音效提交
(cherry picked from commit 5a19a26d943af8465f22614548083da158ee8c85)dev_chengFeng
parent
0843bb8c4e
commit
4c41ca0572
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@ -86,9 +86,10 @@ SoundConfig = {
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STORY_FOOT_1_1 = "story_foot_1_1", --玩家脚步声
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STORY_FOOT_1_2 = "story_foot_1_2", --怪物脚步声
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STORY_VOICE_1_1 = "story_voice_1_1", --怪物向上一格,符咒闪烁了一下。
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STORY_VOICE_1_2 = "story_voice_1_2", --点击揭下符咒的声音
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STORY_VOICE_1_2 = "story_voice_1_2", --符咒闪烁的声音
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STORY_VOICE_1_3 = "story_voice_1_3", --金箍棒砸在主角和怪物中间。
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STORY_VOICE_1_4 = "story_voice_1_4", --震退一步
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STORY_VOICE_1_5 = "story_voice_1_5", --点击揭下符咒的声音
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STORY_VOICE_2_1 = "story_voice_2_1", --随着光芒闪烁,一把从天而降的神剑插在了一只怪物面前 光芒闪烁
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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
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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
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@ -263,7 +263,7 @@ end
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--绑定事件(用于子类重写)
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function this:BindEvent()
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Util.AddOnceClick(this.btnEndLess,function()
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StoryMapManager.InitData(3)
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StoryMapManager.InitData(1)
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end)
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self.trigger = Util.GetEventTriggerListener(self.ctrl)
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@ -63,7 +63,11 @@ function StoryMapPanel:BindEvent()
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end)
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Util.AddClick(this.maskBtn, function ()
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this.mask.gameObject:SetActive(false)
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SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_2)
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if self.SoundTime1_2 then
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self.SoundTime1_2:Stop()
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self.SoundTime1_2 = nil
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end
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SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_5)
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this:StackPop()
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end)
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end
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@ -135,6 +139,7 @@ function this.LoadMap()
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end
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function StoryMapPanel:OnShow()
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SoundManager.StopMusic()
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if not curGroupConfig.TriggerEvent or #curGroupConfig.TriggerEvent < 1 then
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return
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end
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@ -404,6 +409,15 @@ function this:CheckTrigger(data,go)
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Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_06,newSortingOrder - sortingOrder)
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this.UI_Effect_ChuFaEffect_06.gameObject:SetActive(true)
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this.UI_Effect_ChuFaEffect_04.gameObject:SetActive(true)
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if self.SoundTime1_2 then
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self.SoundTime1_2:Stop()
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self.SoundTime1_2 = nil
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end
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SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_2)
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self.SoundTime1_2 = Timer.New(function()
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SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_2)
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end,1,-1,false)
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self.SoundTime1_2:Start()
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elseif data.eventType == 12 then --光芒四射的特效
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--设置上一个特效为false
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if this.UI_Effect_ChuFaEffect_06 then
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@ -667,6 +681,10 @@ function StoryMapPanel:OnClose()
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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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if self.SoundTime1_2 then
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self.SoundTime1_2:Stop()
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self.SoundTime1_2 = nil
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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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@ -183,19 +183,19 @@ function SingleStoryPlayerView:RunMap(isSetRoleDir)
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self:StackPop()
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end
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function SingleStoryPlayerView:PlayStepSound(indexType,isSetRoleDir)
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-- local curTimeStamp = GetTimeStamp()
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-- if curTimeStamp - self._PlayTimeStamp >= 0.1 then
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-- self._PlayTimeStamp = curTimeStamp
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-- if indexType == 0 then
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-- if isSetRoleDir == 10 then
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-- SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_4)
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-- else
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-- SoundManager.PlaySound(SoundConfig.STORY_FOOT_1_2)
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-- end
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-- else
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-- SoundManager.PlaySound(SoundConfig.STORY_FOOT_1_1)
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-- end
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-- end
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local curTimeStamp = GetTimeStamp()
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if curTimeStamp - self._PlayTimeStamp >= 0.5 then
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self._PlayTimeStamp = curTimeStamp
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if indexType == 0 then
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if isSetRoleDir == 10 then
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SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_4)
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else
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SoundManager.PlaySound(SoundConfig.STORY_FOOT_1_2)
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end
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else
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SoundManager.PlaySound(SoundConfig.STORY_FOOT_1_1)
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end
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end
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end
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-- 角色相关
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function SingleStoryPlayerView:SetRoleDirAction(pos,go,indexType)
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