Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c

dev_chengFeng
gaoxin 2021-05-14 10:36:57 +08:00
commit 519a12a214
23 changed files with 863 additions and 29 deletions

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@ -2235,7 +2235,7 @@ BATTLE_TYPE = {
GUILD_CAR_DELAY = 10, -- 车迟斗法
DEATH_POS = 11, -- 十绝阵
Senro = 12, -- 森罗幻境
Xuanyuan = 13, -- 轩辕宝镜
XuanYuan = 13, -- 轩辕宝镜
GuildTranscript = 14, -- 公会副本
ARENA = 15, -- 竞技场
XINJIANG = 16, --新将来袭

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@ -877,7 +877,7 @@ function this.GetBattleBg(fightType)
index = 1001
elseif fightType == BATTLE_TYPE.EXECUTE_FIGHT then
index = 1002
elseif fightType == BATTLE_TYPE.Xuanyuan then
elseif fightType == BATTLE_TYPE.XuanYuan then
index = 1003
elseif fightType == BATTLE_TYPE.DEATH_POS then
index = 1004

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@ -20,6 +20,27 @@ local boxList2={}--踏碎凌霄奖励盒子
-- 显示跳过战斗使用
local hadCounted = 0
local UpdateBtnGMFunc = {
[-1] = function()
return BattleManager.IsUnlockBattlePass()
end,
[BATTLE_TYPE.BACK]= function()
return true
end,
[BATTLE_TYPE.BACK_BATTLE] = function()
return true
end,
[BATTLE_TYPE.Test] = function()
return true
end,
[BATTLE_TYPE.MONSTER_CAMP] = function()
return true
end,
[BATTLE_TYPE.DAILY_CHALLENGE] = function()
return false
end,
}
--初始化组件(用于子类重写)
function this:InitComponent()
BattleView:InitComponent(self, self.gameObject)
@ -260,7 +281,6 @@ function this:OnOpen(_fightData, _fightType, _endFunc, _guideType)
-- 开始战斗
BattleView:StartBattle()
this.InitPanelData()
end
@ -375,7 +395,12 @@ function this.InitOption()
this.Option:SetActive(true)
Util.GetGameObject(this.BtnTimeScale, "lock"):SetActive(not BattleManager.IsUnlockBattleSpeed())
local IsUnLockBattlePass = BattleManager.IsUnlockBattlePass() or (fightType == BATTLE_TYPE.BACK) or (fightType == BATTLE_TYPE.BACK_BATTLE)or (fightType == BATTLE_TYPE.Test)--or AppConst.isOpenGM
local IsUnLockBattlePass
if UpdateBtnGMFunc[fightType] then
IsUnLockBattlePass = UpdateBtnGMFunc[fightType]()
else
IsUnLockBattlePass = UpdateBtnGMFunc[-1]()
end
Util.GetGameObject(this.BtnExit, "lock"):SetActive(not IsUnLockBattlePass)
if AppConst.isOpenGM then
Util.GetGameObject(this.BtnGM, "lock"):SetActive(false)

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@ -37,7 +37,6 @@ function this:LookDetailBtnAction()
else
LogPurple("打开魂印奖励预览")
end
end
function this:AddListener()
end
@ -58,6 +57,11 @@ function this:OnShow(_parent,...)
activityType = args[2]
local str2 = ActivityGiftManager.GetTimeStartToEnd(activityType)
if activityType == ActivityTypeDef.FindFairy then
this.LookDetailBtn.gameObject:SetActive(true)
else
this.LookDetailBtn.gameObject:SetActive(false)
end
this.time.text="概率有效期:"..str2
local poolUpType = args[3] or 0

