探索提交

dev_chengFeng
jiaoyangna 2021-12-23 17:23:02 +08:00
parent 83b5a04ac6
commit 5d37c0d4d9
50 changed files with 561 additions and 8897 deletions

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View File

@ -4937,7 +4937,7 @@ MonoBehaviour:
m_Top: 0
m_Bottom: 0
m_ChildAlignment: 0
m_Spacing: 0
m_Spacing: 10
m_ChildForceExpandWidth: 0
m_ChildForceExpandHeight: 0
m_ChildControlWidth: 0

View File

@ -1284,6 +1284,7 @@ FORMATION_TYPE = {
QIJIESHILIAN=26,--七界试炼编队
LINGMAIMIJING=27,--灵脉秘境编队
ExploreFunc = 28,
}
--活动Type定义

View File

@ -230,6 +230,14 @@ function PrintWanNum3(num)
return tostring(num)
end
end
function PrintWanNum4(num)
num = tonumber(num)
if num >= 1000000 then
return tostring(math.floor(num / 10000)) .. Language[10037]
else
return tostring(num)
end
end
--判断两个时间在同一天
function Util_Check_insameday(time1, time2)
local date1 = os.date("*t", time1)

View File

@ -472,6 +472,7 @@ SubUIConfig = {
RoleSkinLayout = { name = "RoleSkinLayout",assetName = "RoleSkinLayout",script = "Modules/RoleInfo/RoleSkinPanel" },
RoleStoryLayout = { name = "RoleStoryLayout",assetName = "RoleStoryLayout",script = "Modules/RoleInfo/RoleStoryLayout" },
RoleUpStarLayout = { name = "RoleUpStarLayout",assetName = "RoleUpStarLayout",script = "Modules/RoleInfo/RoleUpStarLayout" },
SingleExplorePlayerView = { name = "SingleExplorePlayerView",assetName = "SingleExplorePlayerView",script = "View/SingleExplorePlayerView" }, -- 挂机界面一个人
SingleFightPlayerView = { name = "SingleFightPlayerView",assetName = "SingleFightPlayerView",script = "View/SingleFightPlayerView" }, -- 挂机界面一个人
SingleStoryPlayerView = { name = "SingleStoryPlayerView",assetName = "SingleStoryPlayerView",script = "View/SingleStoryPlayerView" } , --剧情界面一个对象
PlayerTitle = {name = "PlayerTitle",assetName = "PlayerTitle",script = "View/PlayerTitle"},

