【添加音效】

dev_chengFeng
zhangqiang 2021-05-18 14:24:09 +08:00
parent 85f0581895
commit 433bcf9ddb
43 changed files with 327 additions and 3 deletions

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@ -34,6 +34,7 @@ SoundConfig = {
Sound_Recruit1 = "UI_Recruit_01", Sound_Recruit1 = "UI_Recruit_01",
Sound_Recruit2 = "UI_Recruit_02", Sound_Recruit2 = "UI_Recruit_02",
Sound_Recruit3 = "UI_Recruit_03", Sound_Recruit3 = "UI_Recruit_03",
Sound_Recruit4 = "UI_Recruit_04",
Sound_FootStep = "Footsteps_Run_0", --1-7随机播放 Sound_FootStep = "Footsteps_Run_0", --1-7随机播放
@ -94,4 +95,17 @@ SoundConfig = {
STORY_VOICE_2_2 = "story_voice_2_2", --一把从天而降的神剑插在了一只怪物面前 数把飞剑在主角身边依次落下,将身边一圈的怪物都扎死在剑下 STORY_VOICE_2_2 = "story_voice_2_2", --一把从天而降的神剑插在了一只怪物面前 数把飞剑在主角身边依次落下,将身边一圈的怪物都扎死在剑下
STORY_VOICE_2_3 = "story_voice_2_3", --随后剑放出光芒,形成环绕主角的法阵 法阵 STORY_VOICE_2_3 = "story_voice_2_3", --随后剑放出光芒,形成环绕主角的法阵 法阵
UI_Duanzao = "UI_Duanzao",--锻器阁
UI_Baoqi = "UI_Baoqi",--锻器阁
Footsteps_Run_08 = "Footsteps_Run_08",--新加挂机界面脚步声
UI_Guajijiangli = "UI_Guajijiangli",--挂机奖励领取
UI_Hddakai = "UI_Hddakai",--主题活动打开
UI_Hd_swk = "UI_Hd_swk",--首冲
UI_Hd_yhdd = "UI_Hd_yhdd",--至尊降世
UI_Lingshoushan = "UI_Lingshoushan",--灵兽山
UI_Siyuanzhen = "UI_Siyuanzhen",--四元阵
UI_Xingyunzhuanpan = "UI_Xingyunzhuanpan",--幸运转盘
UI_Xyy_jiaobu = "UI_Xyy_jiaobu",--逍遥游
UI_Xyy_jinbi = "UI_Xyy_jinbi",--逍遥游
} }

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@ -45,6 +45,7 @@ end
--界面打开时调用(用于子类重写) --界面打开时调用(用于子类重写)
function AdventureExploreRewardPanel:OnOpen(...) function AdventureExploreRewardPanel:OnOpen(...)
Log("挂机时长是 --- " .. TimeToHMS(AdventureManager.stateTime)) Log("挂机时长是 --- " .. TimeToHMS(AdventureManager.stateTime))
SoundManager.PlaySound(SoundConfig.UI_Guajijiangli)
this.selfsortingOrder = self.sortingOrder this.selfsortingOrder = self.sortingOrder
local args = {...} local args = {...}
baseDrop=args[1] baseDrop=args[1]

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@ -234,6 +234,8 @@ function this.Compound()
return return
end end
NetManager.ComplexEquipRequest(curIndex,curSelectEquip.Star,compoundNum,function(msg) NetManager.ComplexEquipRequest(curIndex,curSelectEquip.Star,compoundNum,function(msg)
SoundManager.PlaySound(SoundConfig.UI_Duanzao)
SoundManager.PlaySound(SoundConfig.UI_Baoqi)
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function() UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
this.OnClickTabBtn(curIndex) this.OnClickTabBtn(curIndex)
end) end)
@ -318,6 +320,8 @@ function this.AutoCompound(_position)
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.EquipCompound, UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.EquipCompound,
shengGoldNum,curRewards,function () shengGoldNum,curRewards,function ()
NetManager.ComplexEquipRequest(curIndex,0,0,function(msg) NetManager.ComplexEquipRequest(curIndex,0,0,function(msg)
SoundManager.PlaySound(SoundConfig.UI_Duanzao)
SoundManager.PlaySound(SoundConfig.UI_Baoqi)
this.OnClickTabBtn(curIndex) this.OnClickTabBtn(curIndex)
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function() UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
end) end)