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@ -29,6 +29,7 @@ function CommonActPage:InitComponent()
self.titleTip = Util.GetGameObject(self.bg,"titleTip"):GetComponent("Text")
self.scrollItem = Util.GetGameObject(self.gameObject, "scrollItem")
self.scrollItemPos = self.scrollItem.transform.localPosition
self.time = Util.GetGameObject(self.gameObject, "time")
self.timeText = Util.GetGameObject(self.time, "timeText"):GetComponent("Text")
self.btnHelp = Util.GetGameObject(self.gameObject, "btnHelp")
@ -105,10 +106,11 @@ function CommonActPage:OnShow(_sortingOrder)
if self.actType == ActivityTypeDef.DynamicAct then
self.itemPre:GetComponent("RectTransform").sizeDelta = Vector2.New(1080,225)
local vec = self.scrollItem.transform.localPosition
vec.y = vec.y - 20
vec.y = self.scrollItemPos.y - 30
self.scrollItem.transform.localPosition = vec
else
self.itemPre:GetComponent("RectTransform").sizeDelta = Vector2.New(1080,265)
self.scrollItem.transform.localPosition = self.scrollItemPos
end
self.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scrollItem.transform,
self.itemPre, nil, Vector2.New(width, rootHight), 1, 1, Vector2.New(0, 0))
@ -198,6 +200,7 @@ function CommonActPage:OnDestroy()
SubUIManager.Close(self.scrollView)
end
self.scrollView=nil
self.scrollItem.transform.localPosition = self.scrollItemPos
end
return CommonActPage

