关卡动态页面和巅峰赛竞技场

onepiece_demo_arena
xiejun 2023-12-22 15:36:03 +08:00
parent dddcea85b4
commit 4f8f3955ce
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@ -63,7 +63,7 @@ function FightPointPassMainPanel:InitComponent()
invadeMonster:InitComponent(self.gameObject, this) invadeMonster:InitComponent(self.gameObject, this)
this.spLoader = SpriteLoader.New() this.spLoader = SpriteLoader.New()
isAnimActive = false isAnimActive = false
--fightMap:InitComponent(self.gameObject, this) fightMap:InitComponent(self.gameObject, this)
-- 通关豪礼入口 -- 通关豪礼入口
this.pgBtn=Util.GetGameObject(self.gameObject,"LeftUp/box/passGift") this.pgBtn=Util.GetGameObject(self.gameObject,"LeftUp/box/passGift")
this.pgFrame=Util.GetGameObject(this.pgBtn,"frame"):GetComponent("Image") this.pgFrame=Util.GetGameObject(this.pgBtn,"frame"):GetComponent("Image")
@ -373,7 +373,7 @@ function this.SetInitAnim()
-- fightSkeleton.AnimationState:SetAnimation(0, fightAnim[2], false) -- fightSkeleton.AnimationState:SetAnimation(0, fightAnim[2], false)
-- isAnimActive = true -- isAnimActive = true
-- chooseAnim = FightPointPassManager.IsFightBoss() and 4 or 3 -- chooseAnim = FightPointPassManager.IsFightBoss() and 4 or 3
--fightMap.StopAction() fightMap.StopAction()
UIManager.OpenPanel(UIName.FightLevelSwitchPopup, true) UIManager.OpenPanel(UIName.FightLevelSwitchPopup, true)
end end
@ -385,7 +385,7 @@ function this:PlayerKillAllSkill()
go.transform.localPosition =offset go.transform.localPosition =offset
go:SetActive(true) go:SetActive(true)
this.skillTimer = Timer.New(function () this.skillTimer = Timer.New(function ()
--fightMap.AllBattleEnd() fightMap.AllBattleEnd()
end,3) end,3)
this.skillTimer:Start() this.skillTimer:Start()
Timer.New(function () Timer.New(function ()
@ -404,7 +404,7 @@ end
function FightPointPassMainPanel:AddListener() function FightPointPassMainPanel:AddListener()
invadeMonster:AddListener() invadeMonster:AddListener()
--fightMap:AddListener() fightMap:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.FunctionCtrl.OnFunctionOpen, this.BtnsIsOpen) Game.GlobalEvent:AddEvent(GameEvent.FunctionCtrl.OnFunctionOpen, this.BtnsIsOpen)
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateFindTreasureMaterialNum) Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateFindTreasureMaterialNum)
Game.GlobalEvent:AddEvent(GameEvent.FindTreasure.RefreshFindTreasureRedPot, this.RefreshFindTreasureRedPoint) Game.GlobalEvent:AddEvent(GameEvent.FindTreasure.RefreshFindTreasureRedPot, this.RefreshFindTreasureRedPoint)
@ -423,7 +423,7 @@ end
function FightPointPassMainPanel:RemoveListener() function FightPointPassMainPanel:RemoveListener()
invadeMonster:RemoveListener() invadeMonster:RemoveListener()
--fightMap:RemoveListener() fightMap:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.FunctionCtrl.OnFunctionOpen, this.BtnsIsOpen) Game.GlobalEvent:RemoveEvent(GameEvent.FunctionCtrl.OnFunctionOpen, this.BtnsIsOpen)
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, this.UpdateFindTreasureMaterialNum) Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, this.UpdateFindTreasureMaterialNum)
Game.GlobalEvent:RemoveEvent(GameEvent.FindTreasure.RefreshFindTreasureRedPot, this.RefreshFindTre3asureRedPoint) Game.GlobalEvent:RemoveEvent(GameEvent.FindTreasure.RefreshFindTreasureRedPot, this.RefreshFindTre3asureRedPoint)
@ -532,7 +532,7 @@ function FightPointPassMainPanel:OnShow()
coroutine.start(function() coroutine.start(function()
-- coroutine.wait(0.01) -- coroutine.wait(0.01)
if UIManager.IsOpen(UIName.FightPointPassMainPanel) then if UIManager.IsOpen(UIName.FightPointPassMainPanel) then
--fightMap:Init() fightMap:Init()
hasMap = true hasMap = true
end end
end) end)
@ -800,10 +800,10 @@ end
-- 执行关卡战斗 -- 执行关卡战斗
function this.ExcuteBattle() function this.ExcuteBattle()
if not FightPointPassManager.IsChapterClossState() then if not FightPointPassManager.IsChapterClossState() then
--fightMap.StopAction() fightMap.StopAction()
if hasMap then if hasMap then
LogGreen("关闭挂机") LogGreen("关闭挂机")
--fightMap:OnClose() fightMap:OnClose()
hasMap = false hasMap = false
end end
-- UIManager.OpenPanel(UIName.FightMiddleChoosePanel, FightPointPassManager.curOpenFight, true,function () -- UIManager.OpenPanel(UIName.FightMiddleChoosePanel, FightPointPassManager.curOpenFight, true,function ()
@ -892,7 +892,7 @@ function FightPointPassMainPanel:OnSortingOrderChange()
--Util.AddParticleSortLayer(this.UI_Effect_MuBiaoJiangLi, self.sortingOrder - orginLayer) --Util.AddParticleSortLayer(this.UI_Effect_MuBiaoJiangLi, self.sortingOrder - orginLayer)
Util.SetParticleSortLayer(this.fightSaoGuang, self.sortingOrder + 1) Util.SetParticleSortLayer(this.fightSaoGuang, self.sortingOrder + 1)
Util.SetParticleSortLayer(this.fightGuideEffect, self.sortingOrder + 2) Util.SetParticleSortLayer(this.fightGuideEffect, self.sortingOrder + 2)
--fightMap:OnSortingOrderChange(self.sortingOrder) fightMap:OnSortingOrderChange(self.sortingOrder)
orginLayer = self.sortingOrder orginLayer = self.sortingOrder
@ -910,7 +910,7 @@ function FightPointPassMainPanel:OnClose()
hasLoad = false hasLoad = false
invadeMonster:OnClose() invadeMonster:OnClose()
if hasMap then if hasMap then
--fightMap:OnClose() fightMap:OnClose()
hasMap = false hasMap = false
end end

