【鸿蒙阵】修改
parent
f84e97f531
commit
4b49661f24
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@ -31683,7 +31683,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 125.3, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 100.75}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &222314792653266900
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@ -82090,7 +82090,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 0
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m_IsActive: 1
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--- !u!224 &8530015653524672247
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RectTransform:
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m_ObjectHideFlags: 0
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@ -88775,7 +88775,7 @@ MonoBehaviour:
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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m_Sprite: {fileID: 21300000, guid: 4413b93004f13514c9a191827d760a5f, type: 3}
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m_Sprite: {fileID: 21300000, guid: c046dc80bbbcde94591c38d067db5e1f, type: 3}
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m_Type: 0
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m_PreserveAspect: 0
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m_FillCenter: 1
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@ -524,5 +524,36 @@ function this.RefreshUpTowerPoint()
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return false
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end
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end
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--票战力
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local oldPowerNum = 0
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function this.SetOldPowerNum(did)
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local isCalculate = true
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if did then
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local heros = FormationManager.GetAllMainFormationHeroId()
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if not heros[did] then
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isCalculate = false
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end
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end
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if isCalculate then
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oldPowerNum = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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end
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end
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function this.WarPowerChangeNotify(did)
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local isCalculate = true
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if did then
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local heros = FormationManager.GetAllMainFormationHeroId()
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if not heros[did] then
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isCalculate = false
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end
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end
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if oldPowerNum ~= 0 and isCalculate then
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local newPowerNum = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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if oldPowerNum ~= newPowerNum then
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPowerNum,newValue = newPowerNum})
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if did then
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FormationManager.CheckHeroIdExist(did)--如果是主线阵容发生变化 会通知后端 更新任务刷新
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end
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end
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end
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end
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return HarmonyManager
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@ -32,12 +32,14 @@ function HongMengUnLoadPanel:BindEvent()
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end)
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Util.AddClick(this.BtnYes, function()
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local select = HarmonyManager:GetUnLoadData()
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HarmonyManager.SetOldPowerNum(select)
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NetManager.SendGongMingBox(select,HarmonyManager.UnLoadGongMing,2,function (msg)
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-- body HarmonyManager.SelectId
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Game.GlobalEvent:DispatchEvent(GameEvent.HongMeng.UnLoadData,msg)
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HarmonyManager:RemoveGongMingList(select)
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self:ClosePanel()
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HarmonyManager.WarPowerChangeNotify(select)
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end)
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end)
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Util.AddClick(this.BtnNo, function()
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@ -64,7 +64,7 @@ function RoleChooseListPanel:BindEvent()
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HarmonyManager:SetChooseId(TempData.dynamicId)
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HarmonyManager.SetOldPowerNum(TempData.dynamicId)
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if self.flag then --判断是否是鸿蒙使者 如果是 那就不懈装备
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-- body
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local data = {}
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@ -75,6 +75,7 @@ function RoleChooseListPanel:BindEvent()
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-- body
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Game.GlobalEvent:DispatchEvent(GameEvent.HongMeng.UpHongMengEnvoy,data)
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UIManager.OpenPanel(UIName.GongMingResultPanel,self.flag)
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HarmonyManager.WarPowerChangeNotify(TempData.dynamicId)
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end)
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else
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@ -89,6 +90,7 @@ function RoleChooseListPanel:BindEvent()
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-- body
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Game.GlobalEvent:DispatchEvent(GameEvent.HongMeng.ChooseData,TempData)
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UIManager.OpenPanel(UIName.GongMingResultPanel,self.flag)
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HarmonyManager.WarPowerChangeNotify(TempData.dynamicId)
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end)
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end
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