diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua index 2fa3cbd330..224075fbce 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua @@ -264,8 +264,8 @@ function this:OnOpen(_fightData, _fightType, _endFunc, _guideType,isChangeBGM) fightType = _fightType --判定战斗类型 isBack = _fightType == BATTLE_TYPE.BACK --判定是否是战斗回放 hadCounted = 0 - -- - if _fightType ~= BATTLE_TYPE.BACK and _fightType ~= BATTLE_TYPE.BACK_BATTLE and PlayerPrefs.GetInt(PlayerManager.uid.."isJumpFight")==1 then + -- _fightType ~= BATTLE_TYPE.BACK and _fightType ~= BATTLE_TYPE.BACK_BATTLE + if _fightType==BATTLE_TYPE.STORY_FIGHT and PlayerPrefs.GetInt(PlayerManager.uid.."isJumpFight")==1 then local record = { fightData = _fightData.fightData, @@ -282,7 +282,7 @@ function this:OnOpen(_fightData, _fightType, _endFunc, _guideType,isChangeBGM) return end this.curRound = 1 - -- LogPink(fightType) + LogPink(fightType) if _fightData.bg then this.BG:GetComponent("Image").sprite = this.spLoader:LoadSprite(_fightData.bg) else diff --git a/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua b/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua index 3f1b408560..a1024038ef 100644 --- a/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua +++ b/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua @@ -179,7 +179,7 @@ function this:InitComponent() this.fightlevelconditionBar = Util.GetGameObject(self.transform, "FightLevelConditionBar") this.fightlevelconditionBar:SetActive(false) this.jumpFightObj=Util.GetGameObject(self.transform, "jumpFight") - this.jumpFightObj:SetActive(CheckFunctionOpen(FUNCTION_OPEN_TYPE.FightJump)) + this.jumpFightBtn=Util.GetGameObject(self.transform, "jumpFight/btn") this.jumpFightGou=Util.GetGameObject(self.transform, "jumpFight/Image") end @@ -261,6 +261,7 @@ end function this:OnOpen(_panelType,...) Log("panelType:".._panelType) panelType = _panelType + this.jumpFightObj:SetActive(CheckFunctionOpen(FUNCTION_OPEN_TYPE.FightJump) and panelType==FORMATION_TYPE.STORY) if panelType == FORMATION_TYPE.EXPEDITION or panelType == FORMATION_TYPE.CARBON then for k,v in pairs(bgListGo) do v:GetComponent("Image").sprite = this.spLoader:LoadSprite("bd_xinkapaifan")