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@ -21,36 +21,37 @@ local mapIdList = {
-- 临时可生成怪的区域 -- 临时可生成怪的区域
local monsterArea = { local monsterArea = {
[5005] = { [5005] = {
x_pos = {min = 8, max = 28}, x_pos = {min = 2, max =6},
y_pos = {min = 8, max = 14}, y_pos = {min = 2, max = 6},
}, },
[4002] = { [4002] = {
x_pos = {min = 8, max = 24}, x_pos = {min = 2, max =6},
y_pos = {min = 9, max = 23}, y_pos = {min = 2, max = 6},
}, },
[5002] = { [5002] = {
x_pos = {min = 9, max = 32}, x_pos = {min = 2, max =7},
y_pos = {min = 8, max = 16}, y_pos = {min = 2, max = 7},
}, },
[5003] = { [5003] = {
x_pos = {min = 8, max = 28}, x_pos = {min = 2, max =6},
y_pos = {min = 8, max = 14}, y_pos = {min = 2, max = 6},
}, },
[5004] = { [5004] = {
x_pos = {min = 8, max = 27}, x_pos = {min = 2, max =6},
y_pos = {min = 8, max = 15}, y_pos = {min = 2, max = 6},
}, },
} }
--自己角色的出生点 --自己角色的出生点
local startUV = { local startUV = {
[5005] = {u = 15, v = 10}, [5005] = {u = 3, v = 3},
[4002] = {u = 15, v = 15}, [4002] = {u = 3, v = 3},
[5002] = {u = 15, v = 15}, [5002] = {u = 3, v = 3},
[5003] = {u = 15, v = 10}, [5003] = {u = 3, v = 3},
[5004] = {u = 15, v = 10}, [5004] = {u = 3, v = 3},
} }
-- 允许出现的事件点的图标数量 -- 允许出现的事件点的图标数量
local iconNum = 9 local iconNum = 9
-- 地图图标的上限值 -- 地图图标的上限值
@ -109,7 +110,7 @@ function this:Init()
if not this.playerViews[0] then if not this.playerViews[0] then
--Log(m_curMapId) --Log(m_curMapId)
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.guajigongneng) then if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.guajigongneng) then
iconNum = 20 iconNum = 5
local randomNum = 0--math.random(2,3) local randomNum = 0--math.random(2,3)
PlayerManager.GetFightMapPlayerNPCData(randomNum,function(NPCList) PlayerManager.GetFightMapPlayerNPCData(randomNum,function(NPCList)
if this.isClose then if this.isClose then
@ -349,9 +350,11 @@ function this.LoadPointIcon(useAnim)
local u = math.random(area.x_pos.min, area.x_pos.max) local u = math.random(area.x_pos.min, area.x_pos.max)
--Log("area.y_pos.min:"..tostring(area.y_pos.min).." area.y_pos.max:"..tostring(area.y_pos.max)) --Log("area.y_pos.min:"..tostring(area.y_pos.min).." area.y_pos.max:"..tostring(area.y_pos.max))
local v = math.random(area.y_pos.min, area.y_pos.max) local v = math.random(area.y_pos.min, area.y_pos.max)
--Log("u:"..tostring(u).." v:"..tostring(v)) LogError("u:"..tostring(u).." v:"..tostring(v))
local pos = Map_UV2Pos(u, v) local pos = Map_UV2Pos(u, v)
if pos <256 then
LogError("小于256的uv"..u.."|"..v)
end
local mapPointId = math.random(1,maxIcon) local mapPointId = math.random(1,maxIcon)
-- 随机出来的位置已经有图标,则再次随机 -- 随机出来的位置已经有图标,则再次随机
if this.iconList[pos] or pos == 1285 or this.IsHaveBitchNear(pos) or mapPointId==5 or mapPointId==7 then if this.iconList[pos] or pos == 1285 or this.IsHaveBitchNear(pos) or mapPointId==5 or mapPointId==7 then

