战斗剧情播放两边修改
parent
dd8d7df89f
commit
45eef519df
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@ -89,6 +89,7 @@ function StoryMapPanel:OnOpen(config)
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sortingOrder = 0
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sortingOrder = 0
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this.PlayerGrouops = {}
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this.PlayerGrouops = {}
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this.triggerEvent = {}
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this.triggerEvent = {}
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this.callList = Stack.New()
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curGroupConfig = config
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curGroupConfig = config
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curGroupId = config.Id
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curGroupId = config.Id
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this.LoadMap()
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this.LoadMap()
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@ -136,6 +137,7 @@ function StoryMapPanel:OnShow()
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if not curGroupConfig.TriggerEvent or #curGroupConfig.TriggerEvent < 1 then
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if not curGroupConfig.TriggerEvent or #curGroupConfig.TriggerEvent < 1 then
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return
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return
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end
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end
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this.triggerEvent = {}
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--初始化触发事件
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--初始化触发事件
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for i = 1,#curGroupConfig.TriggerEvent do
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for i = 1,#curGroupConfig.TriggerEvent do
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local event = {}
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local event = {}
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@ -146,7 +148,7 @@ function StoryMapPanel:OnShow()
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end
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end
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table.insert(this.triggerEvent,event)
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table.insert(this.triggerEvent,event)
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end
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end
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this.callList = Stack.New()
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this.callList:Clear()
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for i = #this.triggerEvent,1,-1 do
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for i = #this.triggerEvent,1,-1 do
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this.callList:Push(function()
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this.callList:Push(function()
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this:CheckTrigger(this.triggerEvent[i])
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this:CheckTrigger(this.triggerEvent[i])
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@ -160,7 +162,6 @@ function this:StackPop()
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this.callList:Pop()()
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this.callList:Pop()()
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else
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else
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sortingOrder = newSortingOrder
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sortingOrder = newSortingOrder
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this:OnClose()
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StoryMapManager.GetSingleStoryConfig()
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StoryMapManager.GetSingleStoryConfig()
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end
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end
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end
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end
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@ -405,8 +406,7 @@ function this:CheckTrigger(data,go)
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Timer.New(function()
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Timer.New(function()
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this.UI_Effect_ChuFaEffect_04.gameObject:SetActive(false)
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this.UI_Effect_ChuFaEffect_04.gameObject:SetActive(false)
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this.UI_Effect_ChuFaEffect_07.gameObject:SetActive(false)
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this.UI_Effect_ChuFaEffect_07.gameObject:SetActive(false)
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this.btnSkipBtnComp.enabled = true
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this.btnSkipBtnComp.enabled = true
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this.btnSkipBtnComp.enabled = true
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this:StackPop()
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this:StackPop()
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end,data.groups[1],1,false):Start()
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end,data.groups[1],1,false):Start()
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end
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end
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@ -421,7 +421,7 @@ function this:EnterFight()
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fightType = 0,
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fightType = 0,
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maxRound = 20,
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maxRound = 20,
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}
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}
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UIManager.OpenPanel(UIName.BattlePanel, testFightData, BATTLE_TYPE.Test,function()
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UIManager.OpenPanel(UIName.BattlePanel, testFightData, BATTLE_TYPE.Test,function()
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this:StackPop()
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this:StackPop()
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end)
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end)
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end
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end
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@ -628,6 +628,14 @@ function StoryMapPanel:OnClose()
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poolManager:UnLoadAsset("UI_Effect_ChuFaEffect_05", this.UI_Effect_ChuFaEffect_05, PoolManager.AssetType.GameObject)
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poolManager:UnLoadAsset("UI_Effect_ChuFaEffect_05", this.UI_Effect_ChuFaEffect_05, PoolManager.AssetType.GameObject)
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this.UI_Effect_ChuFaEffect_05 = nil
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this.UI_Effect_ChuFaEffect_05 = nil
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end
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end
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if this.UI_Effect_ChuFaEffect_06 then
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poolManager:UnLoadAsset("UI_Effect_ChuFaEffect_06", this.UI_Effect_ChuFaEffect_05, PoolManager.AssetType.GameObject)
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this.UI_Effect_ChuFaEffect_06 = nil
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end
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if this.UI_Effect_ChuFaEffect_07 then
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poolManager:UnLoadAsset("UI_Effect_ChuFaEffect_07", this.UI_Effect_ChuFaEffect_05, PoolManager.AssetType.GameObject)
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this.UI_Effect_ChuFaEffect_07 = nil
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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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