【寻宝迷踪】提交

dev_chengFeng
ZhangBiao 2021-08-06 11:31:41 +08:00
parent 4edc9a855b
commit 4dc9136405
7 changed files with 763 additions and 1 deletions

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@ -55751,6 +55751,10 @@ MonoBehaviour:
extension: .prefab
resPathIndex: 692
resAbNameIndex: 3235
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extension: .prefab
resPathIndex: 693
resAbNameIndex: 3235
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extension: .prefab
resPathIndex: 693
@ -73684,6 +73688,7 @@ MonoBehaviour:
- assetBundleName: lz4/prefabs/ui/generalpanel.unity3d
dependences:
- lz4/atlas/commonatlas.unity3d
- lz4/atlas/mapatlas.unity3d
- lz4/atlas/popupatlas.unity3d
- lz4/atlas/practiceatlas.unity3d
- lz4/atlas/publicatlas.unity3d

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@ -400,6 +400,7 @@ UIName = {
RecruitMainPanel = 405,
FightLevelTrialPanel = 400,--山河试炼
XunBaoMiZongPanel = 406, --寻宝迷踪
XunBaoMiZongMapPanel = 407, --寻宝迷踪地图界面
}
SubUIConfig = {

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@ -0,0 +1,230 @@
require("Base/BasePanel")
require("Base/Stack")
require("Modules/Map/Logic/TileMapController")
require("Modules/Map/Logic/TileMapView")
local XunBaoMiZongMap = Inherit(BasePanel)
local this = XunBaoMiZongMap
local mainLevelSettingConfig = ConfigManager.GetConfig(ConfigName.MainLevelSettingConfig)
local func = nil
local mapCtrl = "MapCtrl"
local flagEventPool = {}
-- 缩放值
local offsetScale = math.min(Screen.width/3241, Screen.height/1920)
--初始化组件(用于子类重写)
function XunBaoMiZongMap:InitComponent()
self.spLoader = SpriteLoader.New()
self.btnBack = Util.GetGameObject(self.gameObject, "mapParent/btnBack")
self.dragCtrl = Util.GetGameObject(self.gameObject, "mapParent/Ctrl")
self.selectMap = Util.GetGameObject(self.gameObject, "mapParent/selectMap")
self.roleRoot = Util.GetGameObject(self.gameObject, "mapParent/selectMap/Image (1)/roleRoot")
end
--绑定事件(用于子类重写)
function XunBaoMiZongMap:BindEvent()
Util.AddClick(self.btnBack, function()
self:ClosePanel()
end)
end
function XunBaoMiZongMap:OnSortingOrderChange()
end
--界面打开时调用(用于子类重写)
function XunBaoMiZongMap:OnOpen(smallFightId,_isPlayAni,_func)
func = _func
SoundManager.PlaySound(SoundConfig.Sound_WorldMap)
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function XunBaoMiZongMap:OnShow()
if self.liveNode then
self.liveNode:OnClose()
end
self.liveNode = PlayerLiveView:New(self.roleRoot,1)
self.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale5,Vector3.New(0,40,0),WALK_DIR.IDLE_FRONT)
self.liveNode:SetTitleHide()
self:LoadMapData()
end
function XunBaoMiZongMap:LoadMapData()
UIManager.camera.clearFlags = CameraClearFlags.Depth
-- 所有物体的根节点
self.mapRoot = poolManager:LoadAsset(mapCtrl, PoolManager.AssetType.GameObject)
self.mapRoot.name = mapCtrl
self.mapRoot.transform:SetParent(UIManager.uiRoot.transform.parent)
self.mapRoot.transform.position = Vector3.New(0, 0, -100)
TileMapView.fogSize = 2
TileMapView.AwakeInit(self.mapRoot, 5001)
TileMapView.isShowFog = false
TileMapController.IsShieldDrag = function()
--当栈中有逻辑,则拖动可以打断镜头跟随
return false
end
TileMapController.OnClickTile = this.OnClickTile
TileMapController.Init(self.mapRoot, self.dragCtrl)
TileMapView.Init()
-- 设置相机初始化位置
TileMapView.SetCameraPos(Vector3.New(14+(1.6*1011), 20.77, 0))-- -20.77
-- 设置镜头的尺寸
TileMapController.SetScale(TileMapView.GetMapScale() * offsetScale)
self._BuildFlag = {}
self._BuildFlagClick = {}
-- self.selectMap:SetActive(false)
for buildType, config in ConfigPairs(ConfigManager.GetConfig(ConfigName.MainLevelSettingConfig)) do
if mainLevelSettingConfig[buildType] == nil then return end
local go = poolManager:LoadAsset("FightMiddleFlag", PoolManager.AssetType.GameObject)
go.transform:SetParent(Util.GetTransform(self.mapRoot, "uiObj#"))
go.name = "FightMiddleFlag"..buildType
go:GetComponent("RectTransform").anchoredPosition3D = Vector3.New(config.ChapterTitlePosition[1], config.ChapterTitlePosition[2]-254, 10)
Util.GetTransform(go, "click"):GetComponent("RectTransform").anchoredPosition3D = Vector3.New(config.ChapterClickPosition[1], config.ChapterClickPosition[2], 0)
go.transform.localScale = Vector3.one
self._BuildFlag[buildType] = go
self._BuildFlagClick[buildType] = Util.GetTransform(go, "click").gameObject
Util.GetGameObject(go, "name"):GetComponent("Text").text = GetLanguageStrById(mainLevelSettingConfig[buildType].Name)