View File

@ -268,9 +268,9 @@ function this.ShowSingleData(go,data,i)
Util.GetGameObject(go, "sdBtn/dianzanImage/Text"):GetComponent("Text").text = data.worshipTime Util.GetGameObject(go, "sdBtn/dianzanImage/Text"):GetComponent("Text").text = data.worshipTime
dianzanImage:SetActive(data.hadProud) dianzanImage:SetActive(data.hadProud)
if data.hadProud then if data.hadProud then
sdBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_button_001") sdBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("Btn_hz_cheng_01")
else else
sdBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("f_feishengshi_huanganniu") sdBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("Btn_hz_cheng_01")
end end

View File

@ -69,7 +69,10 @@ function this.InithightLadderData(_msg)
enterable = _msg.enterable--是否可以参加 竞技场100名以内参加 enterable = _msg.enterable--是否可以参加 竞技场100名以内参加
isGroup = _msg.isGroup--是否被分组 是1 否0 isGroup = _msg.isGroup--是否被分组 是1 否0
isStart = _msg.isStart--是否在3周内在为0 不在为1 开服三周后功能开始 isStart = _msg.isStart--是否在3周内在为0 不在为1 开服三周后功能开始
Log(string.format("获取到了当前为开服第%s周",tostring(isStart))) if isStart==0 then
isStart=1
end
LogError(string.format("获取到了当前为开服第%s周",tostring(isStart)))
end end
--推送更新 --推送更新
function this.IndicationHightLadderData(_msg) function this.IndicationHightLadderData(_msg)