View File

@ -1,6 +1,9 @@
SingleStoryPlayerView = {}
local MapPointConfig = ConfigManager.GetConfig(ConfigName.MapPointConfig)
local _PlayTimeStamp = {
[0] = 0,
[1] = 0,
}
function SingleStoryPlayerView:New(gameObject)
local b = {}
b.gameObject = gameObject
@ -25,6 +28,11 @@ end
function SingleStoryPlayerView:OnOpen(parent)
self.parent = parent
_PlayTimeStamp = {
[0] = 0,
[1] = 0,
}
--LogGreen("_PlayTimeStamp[0]:".._PlayTimeStamp[0])
end
function SingleStoryPlayerView:SetData(data,playerType)
@ -42,11 +50,6 @@ function SingleStoryPlayerView:SetData(data,playerType)
self.gameObject.transform.localPosition = self.startPos
self.gameObject.transform.localScale = Vector3.one * 1.5
self._PlayTimeStamp = {
[0] = 0,
[1] = 0
}
end
function SingleStoryPlayerView:SetRoads0(data)
@ -80,9 +83,9 @@ function SingleStoryPlayerView:SetRoads0(data)
end
end
-- for k,v in ipairs(self.roadsList) do
-- LogGreen("Monster k:"..k.." dirList:"..self.dirList[k])
-- --LogGreen("Monster k:"..k.." dirList:"..self.dirList[k])
-- for n,m in ipairs(v) do
-- LogGreen("Monster k:"..k.." n:"..n.." vec:"..tostring(m.vec))
-- --LogGreen("Monster k:"..k.." n:"..n.." vec:"..tostring(m.vec))
-- end
-- end
self.startPos = self.roadsList[1][1].vec
@ -129,9 +132,9 @@ function SingleStoryPlayerView:SetRoads1(data)
end
end
-- for k,v in ipairs(self.roadsList) do
-- LogGreen("Player k:"..k.." dirList:"..self.dirList[k])
-- --LogGreen("Player k:"..k.." dirList:"..self.dirList[k])
-- for n,m in ipairs(v) do
-- LogGreen("Player k:"..k.." n:"..n.." vec:"..tostring(m.vec))
-- --LogGreen("Player k:"..k.." n:"..n.." vec:"..tostring(m.vec))
-- end
-- end
self.startPos = self.roadsList[1][1].vec
@ -160,7 +163,7 @@ function SingleStoryPlayerView:RunMap(isSetRoleDir)
go = self.parent.map
end
local dis
--LogGreen("isSetRoleDir:"..isSetRoleDir)
----LogGreen("isSetRoleDir:"..isSetRoleDir)
if data.indexType == 2 or isSetRoleDir == 10 then
dis = math.abs(self:SetRoleDirAction(data.vec,go.transform.localPosition,false))
else
@ -188,34 +191,36 @@ function SingleStoryPlayerView:RunMap(isSetRoleDir)
end
function SingleStoryPlayerView:PlaySound(time,Sound,curTimeStamp,timeStamp)
LogGreen("curTimeStamp:"..curTimeStamp.." timeStamp:"..timeStamp.." curTimeStamp - timeStamp:"..curTimeStamp - timeStamp)
--LogGreen("curTimeStamp:"..curTimeStamp.." timeStamp:"..timeStamp.." curTimeStamp - timeStamp:"..curTimeStamp - timeStamp)
if curTimeStamp - timeStamp >= time then
LogGreen("播放音效:"..Sound)
--LogGreen("播放音效:"..Sound)
SoundManager.PlaySound(Sound)
return true
end
return false
end
function SingleStoryPlayerView:PlayStepSound(indexType,isSetRoleDir)
local curTimeStamp = GetTimeStamp()
self.curTimeStamp = GetTimeStamp()
if indexType == 0 then
self.isSet = self:PlaySound(1,(isSetRoleDir == 10 and SoundConfig.STORY_VOICE_1_4 or SoundConfig.STORY_FOOT_1_2),curTimeStamp,self._PlayTimeStamp[0])
self.isSet = self:PlaySound(0.5,(isSetRoleDir == 10 and SoundConfig.STORY_VOICE_1_4 or SoundConfig.STORY_FOOT_1_2),self.curTimeStamp,_PlayTimeStamp[0])
if self.isSet then
self._PlayTimeStamp[0] = curTimeStamp
_PlayTimeStamp[0] = self.curTimeStamp
end
--LogGreen("_PlayTimeStamp[0]:".._PlayTimeStamp[0])
elseif indexType == 1 then
self.isSet = self:PlaySound(0.2,SoundConfig.STORY_FOOT_1_1,curTimeStamp,self._PlayTimeStamp[1])
self.isSet = self:PlaySound(0.2,SoundConfig.STORY_FOOT_1_1,self.curTimeStamp,_PlayTimeStamp[1])
if self.isSet then
self._PlayTimeStamp[1] = curTimeStamp
_PlayTimeStamp[1] = self.curTimeStamp
end
else
self.isSet = self:PlaySound(1,(isSetRoleDir == 10 and SoundConfig.STORY_VOICE_1_4 or SoundConfig.STORY_FOOT_1_2),curTimeStamp,self._PlayTimeStamp[0])
self.isSet = self:PlaySound(0.5,(isSetRoleDir == 10 and SoundConfig.STORY_VOICE_1_4 or SoundConfig.STORY_FOOT_1_2),self.curTimeStamp,_PlayTimeStamp[0])
if self.isSet then
self._PlayTimeStamp[0] = curTimeStamp
_PlayTimeStamp[0] = self.curTimeStamp
end
self.isSet = self:PlaySound(0.2,SoundConfig.STORY_FOOT_1_1,curTimeStamp,self._PlayTimeStamp[1])
--LogGreen("_PlayTimeStamp[0]:".._PlayTimeStamp[0])
self.isSet = self:PlaySound(0.2,SoundConfig.STORY_FOOT_1_1,self.curTimeStamp,_PlayTimeStamp[1])
if self.isSet then
self._PlayTimeStamp[1] = curTimeStamp
_PlayTimeStamp[1] = self.curTimeStamp
end
end
end
@ -298,10 +303,15 @@ function SingleStoryPlayerView:OnClose()
if self.tween then
self.tween:Kill()
end
--LogGreen("_PlayTimeStamp[0]:".._PlayTimeStamp[0])
_PlayTimeStamp = {
[0] = 0,
[1] = 0,
}
end
function SingleStoryPlayerView:CheckState()
--LogGreen("self.state:"..self.state.." self.index:"..self.roadsIndex.." self.playerType:"..self.playerType.." #self.roadsList:"..#self.roadsList[self.index])
----LogGreen("self.state:"..self.state.." self.index:"..self.roadsIndex.." self.playerType:"..self.playerType.." #self.roadsList:"..#self.roadsList[self.index])
if self.state == 1 or self.roadsIndex < (self.roadsList[self.index] and #self.roadsList[self.index] or 0) then
return true
end