跳过战斗修改
parent
20e94b546f
commit
4ca7445e8b
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@ -264,8 +264,8 @@ function this:OnOpen(_fightData, _fightType, _endFunc, _guideType,isChangeBGM)
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fightType = _fightType --判定战斗类型
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isBack = _fightType == BATTLE_TYPE.BACK --判定是否是战斗回放
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hadCounted = 0
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--
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if _fightType ~= BATTLE_TYPE.BACK and _fightType ~= BATTLE_TYPE.BACK_BATTLE and PlayerPrefs.GetInt(PlayerManager.uid.."isJumpFight")==1 then
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-- _fightType ~= BATTLE_TYPE.BACK and _fightType ~= BATTLE_TYPE.BACK_BATTLE
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if _fightType==BATTLE_TYPE.STORY_FIGHT and PlayerPrefs.GetInt(PlayerManager.uid.."isJumpFight")==1 then
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local record = {
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fightData = _fightData.fightData,
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@ -282,7 +282,7 @@ function this:OnOpen(_fightData, _fightType, _endFunc, _guideType,isChangeBGM)
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return
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end
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this.curRound = 1
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-- LogPink(fightType)
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LogPink(fightType)
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if _fightData.bg then
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this.BG:GetComponent("Image").sprite = this.spLoader:LoadSprite(_fightData.bg)
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else
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@ -179,7 +179,7 @@ function this:InitComponent()
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this.fightlevelconditionBar = Util.GetGameObject(self.transform, "FightLevelConditionBar")
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this.fightlevelconditionBar:SetActive(false)
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this.jumpFightObj=Util.GetGameObject(self.transform, "jumpFight")
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this.jumpFightObj:SetActive(CheckFunctionOpen(FUNCTION_OPEN_TYPE.FightJump))
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this.jumpFightBtn=Util.GetGameObject(self.transform, "jumpFight/btn")
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this.jumpFightGou=Util.GetGameObject(self.transform, "jumpFight/Image")
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end
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@ -261,6 +261,7 @@ end
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function this:OnOpen(_panelType,...)
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Log("panelType:".._panelType)
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panelType = _panelType
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this.jumpFightObj:SetActive(CheckFunctionOpen(FUNCTION_OPEN_TYPE.FightJump) and panelType==FORMATION_TYPE.STORY)
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if panelType == FORMATION_TYPE.EXPEDITION or panelType == FORMATION_TYPE.CARBON then
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for k,v in pairs(bgListGo) do
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v:GetComponent("Image").sprite = this.spLoader:LoadSprite("bd_xinkapaifan")
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