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@ -165,8 +165,8 @@ function this.New(ulen, vlen)
instance.uLen = ulen instance.uLen = ulen
instance.vLen = vlen instance.vLen = vlen
instance.mapData = {} instance.mapData = {}
for i = 1, ulen do for i = 0, ulen do
for j = 1, vlen do for j = 0, vlen do
instance.mapData[Map_UV2Pos(i, j)] = TileData.New(i, j,0) instance.mapData[Map_UV2Pos(i, j)] = TileData.New(i, j,0)
end end
end end

View File

@ -47,7 +47,7 @@ local _tileSize
local _tileLivePool local _tileLivePool
local _tileClearPool local _tileClearPool
---chanllengeMapConfig的size字段
local _tileUMaxNum local _tileUMaxNum
local _tileVMaxNum local _tileVMaxNum
@ -246,6 +246,15 @@ function this.CameraScale(screenPoint, scale)
end end
function this.IsOutArea(u, v) function this.IsOutArea(u, v)
if u<1 then
LogError("Out1")
elseif v<1 then
LogError("Out2")
elseif u>_tileUMaxNum then
LogError("Out3")
elseif v>_tileVMaxNum then
LogError("Out4")
end
return u < 1 or v < 1 or u > _tileUMaxNum or v > _tileVMaxNum return u < 1 or v < 1 or u > _tileUMaxNum or v > _tileVMaxNum
end end
@ -344,6 +353,7 @@ local pathCache = {}
function this.ShowPath(u, v, targetU, targetV, funcCanPass) function this.ShowPath(u, v, targetU, targetV, funcCanPass)
this.ClearPath() this.ClearPath()
if this.IsOutArea(targetU, targetV) then if this.IsOutArea(targetU, targetV) then
LogError("超出边界"..u.."and"..v.."targetU"..targetU.."targetV"..targetV)
return return
end end
local list = _mapData:FindPath(_mapData:GetMapData(u, v), _mapData:GetMapData(targetU, targetV), funcCanPass) local list = _mapData:FindPath(_mapData:GetMapData(u, v), _mapData:GetMapData(targetU, targetV), funcCanPass)
@ -554,8 +564,9 @@ function this.Init()
if not _bg then if not _bg then
_bg = transform:Find("BG#") _bg = transform:Find("BG#")
_bg:SetParent(transform, false) _bg:SetParent(transform, false)
--sample 1080 /100/2=54
_bgW = _mapConfig[_mapId].TileSize[1] / this.PIXELS_PER_UNIT / 2 _bgW = _mapConfig[_mapId].TileSize[1] / this.PIXELS_PER_UNIT / 2
--sample 1920 /100/2=96
_bgH = _mapConfig[_mapId].TileSize[2] / this.PIXELS_PER_UNIT / 2 _bgH = _mapConfig[_mapId].TileSize[2] / this.PIXELS_PER_UNIT / 2
local offsetX = math.ceil((_mapConfig[_mapId].TileSize[1]-_mapData.uLen*_defaultTileSize.x)/_defaultTileSize.x/2) local offsetX = math.ceil((_mapConfig[_mapId].TileSize[1]-_mapData.uLen*_defaultTileSize.x)/_defaultTileSize.x/2)
@ -681,7 +692,7 @@ function this.DrawTiles()
uiRoot = transform:Find("uiObj#") uiRoot = transform:Find("uiObj#")
uiRoot.gameObject:GetComponent("Canvas").worldCamera = ViewCamera uiRoot.gameObject:GetComponent("Canvas").worldCamera = ViewCamera
uiRoot.gameObject:GetComponent("RectTransform").sizeDelta = Vector2.New(_mapConfig[_mapId].TileSize[1], _mapConfig[_mapId].TileSize[2]) uiRoot.gameObject:GetComponent("RectTransform").sizeDelta = Vector2.New(_mapConfig[_mapId].TileSize[1], _mapConfig[_mapId].TileSize[2])
--uiRoot.transform.localPosition = _bg.localPosition uiRoot.gameObject:SetActive(true)
while _tilesGroup.childCount > 0 do while _tilesGroup.childCount > 0 do
GameObject.DestroyImmediate(_tilesGroup:GetChild(0).gameObject) GameObject.DestroyImmediate(_tilesGroup:GetChild(0).gameObject)

