【挂机】修复部分章节卡死
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438bfea81a
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4a33407d27
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@ -17,27 +17,19 @@ local mapIdList = {
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[5] = 5004,
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[5] = 5004,
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}
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}
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--初始化相机位置
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local InitCamPos = {
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[4002] = {pos = Vector3.New(27.5, -27.5, -50)},
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[5005] = {pos = Vector3.New(20, -15, -50)},
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[5002] = {pos = Vector3.New(27.5, -27.5, -50)},
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[5003] = {pos = Vector3.New(27.5, -18, -50)},
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[5004] = {pos = Vector3.New(27.5, -18, -50)},
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}
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-- 临时可生成怪的区域
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-- 临时可生成怪的区域
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local monsterArea = {
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local monsterArea = {
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[5005] = {
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[5005] = {
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x_pos = {min = 10, max = 28},
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x_pos = {min = 8, max = 28},
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y_pos = {min = 8, max = 14},
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y_pos = {min = 8, max = 14},
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},
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},
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[4002] = {
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[4002] = {
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x_pos = {min = 10, max = 20},
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x_pos = {min = 8, max = 24},
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y_pos = {min = 10, max = 15},
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y_pos = {min = 9, max = 23},
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},
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},
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[5002] = {
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[5002] = {
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x_pos = {min = 9, max = 28},
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x_pos = {min = 9, max = 32},
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y_pos = {min = 8, max = 16},
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y_pos = {min = 8, max = 16},
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},
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},
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[5003] = {
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[5003] = {
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@ -52,7 +44,7 @@ local monsterArea = {
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--自己角色的出生点
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--自己角色的出生点
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local startUV = {
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local startUV = {
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[5005] = {u = 11, v = 8},
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[5005] = {u = 15, v = 10},
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[4002] = {u = 15, v = 15},
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[4002] = {u = 15, v = 15},
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[5002] = {u = 15, v = 15},
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[5002] = {u = 15, v = 15},
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[5003] = {u = 15, v = 10},
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[5003] = {u = 15, v = 10},
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@ -115,11 +107,13 @@ function this:Init()
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PlayerManager.GetFightMapPlayerNPCData(randomNum,function(NPCList)
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PlayerManager.GetFightMapPlayerNPCData(randomNum,function(NPCList)
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--LogGreen("NPCList:"..LengthOfTable(NPCList))
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--LogGreen("NPCList:"..LengthOfTable(NPCList))
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local index = 1
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local index = 1
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local area = monsterArea[m_curMapId]
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local suv = startUV[m_curMapId]
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for k,v in pairs(NPCList) do
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for k,v in pairs(NPCList) do
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local index1 = math.random(6,12)
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local index1 = math.random(area.x_pos.min,suv.u - 3)
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local index2 = math.random(19,38)
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local index2 = math.random(suv.u + 3,area.x_pos.max)
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local index3 = math.random(1,2)
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local index3 = math.random(1,2)
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local index4 = math.random(2,19)
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local index4 = math.random(area.y_pos.min,area.y_pos.max)
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this.playerViews[index] = SubUIManager.Open(SubUIConfig.SingleFightPlayerView,this.mapRoot.transform,this)
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this.playerViews[index] = SubUIManager.Open(SubUIConfig.SingleFightPlayerView,this.mapRoot.transform,this)
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this.playerViews[index]:SetData((index3 == 1 and index1 or index2),index4,false,v)
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this.playerViews[index]:SetData((index3 == 1 and index1 or index2),index4,false,v)
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index = index + 1
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index = index + 1
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@ -132,6 +126,10 @@ function this:Init()
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this.playerViews[0]:SetData(startUV[m_curMapId].u,startUV[m_curMapId].v,true)
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this.playerViews[0]:SetData(startUV[m_curMapId].u,startUV[m_curMapId].v,true)
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end
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end
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-- 设置相机初始化位置
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local v4 = this.playerViews[0].transform.localPosition
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v4.z = -50
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TileMapView.SetCameraPos(v4)
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-- 初始化两个地图标志
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-- 初始化两个地图标志
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this.LoadMapIcon()
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this.LoadMapIcon()
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this.SetPlayerViewWalk()
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this.SetPlayerViewWalk()
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@ -168,10 +166,6 @@ 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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TileMapView.SetMapScale(Screen.height / 1920)
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TileMapView.SetMapScale(Screen.height / 1920)
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-- 设置相机初始化位置
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local camInitPos = InitCamPos[m_curMapId].pos
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TileMapView.SetCameraPos(camInitPos)
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-- 设置不点击
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-- 设置不点击
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this.dragCtrl:SetActive(false)
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this.dragCtrl:SetActive(false)
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@ -180,6 +180,7 @@ function SingleFightPlayerView:SetData(u,v,isSelf,data)
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--角色当前的uv
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--角色当前的uv
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self.roleCurPos = TileMapView.GetMapData():GetMapData(u, v)
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self.roleCurPos = TileMapView.GetMapData():GetMapData(u, v)
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LogWarn(self.roleCurPos.u.."||"..self.roleCurPos.v)
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self.bLeaderIsIdle = true
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self.bLeaderIsIdle = true
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self:SetWalkDir(WALK_DIR.LAUCH)
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self:SetWalkDir(WALK_DIR.LAUCH)
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