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@ -202,6 +202,8 @@ function this.Compound()
--LogError("materialState[i].equipSignConFig.Id "..i.." "..materialState[i].equipSignConFig.Id) --LogError("materialState[i].equipSignConFig.Id "..i.." "..materialState[i].equipSignConFig.Id)
end end
NetManager.ComplexSoulPrintRequest(curSelectSoulPrint.Id,matialSoulPrintids,function(msg) NetManager.ComplexSoulPrintRequest(curSelectSoulPrint.Id,matialSoulPrintids,function(msg)
SoundManager.PlaySound(SoundConfig.UI_Duanzao)
SoundManager.PlaySound(SoundConfig.UI_Baoqi)
--删除魂印 --删除魂印
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function() UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
this.StartCompoundSoulPrint(curSelectSoulPrint) this.StartCompoundSoulPrint(curSelectSoulPrint)

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@ -219,6 +219,8 @@ function this.Compound()
return return
end end
NetManager.ComplexTreasureRequest(curSelectEquip.equipType,curIndex,curSelectEquip.quantity,compoundNum,function(msg) NetManager.ComplexTreasureRequest(curSelectEquip.equipType,curIndex,curSelectEquip.quantity,compoundNum,function(msg)
SoundManager.PlaySound(SoundConfig.UI_Duanzao)
SoundManager.PlaySound(SoundConfig.UI_Baoqi)
for i = 1, #msg.equipIds do for i = 1, #msg.equipIds do
EquipTreasureManager.RemoveTreasureByIdDyn(msg.equipIds[i]) EquipTreasureManager.RemoveTreasureByIdDyn(msg.equipIds[i])
end end

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@ -92,6 +92,7 @@ end
--界面打开时调用(用于子类重写) --界面打开时调用(用于子类重写)
function ActivityMainPanel:OnOpen(_activityType,_index) function ActivityMainPanel:OnOpen(_activityType,_index)
SoundManager.PlaySound(SoundConfig.UI_Hddakai)
LogGreen("this.activityType:"..tostring(this.activityType).." _index:"..tostring(_index)) LogGreen("this.activityType:"..tostring(this.activityType).." _index:"..tostring(_index))
this.activityType = _activityType this.activityType = _activityType
DynamicActivityManager.curActivityType = this.activityType DynamicActivityManager.curActivityType = this.activityType

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@ -129,6 +129,7 @@ function FirstRechargePanel:OnSortingOrderChange()
end end
local fun = nil local fun = nil
function FirstRechargePanel:OnOpen(context,_fun) function FirstRechargePanel:OnOpen(context,_fun)
SoundManager.PlaySound(SoundConfig.UI_Hd_swk)
context = context and context or {} context = context and context or {}
self.selectTabIndex = context.tabIndex and context.tabIndex or 1 self.selectTabIndex = context.tabIndex and context.tabIndex or 1
-- self:SetOncePart() -- self:SetOncePart()

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@ -196,6 +196,7 @@ function PokemonSummonPanel:Recruit(id,RecruitMaxtimesId,itemId,itemNum,state,fr
function(msg) function(msg)
self.changZhuEffect:SetActive(false) self.changZhuEffect:SetActive(false)
self.Effect_Dan_posui:SetActive(true) self.Effect_Dan_posui:SetActive(true)
SoundManager.PlaySound(SoundConfig.UI_Lingshoushan)
self.mask.gameObject:SetActive(true) self.mask.gameObject:SetActive(true)
Timer.New(function() Timer.New(function()
self.mask.gameObject:SetActive(false) self.mask.gameObject:SetActive(false)
@ -213,6 +214,7 @@ function PokemonSummonPanel:Recruit(id,RecruitMaxtimesId,itemId,itemNum,state,fr
RecruitManager.RecruitRequest(id, function(msg) RecruitManager.RecruitRequest(id, function(msg)
self.changZhuEffect:SetActive(false) self.changZhuEffect:SetActive(false)
self.Effect_Dan_posui:SetActive(true) self.Effect_Dan_posui:SetActive(true)
SoundManager.PlaySound(SoundConfig.UI_Lingshoushan)
self.mask.gameObject:SetActive(true) self.mask.gameObject:SetActive(true)
Timer.New(function() Timer.New(function()
self.mask.gameObject:SetActive(false) self.mask.gameObject:SetActive(false)

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@ -186,6 +186,7 @@ end
--界面打开时调用(用于子类重写) --界面打开时调用(用于子类重写)
local fun = nil local fun = nil
function SupremeHeroPopup:OnOpen(_fun) function SupremeHeroPopup:OnOpen(_fun)
SoundManager.PlaySound(SoundConfig.UI_Hd_yhdd)
fun = _fun fun = _fun
end end