View File

@ -87,14 +87,14 @@ function PlayerLiveView:RemoveListener()
end end
--界面打开时调用(用于子类重写) --界面打开时调用(用于子类重写)
function PlayerLiveView:OnOpen(scale,pos,dir) function PlayerLiveView:OnOpen(scale,pos,dir,isMap)
if scale then if scale then
self.leader.transform.localScale = Vector3.New(scale,scale,scale) self.leader.transform.localScale = Vector3.New(scale,scale,scale)
end end
if pos then if pos then
self.leader.transform.localPosition = pos self.leader.transform.localPosition = pos
end end
self:OnShowLive() self:OnShowLive(isMap)
if dir then if dir then
self:SetWalkDir(dir) self:SetWalkDir(dir)
end end
@ -124,8 +124,14 @@ end
--加载三个立绘(称号 坐骑 皮肤) --加载三个立绘(称号 坐骑 皮肤)
function PlayerLiveView:OnShowLive() function PlayerLiveView:OnShowLive(isMap)
-- LogBlue("self.rideLiveGo "..self.rideLiveGo.name) -- LogBlue("self.rideLiveGo "..self.rideLiveGo.name)
local IsMap=false
if isMap==nil then
IsMap=false
else
IsMap=isMap
end
self.rideLiveGo:SetActive(false) self.rideLiveGo:SetActive(false)
self.playerLiveGo:SetActive(false) self.playerLiveGo:SetActive(false)
self.titleLiveGo:SetActive(false) self.titleLiveGo:SetActive(false)
@ -140,7 +146,7 @@ function PlayerLiveView:OnShowLive()
--时装 --时装
if self.PlayerLiveViewData.skin and self.PlayerLiveViewData.skin > 0 then if self.PlayerLiveViewData.skin and self.PlayerLiveViewData.skin > 0 then
self.playerLiveGo:SetActive(true) self.playerLiveGo:SetActive(true)
local skinId = tonumber( tostring(self.PlayerLiveViewData.skin) .. tostring(self.PlayerLiveViewData.sex))--皮肤 有男女之分 所以在id后加0 or 1 local skinId = tonumber( tostring(self.PlayerLiveViewData.skin) .. tostring(IsMap==true and 2 or self.PlayerLiveViewData.sex))--皮肤 有男女之分 所以在id后加0 or 1
local curPlayerRole = ConfigManager.GetConfigData(ConfigName.PlayerRole,skinId) local curPlayerRole = ConfigManager.GetConfigData(ConfigName.PlayerRole,skinId)
local curArtResourcesConfig = ConfigManager.GetConfigData(ConfigName.ArtResourcesConfig,curPlayerRole.LiveAnimName) local curArtResourcesConfig = ConfigManager.GetConfigData(ConfigName.ArtResourcesConfig,curPlayerRole.LiveAnimName)
local curLocalScale = Vector3.New(curArtResourcesConfig.Scale,curArtResourcesConfig.Scale,curArtResourcesConfig.Scale) local curLocalScale = Vector3.New(curArtResourcesConfig.Scale,curArtResourcesConfig.Scale,curArtResourcesConfig.Scale)