SetTextVerTial(Util.GetGameObject(go, "name"):GetComponent("Text"),Vector3.New(40.02,9.55,0))
local passImage = Util.GetGameObject(go, "passImage"):SetActive(false)--关闭”通“字
flagEventPool = {}
end
self:SelectRenPos(Util.GetTransform(self.mapRoot, "uiObj#"),Vector3.New(40.02,9.55,0))
end
function XunBaoMiZongMap:SelectRenPos(_parent,ChapterRolePosition)
if this.liveNode and this.liveNode.leader then
this.liveNode.leader:SetActive(true)
this.liveNode.leader.transform:SetParent(_parent.transform)
this.liveNode.leader:GetComponent("RectTransform").anchoredPosition3D = ChapterRolePosition
end
end
-- 单击
function this.OnClickTile(u, v,fuv)
if this:CheckFlagClick(fuv) then return end
Log(string.format("点击位置坐标(%s, %s)", u, v))
local targetPos = Vector3.New(u,v,0)
this:SetRoleWalk(targetPos)
end
-- 检测是否点到旗子上
function XunBaoMiZongMap:CheckFlagClick(fuv)
local mousePos = TileMapView.GetLiveTilePos(fuv.x, -fuv.y) * 100
for type, node in pairs(self._BuildFlag) do
local nPos = node.transform.anchoredPosition3D
local nRect = node.transform.rect
local nPivot = node.transform.pivot
local left = nPos.x + nRect.width * (0 - nPivot.x)
local right = nPos.x + nRect.width * (1 - nPivot.x)
local bottom = nPos.y + nRect.height * (0 - nPivot.y)
local top = nPos.y + nRect.height * (1 - nPivot.y)
if mousePos.x >= left and mousePos.x <= right
and mousePos.y >= bottom and mousePos.y <= top then
Log("type "..type.." "..LengthOfTable(flagEventPool))
if flagEventPool[type] then
flagEventPool[type]()
return true
end
end
end
Log("LengthOfTable(self._BuildFlagClick "..LengthOfTable(self._BuildFlagClick))
for type, node in pairs(self._BuildFlagClick) do
local nPos = node.transform.anchoredPosition3D + self._BuildFlag[type].transform.anchoredPosition3D
local nRect = node.transform.rect
local nPivot = node.transform.pivot
local left = nPos.x + nRect.width * (0 - nPivot.x)
local right = nPos.x + nRect.width * (1 - nPivot.x)
local bottom = nPos.y + nRect.height * (0 - nPivot.y)
local top = nPos.y + nRect.height * (1 - nPivot.y)
if mousePos.x >= left and mousePos.x <= right
and mousePos.y >= bottom and mousePos.y <= top then
Log("type "..type.." "..LengthOfTable(flagEventPool))
if flagEventPool[type] then
flagEventPool[type]()
return true
end
end
end
return false
end
-- 增加一个标记点
function XunBaoMiZongMap:AddPointFunc(type, clickTipFunc)
--mapPointEventPool[type * 10] = clickTipFunc
flagEventPool[type] = clickTipFunc
end
--角色行走
function XunBaoMiZongMap:SetRoleWalk(_targetPos)
local targetPos = _targetPos
local pos = Vector3.New(26,30,0)
if not self.liveNode then
return
end
self.liveNode.leader.transform:DOLocalMove(targetPos, 1, false):OnStart(function ()
self:SetRoleDirAction(targetPos.x, targetPos.y, pos.x, pos.y)
end):OnUpdate(function() --TODO:测试速度
end):OnComplete(function ()
Log("行走完毕")
FightPointPassManager.SetChapterOpenState(false)
self.liveNode:SetWalkDir(WALK_DIR.IDLE_FRONT)
end):SetEase(Ease.Linear)
end
function XunBaoMiZongMap:SetRoleDirAction(targetU, targetV, u0, v0)
local dU = targetU - u0
local dV = targetV - v0
if dU > 0 then
self:SetWalkDir(WALK_DIR.RUN_RIGHT)
elseif dU < 0 then
self:SetWalkDir(WALK_DIR.RUN_LEFT)
elseif dV < 0 then
self:SetWalkDir(WALK_DIR.RUN_UP)
elseif dV > 0 then
self:SetWalkDir(WALK_DIR.RUN_DOWN)
end
end
function XunBaoMiZongMap:SetWalkDir(dir)
self.liveNode:SetWalkDir(dir)
end
--卸载
function XunBaoMiZongMap:Dispose()
if self.liveNode then
self.liveNode:OnClose()
self.liveNode = nil
end
UIManager.camera.clearFlags = CameraClearFlags.Skybox
TileMapView.Exit()
TileMapController.Exit()
poolManager:UnLoadAsset(mapCtrl, self.mapRoot, PoolManager.AssetType.GameObject)
self.mapRoot = nil
for _, flag in pairs(self._BuildFlag) do
Util.AddOnceClick(flag, function()end)
poolManager:UnLoadAsset("FightMiddleFlag", flag, PoolManager.AssetType.GameObject)
end
self._BuildFlag = {}
self._BuildFlagClick = {}
end
--界面关闭时调用(用于子类重写)
function XunBaoMiZongMap:OnClose()
self:Dispose()
if func then
func()
func = nil
end
end
--界面销毁时调用(用于子类重写)
function XunBaoMiZongMap:OnDestroy()
self.spLoader:Destroy()
end
return XunBaoMiZongMap

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@ -0,0 +1,7 @@
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@ -42,7 +42,7 @@ function XunBaoMiZong:BindEvent()
end)
Util.AddOnceClick(self.btnGO,function ()
PopupTipPanel.ShowTip("寻宝")
UIManager.OpenPanel(UIName.XunBaoMiZongMapPanel)
end)
end