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@ -183,7 +183,7 @@ end
--界面打开时调用(用于子类重写) --界面打开时调用(用于子类重写)
function SingleRecruitPanel:OnOpen(...) function SingleRecruitPanel:OnOpen(...)
this.UI_Effect_open:SetActive(true) this.UI_Effect_open:SetActive(true)
SoundManager.PlaySound(SoundConfig.Sound_Recruit1) SoundManager.PlaySound(SoundConfig.Sound_Recruit4)
this.UI_Effect_choukaSSR:SetActive(false) this.UI_Effect_choukaSSR:SetActive(false)
this.UI_Effect_choukaSR:SetActive(false) this.UI_Effect_choukaSR:SetActive(false)
this.UI_Effect_choukaR:SetActive(false) this.UI_Effect_choukaR:SetActive(false)

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@ -103,6 +103,7 @@ end
--界面打开时调用(用于子类重写) --界面打开时调用(用于子类重写)
function SecretBoxBuyOnePanel:OnOpen(...) function SecretBoxBuyOnePanel:OnOpen(...)
-- this.itemIcon1.sprite=Util.LoadSprite(GetResourcePath(ItemConfig[SecretBoxManager.MainCost[1][1][1]].ResourceID)) -- this.itemIcon1.sprite=Util.LoadSprite(GetResourcePath(ItemConfig[SecretBoxManager.MainCost[1][1][1]].ResourceID))
SoundManager.PlaySound(SoundConfig.UI_Siyuanzhen)
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.ElementDrawCard }) this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.ElementDrawCard })
local args = { ... } local args = { ... }
this.drop=args[1] this.drop=args[1]

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@ -129,6 +129,7 @@ function XiaoYaoLuckyTurnTablePopup:tableTurnEffect(speed,itemId)
redNext:SetActive(true) redNext:SetActive(true)
-- 音效 -- 音效
SoundManager.PlaySound(SoundConfig.Sound_zp) SoundManager.PlaySound(SoundConfig.Sound_zp)
SoundManager.PlaySound(SoundConfig.UI_Xingyunzhuanpan)
index = index + 1 index = index + 1
--LogGreen("index == "..index) --LogGreen("index == "..index)
--检测最后的奖励 --检测最后的奖励

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@ -246,7 +246,14 @@ function this.MoveTT(targetIndex,_data)
--LogGreen("curGridIndex:"..curGridIndex) --LogGreen("curGridIndex:"..curGridIndex)
allEffect[curGridIndex].gameObject:SetActive(true) allEffect[curGridIndex].gameObject:SetActive(true)
--allEffect[curGridIndex].gameObject:SetActive(false) --allEffect[curGridIndex].gameObject:SetActive(false)
this.TT.transform:DOAnchorPos(Vector3(allGridData[curGridIndex].x,allGridData[curGridIndex].y,0),0.3):OnComplete(function () this.TT.transform:DOAnchorPos(Vector3(allGridData[curGridIndex].x,allGridData[curGridIndex].y,0),0.3):OnUpdate(function()
local curTimeStamp = GetTimeStamp()
if curTimeStamp - this._PlayTimeStamp >= 0.3 then
this._PlayTimeStamp = curTimeStamp
SoundManager.PlaySound(SoundConfig.UI_Xyy_jiaobu)
SoundManager.PlaySound(SoundConfig.UI_Xyy_jinbi)
end
end):OnComplete(function ()
this.mapProcess.text=string.format(Language[12008],(curGridIndex/#allGridData*100)) this.mapProcess.text=string.format(Language[12008],(curGridIndex/#allGridData*100))
this.MapMove(allGridData[curGridIndex].x,0.3) this.MapMove(allGridData[curGridIndex].x,0.3)
if curGridIndex==targetIndex then if curGridIndex==targetIndex then
@ -633,6 +640,7 @@ end
function this:OnShow() function this:OnShow()
--显示资源条 --显示资源条
this._PlayTimeStamp = 0
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.MonsterCamp }) this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.MonsterCamp })
this.ShowCountTime() this.ShowCountTime()
this.startBtn:SetActive(true) this.startBtn:SetActive(true)

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@ -401,7 +401,7 @@ function SingleFightPlayerView:PlayStepSound()
local curTimeStamp = GetTimeStamp() local curTimeStamp = GetTimeStamp()
if curTimeStamp - self._PlayTimeStamp >= 0.3 then if curTimeStamp - self._PlayTimeStamp >= 0.3 then
self._PlayTimeStamp = curTimeStamp self._PlayTimeStamp = curTimeStamp
SoundManager.PlaySound(SoundConfig.Sound_FootStep..math.random(1,7)) SoundManager.PlaySound(SoundConfig.Sound_FootStep.. 8) --math.random(1,7))
end end
end end