View File

@ -46,8 +46,8 @@ end
local sortingorder = 0 local sortingorder = 0
local hitRootPath = "UI_Map_XunBaoEffect_hit" local hitRootPath = "UI_Map_XunBaoEffect_hit"
local npc1 = "live2d_npc_map_boy" local npc1 = "live2d_map_meili"
local npc2 = "live2d_npc_map_nv" local npc2 = "live2d_map_meili"
-- 飘血资源 -- 飘血资源
local hurtRes = "FloatingText" local hurtRes = "FloatingText"
function SingleExplorePlayerView:InitComponent() function SingleExplorePlayerView:InitComponent()
@ -626,7 +626,7 @@ function SingleExplorePlayerView:SetIconShow(_eventpoint)
if iconType == -1 then if iconType == -1 then
self:NotBattleShow() self:NotBattleShow()
elseif iconType == 8 or iconType == 11 then -- 宝箱 elseif iconType == 8 or iconType == 11 then -- 宝箱
self:SetWalkDir(WALK_DIR.JINGYA) -- self:SetWalkDir(WALK_DIR.JINGYA)
if self.isSelf then if self.isSelf then
self.dialogueRoot.gameObject:SetActive(true) self.dialogueRoot.gameObject:SetActive(true)
self.dialogueRoot.transform.localEulerAngles = Vector3.New(0, m_roleTextPos[index].angleOffset, 0) self.dialogueRoot.transform.localEulerAngles = Vector3.New(0, m_roleTextPos[index].angleOffset, 0)
@ -647,7 +647,7 @@ function SingleExplorePlayerView:SetIconShow(_eventpoint)
end end
self:NotBattleShow() self:NotBattleShow()
elseif iconType == 7 then -- NPC, 不一样的BB elseif iconType == 7 then -- NPC, 不一样的BB
self:SetWalkDir(WALK_DIR.JINGYA) -- self:SetWalkDir(WALK_DIR.JINGYA)
if self.isSelf then if self.isSelf then
local str, str1 = "" local str, str1 = ""
local strList,strList1 = {} local strList,strList1 = {}

