {}
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function this.FightLevelFightBattle(_fightLevelData, callBack)
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if _fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then
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NetManager.HardStageFightRequest(_fightLevelData.nodeId, FormationTypeDef.FORMATION_NORMAL,function (msg)--FIGHT_LEVEL
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local fightData = BattleManager.GetBattleServerData(msg,0)
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NetManager.HardStageFightRequest(_fightLevelData.nodeId, FormationTypeDef.FIGHT_LEVEL,function (msg)--FIGHT_LEVEL
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-- LogYellow("ssssssssssssssssssss 9")
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HardStageFightResponseMsg = msg
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UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.FIGHTLEVEL, callBack)
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end)
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end
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if _fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel or _fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevel then
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local fightData = BattleManager.GetBattleServerData(msg,0)
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UIManager.OpenPanel(UIName.BattlePanel, fightData, _fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel and BATTLE_TYPE.FIGHTLEVEL or BATTLE_TYPE.FIGHT_ASSISTANT_LEVEL, callBack)
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elseif _fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevelReward then
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UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
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--刷新数据刷新界面
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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.GetHardStageFightResponseMsg()
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return HardStageFightResponseMsg
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@ -6,7 +6,7 @@ local parent
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local sortingOrder=0
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local fun
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local heroListGo = {}
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local fightLevelData = 0
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local fightLevelData = {}
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local liveNodes = {}
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local liveNames = {}
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local condition = {}
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@ -36,7 +36,7 @@ end
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function this:BindEvent()
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Util.AddClick(this.sureBtn, function()
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FightLevelManager.FightLevelFightBattle(fightLevelData)
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UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.FIGHTLEVEL,fightLevelData)
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end)
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Util.AddClick(this.backBtn, function()
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parent:ClosePanel()
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@ -86,10 +86,7 @@ function this:ShoeCondition()
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noStarImage:SetActive(not FightLevelManager.GetCurLevelStarState(fightLevelData.state,i))
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getStarImage:SetActive(FightLevelManager.GetCurLevelStarState(fightLevelData.state,i))
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Util.GetGameObject(conditionGo[i], "Text"):GetComponent("Text").text = i
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LogYellow("v "..v )
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local vIndex = tonumber(v)
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Util.GetGameObject(conditionGo[i], "infolText"):GetComponent("Text").text = HardStageCondition[vIndex].Describe
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LogYellow("HardStageCondition[v].Describe "..HardStageCondition[vIndex].Describe)
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Util.GetGameObject(conditionGo[i], "infolText"):GetComponent("Text").text = HardStageCondition[v].Describe
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end
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end
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-- 编队数据匹配
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@ -59,6 +59,7 @@ this.PanelOptionView = {
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[FORMATION_TYPE.GUILD_DEATHPOS]="Modules/Formation/View/GuildDeathPosFormation",
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[FORMATION_TYPE.XUANYUAN_MIRROR]="Modules/Formation/View/XuanYuanMirrorFormation",
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[FORMATION_TYPE.GUILD_TRANSCRIPT]="Modules/Formation/View/GuildTranscriptFormation",
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[FORMATION_TYPE.FIGHTLEVEL]="Modules/Formation/View/FightLevelFormation",
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}
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function this:InitComponent()
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orginLayer=0
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@ -0,0 +1,72 @@
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----- 山河社稷图 -----
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local FightLevelFormation = {}
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local this = FightLevelFormation
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--- 是否需要切换编队的功能
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this.IsNeedChangeFormation = false
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local hadClick = false
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--local GetCurNodeInfo
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this.nodeData = {}
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--- 逻辑初始化
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function this.Init(root, _nodeData)
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this.root = root
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this.nodeData = _nodeData
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this.InitView()
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end
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--- 获取需要显示的编队id
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function this.GetFormationIndex()
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--FormationManager.curFormationIndex = FormationTypeDef.FORMATION_NORMAL
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return FormationTypeDef.FIGHT_LEVEL
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end
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--- btn1点击回调事件
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function this.On_Btn1_Click()
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this.root.SetOneKeyGoExpedition()
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end
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function this.On_Btn2_Click()
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if not hadClick then
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hadClick = true
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if this.root.order>=1 then
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--保存编队
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FormationManager.RefreshFormation(this.root.curFormationIndex, this.root.choosedList,
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FormationManager.formationList[this.root.curFormationIndex].teamPokemonInfos)
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else
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PopupTipPanel.ShowTip(string.format(Language[10699], 1))
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hadClick = false
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return
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end
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-- 编队为空
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if #FormationManager.formationList[FormationTypeDef.FIGHT_LEVEL].teamHeroInfos == 0 then
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PopupTipPanel.ShowTip(Language[10700])
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hadClick = false
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return
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end
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this.StartFight()
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end
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end
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-- 初始化界面显示
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function this.InitView()
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this.root.btn_1:SetActive(true)
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this.root.btn_2:SetActive(true)
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this.root.btn_1_lab.text = Language[10710]
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this.root.btn_2_lab.text = Language[10706]
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MapManager.isCarbonEnter = false
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this.root.formTip:SetActive(true)
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this.root.formTip:GetComponent("Text").text = Language[10717] ..20 .. Language[10718]
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local costTip = this.root.costTip
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costTip:SetActive(false)
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hadClick = false
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this.root.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
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end
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-- 开始战斗
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function this.StartFight()
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FightLevelManager.FightLevelFightBattle(this.nodeData,function()
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this.root:ClosePanel()
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end)
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end
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return this
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 4d02fe74dfd496148944ac16133e6a45
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -5006,6 +5006,36 @@ function NetManager.HardStageRequest(func)
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end
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end)
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end
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--山河社稷图领取宝箱奖励
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function NetManager.GetHardStageChapterReward(_chapterId,_rewradId,func)
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local data = PlayerInfoProto_pb.GetHardStageChapterReward()
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data.chapterId = _chapterId
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data.rewradId = _rewradId
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local msg = data:SerializeToString()
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Network:SendMessageWithCallBack(MessageTypeProto_pb.HARD_STAGE_CHAPTER_REWARD_REQUEST, MessageTypeProto_pb.HARD_STAGE_CHAPTER_REWARD_RESPONSE, msg, function(buffer)
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local data = buffer:DataByte()
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local msg = PlayerInfoProto_pb.GetHardStageChapterRewardResponse()
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msg:ParseFromString(data)
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if func then
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func(msg)
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end
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end)
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end
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--山河社稷图请求战斗回放
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function NetManager.HardStageReportRequset(_chapterId,_nodeId,func)
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local data = PlayerInfoProto_pb.HardStageReportRequset()
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data.chapterId = _chapterId;
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data.nodeId = _nodeId;
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local msg = data:SerializeToString()
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Network:SendMessageWithCallBack(MessageTypeProto_pb.HARD_STAGE_REPORT_REQUEST, MessageTypeProto_pb.HARD_STAGE_REPORT_RESPONSE, msg, function(buffer)
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local data = buffer:DataByte()
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local msg = PlayerInfoProto_pb.HardStageReportResponse()
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msg:ParseFromString(data)
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if func then
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func(msg)
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end
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end)
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end
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--山河社稷图开始节点战斗操作
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function NetManager.HardStageFightRequest(_nodeId,_teamId,_expInfo,func)
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local data = PlayerInfoProto_pb.HardStageFightRequest()
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