【山河社稷图】提交

dev_chengFeng
zhangqiang 2021-05-11 16:58:01 +08:00
parent effe90990f
commit 410f679e68
7 changed files with 127 additions and 13 deletions

View File

@ -1090,6 +1090,7 @@ FORMATION_TYPE = {
GUILD_DEATHPOS=19,
XUANYUAN_MIRROR=20,
GUILD_TRANSCRIPT=21,
FIGHTLEVEL=22,
}
--活动Type定义
@ -2235,7 +2236,8 @@ BATTLE_TYPE = {
XINJIANG = 16, --新将来袭
XIAOYAOYOU = 18, --逍遥游战斗
TASUILINGXIAO = 19, --踏碎凌霄
FIGHTLEVEL = 20, --山河社稷图
FIGHTLEVEL = 20, --山河社稷图主关卡
FIGHT_ASSISTANT_LEVEL = 21, --山河社稷图副关卡战斗
BACK_BATTLE = 1000, -- 系统战斗回放
}
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
--开始战斗
local HardStageFightResponseMsg = {}
function this.FightLevelFightBattle(_fightLevelData, callBack)
if _fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then
NetManager.HardStageFightRequest(_fightLevelData.nodeId, FormationTypeDef.FORMATION_NORMAL,function (msg)--FIGHT_LEVEL
local fightData = BattleManager.GetBattleServerData(msg,0)
NetManager.HardStageFightRequest(_fightLevelData.nodeId, FormationTypeDef.FIGHT_LEVEL,function (msg)--FIGHT_LEVEL
-- LogYellow("ssssssssssssssssssss 9")
HardStageFightResponseMsg = msg
UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.FIGHTLEVEL, callBack)
end)
end
if _fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel or _fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevel then
local fightData = BattleManager.GetBattleServerData(msg,0)
UIManager.OpenPanel(UIName.BattlePanel, fightData, _fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel and BATTLE_TYPE.FIGHTLEVEL or BATTLE_TYPE.FIGHT_ASSISTANT_LEVEL, callBack)
elseif _fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevelReward then
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
--刷新数据刷新界面
end)
end
end)
end
function this.GetHardStageFightResponseMsg()
return HardStageFightResponseMsg

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@ -6,7 +6,7 @@ local parent
local sortingOrder=0
local fun
local heroListGo = {}
local fightLevelData = 0
local fightLevelData = {}
local liveNodes = {}
local liveNames = {}
local condition = {}
@ -36,7 +36,7 @@ end
function this:BindEvent()
Util.AddClick(this.sureBtn, function()
FightLevelManager.FightLevelFightBattle(fightLevelData)
UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.FIGHTLEVEL,fightLevelData)
end)
Util.AddClick(this.backBtn, function()
parent:ClosePanel()
@ -86,10 +86,7 @@ function this:ShoeCondition()
noStarImage:SetActive(not FightLevelManager.GetCurLevelStarState(fightLevelData.state,i))
getStarImage:SetActive(FightLevelManager.GetCurLevelStarState(fightLevelData.state,i))
Util.GetGameObject(conditionGo[i], "Text"):GetComponent("Text").text = i
LogYellow("v "..v )
local vIndex = tonumber(v)
Util.GetGameObject(conditionGo[i], "infolText"):GetComponent("Text").text = HardStageCondition[vIndex].Describe
LogYellow("HardStageCondition[v].Describe "..HardStageCondition[vIndex].Describe)
Util.GetGameObject(conditionGo[i], "infolText"):GetComponent("Text").text = HardStageCondition[v].Describe
end
end
-- 编队数据匹配

View File

@ -59,6 +59,7 @@ this.PanelOptionView = {
[FORMATION_TYPE.GUILD_DEATHPOS]="Modules/Formation/View/GuildDeathPosFormation",
[FORMATION_TYPE.XUANYUAN_MIRROR]="Modules/Formation/View/XuanYuanMirrorFormation",
[FORMATION_TYPE.GUILD_TRANSCRIPT]="Modules/Formation/View/GuildTranscriptFormation",
[FORMATION_TYPE.FIGHTLEVEL]="Modules/Formation/View/FightLevelFormation",
}
function this:InitComponent()
orginLayer=0

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@ -0,0 +1,72 @@
----- 山河社稷图 -----
local FightLevelFormation = {}
local this = FightLevelFormation
--- 是否需要切换编队的功能
this.IsNeedChangeFormation = false
local hadClick = false
--local GetCurNodeInfo
this.nodeData = {}
--- 逻辑初始化
function this.Init(root, _nodeData)
this.root = root
this.nodeData = _nodeData
this.InitView()
end
--- 获取需要显示的编队id
function this.GetFormationIndex()
--FormationManager.curFormationIndex = FormationTypeDef.FORMATION_NORMAL
return FormationTypeDef.FIGHT_LEVEL
end
--- btn1点击回调事件
function this.On_Btn1_Click()
this.root.SetOneKeyGoExpedition()
end
function this.On_Btn2_Click()
if not hadClick then
hadClick = true
if this.root.order>=1 then
--保存编队
FormationManager.RefreshFormation(this.root.curFormationIndex, this.root.choosedList,
FormationManager.formationList[this.root.curFormationIndex].teamPokemonInfos)
else
PopupTipPanel.ShowTip(string.format(Language[10699], 1))
hadClick = false
return
end
-- 编队为空
if #FormationManager.formationList[FormationTypeDef.FIGHT_LEVEL].teamHeroInfos == 0 then
PopupTipPanel.ShowTip(Language[10700])
hadClick = false
return
end
this.StartFight()
end
end
-- 初始化界面显示
function this.InitView()
this.root.btn_1:SetActive(true)
this.root.btn_2:SetActive(true)
this.root.btn_1_lab.text = Language[10710]
this.root.btn_2_lab.text = Language[10706]
MapManager.isCarbonEnter = false
this.root.formTip:SetActive(true)
this.root.formTip:GetComponent("Text").text = Language[10717] ..20 .. Language[10718]
local costTip = this.root.costTip
costTip:SetActive(false)
hadClick = false
this.root.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
end
-- 开始战斗
function this.StartFight()
FightLevelManager.FightLevelFightBattle(this.nodeData,function()
this.root:ClosePanel()
end)
end
return this

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 4d02fe74dfd496148944ac16133e6a45
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -5006,6 +5006,36 @@ function NetManager.HardStageRequest(func)
end
end)
end
--山河社稷图领取宝箱奖励
function NetManager.GetHardStageChapterReward(_chapterId,_rewradId,func)
local data = PlayerInfoProto_pb.GetHardStageChapterReward()
data.chapterId = _chapterId
data.rewradId = _rewradId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.HARD_STAGE_CHAPTER_REWARD_REQUEST, MessageTypeProto_pb.HARD_STAGE_CHAPTER_REWARD_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.GetHardStageChapterRewardResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--山河社稷图请求战斗回放
function NetManager.HardStageReportRequset(_chapterId,_nodeId,func)
local data = PlayerInfoProto_pb.HardStageReportRequset()
data.chapterId = _chapterId;
data.nodeId = _nodeId;
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.HARD_STAGE_REPORT_REQUEST, MessageTypeProto_pb.HARD_STAGE_REPORT_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.HardStageReportResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--山河社稷图开始节点战斗操作
function NetManager.HardStageFightRequest(_nodeId,_teamId,_expInfo,func)
local data = PlayerInfoProto_pb.HardStageFightRequest()