View File

@ -49,8 +49,8 @@ end
local sortingorder = 0 local sortingorder = 0
local hitRootPath = "UI_Map_XunBaoEffect_hit" local hitRootPath = "UI_Map_XunBaoEffect_hit"
local npc1 = "live2d_npc_map_boy" local npc1 = "live2d_map_meili"
local npc2 = "live2d_npc_map_nv" local npc2 = "live2d_map_meili"
-- 飘血资源 -- 飘血资源
local hurtRes = "FloatingText" local hurtRes = "FloatingText"
function SingleFightPlayerView:InitComponent() function SingleFightPlayerView:InitComponent()
@ -192,7 +192,7 @@ function SingleFightPlayerView:SetData(u,v,isSelf,data)
PracticeManager.SetPracticeIcon(self.PracticeIcon,data.practiceLevel) PracticeManager.SetPracticeIcon(self.PracticeIcon,data.practiceLevel)
end end
end end
self.playerLiveView:OnOpen(GetPlayerRoleSingleConFig().Scale2) self.playerLiveView:OnOpen(GetPlayerRoleSingleConFig().Scale2,nil,nil,true)
self.playerLiveView:OnSortingOrderChange(sortingorder) self.playerLiveView:OnSortingOrderChange(sortingorder)
if isSelf then if isSelf then
self.playerLiveView:SetSelfTag() self.playerLiveView:SetSelfTag()
@ -205,7 +205,7 @@ function SingleFightPlayerView:SetData(u,v,isSelf,data)
-- LogWarn(self.roleCurPos.u.."||"..self.roleCurPos.v) -- LogWarn(self.roleCurPos.u.."||"..self.roleCurPos.v)
self.bLeaderIsIdle = true self.bLeaderIsIdle = true
self:SetWalkDir(WALK_DIR.LAUCH) -- self:SetWalkDir(WALK_DIR.LAUCH)
self:HideSomeTrash() self:HideSomeTrash()
self:OnSortingOrderChange(self.parent.GetCurLayer()) self:OnSortingOrderChange(self.parent.GetCurLayer())
@ -279,6 +279,12 @@ function SingleFightPlayerView:SetRoleHitTarget()
pos = self:SelectTargetPos() pos = self:SelectTargetPos()
end end
--LogGreen("选中的点:"..tostring(pos).." "..tostring(self.userId)) --LogGreen("选中的点:"..tostring(pos).." "..tostring(self.userId))
if pos.x==0 then
LogError(tostring(pos).."pos.x")
end
if pos.y==0 then
LogError(tostring(pos).."pos.y")
end
local pathlist = self:SetRoleWalk(pos) local pathlist = self:SetRoleWalk(pos)
self:RoleMove(pathlist) self:RoleMove(pathlist)
end) end)
@ -337,6 +343,9 @@ end
-- 获取当前图标的目标值,传入图标的坐标值, 就近原则 -- 获取当前图标的目标值,传入图标的坐标值, 就近原则
function SingleFightPlayerView:GetTargetPos(iconPos) function SingleFightPlayerView:GetTargetPos(iconPos)
local u0, v0 = Map_Pos2UV(iconPos) local u0, v0 = Map_Pos2UV(iconPos)
if u0==0 then
LogError("iconPos"..tostring(iconPos))
end
local posList = { local posList = {
[1] = Vector2.New(u0, v0 - 1), -- 上 [1] = Vector2.New(u0, v0 - 1), -- 上
[2] = Vector2.New(u0, v0 + 1), -- 下 [2] = Vector2.New(u0, v0 + 1), -- 下
@ -365,6 +374,9 @@ function SingleFightPlayerView:GetTargetPos(iconPos)
end end
local pos = posList[newList[1].index] local pos = posList[newList[1].index]
if pos.x==0 then
LogError(tostring(newList[1]))
end
return pos return pos
end end
@ -372,6 +384,9 @@ function SingleFightPlayerView:SetRoleWalk(targetPos)
local funcCanPass = function(data) local funcCanPass = function(data)
return data.val <= 1 return data.val <= 1
end end
if targetPos.x==0 then
LogError(tostring(targetPos))
end
local pathList = TileMapView.ShowPath(self.roleCurPos.u, self.roleCurPos.v, targetPos.x, targetPos.y, funcCanPass) local pathList = TileMapView.ShowPath(self.roleCurPos.u, self.roleCurPos.v, targetPos.x, targetPos.y, funcCanPass)
TileMapView.ClearPath() TileMapView.ClearPath()
return pathList return pathList
@ -547,7 +562,7 @@ function SingleFightPlayerView:SetIconShow(_eventpoint)
self.context.text = strList[FightPointPassManager.randomNum] or Language[12322] self.context.text = strList[FightPointPassManager.randomNum] or Language[12322]
self:NotBattleShow() self:NotBattleShow()
elseif iconType == 8 or iconType == 11 then -- 宝箱 elseif iconType == 8 or iconType == 11 then -- 宝箱
self:SetWalkDir(WALK_DIR.JINGYA) -- self:SetWalkDir(WALK_DIR.JINGYA)
if self.isSelf then if self.isSelf then
self.dialogueRoot.gameObject:SetActive(true) self.dialogueRoot.gameObject:SetActive(true)
self.dialogueRoot.transform.localEulerAngles = Vector3.New(0, m_roleTextPos[index].angleOffset, 0) self.dialogueRoot.transform.localEulerAngles = Vector3.New(0, m_roleTextPos[index].angleOffset, 0)
@ -568,7 +583,7 @@ function SingleFightPlayerView:SetIconShow(_eventpoint)
end end
self:NotBattleShow() self:NotBattleShow()
elseif iconType == 7 then -- NPC, 不一样的BB elseif iconType == 7 then -- NPC, 不一样的BB
self:SetWalkDir(WALK_DIR.JINGYA) -- self:SetWalkDir(WALK_DIR.JINGYA)
if self.isSelf then if self.isSelf then
local str, str1 = "" local str, str1 = ""
local strList,strList1 = {} local strList,strList1 = {}