View File

@ -836,6 +836,9 @@ LINGMAISECRETRECORD_LINGMAIID_FIELD = protobuf.FieldDescriptor();
LINGMAISECRETRECORD_TIME_FIELD = protobuf.FieldDescriptor();
LINGMAISECRETRECORD_PRACTICELEVEL_FIELD = protobuf.FieldDescriptor();
LINGMAISECRETRECORD_DEFSERVERNAME_FIELD = protobuf.FieldDescriptor();
COMMKEYVAL = protobuf.Descriptor();
COMMKEYVAL_KEY_FIELD = protobuf.FieldDescriptor();
COMMKEYVAL_VAL_FIELD = protobuf.FieldDescriptor();
EXPLORERMAPINFO = protobuf.Descriptor();
EXPLORERMAPINFO_TEAMID_FIELD = protobuf.FieldDescriptor();
EXPLORERMAPINFO_MAPID_FIELD = protobuf.FieldDescriptor();
@ -8800,6 +8803,33 @@ LINGMAISECRETRECORD.enum_types = {}
LINGMAISECRETRECORD.fields = {LINGMAISECRETRECORD_TYPE_FIELD, LINGMAISECRETRECORD_DEFNAME_FIELD, LINGMAISECRETRECORD_USERNAME_FIELD, LINGMAISECRETRECORD_LINGMAIID_FIELD, LINGMAISECRETRECORD_TIME_FIELD, LINGMAISECRETRECORD_PRACTICELEVEL_FIELD, LINGMAISECRETRECORD_DEFSERVERNAME_FIELD}
LINGMAISECRETRECORD.is_extendable = false
LINGMAISECRETRECORD.extensions = {}
COMMKEYVAL_KEY_FIELD.name = "key"
COMMKEYVAL_KEY_FIELD.full_name = ".rpc.protocols.CommKeyVal.key"
COMMKEYVAL_KEY_FIELD.number = 1
COMMKEYVAL_KEY_FIELD.index = 0
COMMKEYVAL_KEY_FIELD.label = 1
COMMKEYVAL_KEY_FIELD.has_default_value = false
COMMKEYVAL_KEY_FIELD.default_value = 0
COMMKEYVAL_KEY_FIELD.type = 5
COMMKEYVAL_KEY_FIELD.cpp_type = 1
COMMKEYVAL_VAL_FIELD.name = "val"
COMMKEYVAL_VAL_FIELD.full_name = ".rpc.protocols.CommKeyVal.val"
COMMKEYVAL_VAL_FIELD.number = 2
COMMKEYVAL_VAL_FIELD.index = 1
COMMKEYVAL_VAL_FIELD.label = 1
COMMKEYVAL_VAL_FIELD.has_default_value = false
COMMKEYVAL_VAL_FIELD.default_value = 0
COMMKEYVAL_VAL_FIELD.type = 5
COMMKEYVAL_VAL_FIELD.cpp_type = 1
COMMKEYVAL.name = "CommKeyVal"
COMMKEYVAL.full_name = ".rpc.protocols.CommKeyVal"
COMMKEYVAL.nested_types = {}
COMMKEYVAL.enum_types = {}
COMMKEYVAL.fields = {COMMKEYVAL_KEY_FIELD, COMMKEYVAL_VAL_FIELD}
COMMKEYVAL.is_extendable = false
COMMKEYVAL.extensions = {}
EXPLORERMAPINFO_TEAMID_FIELD.name = "teamId"
EXPLORERMAPINFO_TEAMID_FIELD.full_name = ".rpc.protocols.ExplorerMapInfo.teamId"
EXPLORERMAPINFO_TEAMID_FIELD.number = 1
@ -8847,8 +8877,9 @@ EXPLORERMAPINFO_DROPREWARD_FIELD.index = 4
EXPLORERMAPINFO_DROPREWARD_FIELD.label = 3
EXPLORERMAPINFO_DROPREWARD_FIELD.has_default_value = false
EXPLORERMAPINFO_DROPREWARD_FIELD.default_value = {}
EXPLORERMAPINFO_DROPREWARD_FIELD.type = 5
EXPLORERMAPINFO_DROPREWARD_FIELD.cpp_type = 1
EXPLORERMAPINFO_DROPREWARD_FIELD.message_type = COMMKEYVAL
EXPLORERMAPINFO_DROPREWARD_FIELD.type = 11
EXPLORERMAPINFO_DROPREWARD_FIELD.cpp_type = 10
EXPLORERMAPINFO.name = "ExplorerMapInfo"
EXPLORERMAPINFO.full_name = ".rpc.protocols.ExplorerMapInfo"
@ -8911,6 +8942,7 @@ Cell = protobuf.Message(CELL)
ChampionBattleInfo = protobuf.Message(CHAMPIONBATTLEINFO)
ChampionBattlePairInfo = protobuf.Message(CHAMPIONBATTLEPAIRINFO)
ChampionBetInfo = protobuf.Message(CHAMPIONBETINFO)
CommKeyVal = protobuf.Message(COMMKEYVAL)
Creature = protobuf.Message(CREATURE)
Drop = protobuf.Message(DROP)
EndlessPoint = protobuf.Message(ENDLESSPOINT)

View File

@ -5,13 +5,14 @@ ExploreMainPanel = Inherit(BasePanel)
function ExploreMainPanel:InitComponent()
self.spLoader = SpriteLoader.New()
self.upView = SubUIManager.Open(SubUIConfig.UpView,self.gameObject.transform)
self.Bg = Util.GetGameObject(self.gameObject,"Bg")
self.mapList = {}
self.mapPre = Util.GetGameObject(self.gameObject,"Map/mapPre")
self.mapParent = Util.GetGameObject(self.gameObject, "Map")
self.backBtn = Util.GetGameObject(self.gameObject, "Map/btns/backBtn")
self.oneKeyExploreBtn = Util.GetGameObject(self.gameObject, "Map/btns/oneKeyExploreBtn")
self.formationBtn = Util.GetGameObject(self.gameObject, "Map/btns/formationBtn")
self.tip = Util.GetGameObject(self.gameObject, "Map/tip")
self.backBtn = Util.GetGameObject(self.gameObject, "btns/backBtn")
self.oneKeyExploreBtn = Util.GetGameObject(self.gameObject, "btns/oneKeyExploreBtn")
self.formationBtn = Util.GetGameObject(self.gameObject, "btns/formationBtn")
self.tip = Util.GetGameObject(self.gameObject, "btns/tip")
self.xiangqingBtn = Util.GetGameObject(self.tip, "xiangqingBtn")
self.jinruBtn = Util.GetGameObject(self.tip, "jinruBtn")
self.tansuoBtn = Util.GetGameObject(self.tip, "tansuoBtn")
@ -60,8 +61,10 @@ 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 ExploreMainPanel:OnShow()
ForceRebuildLayout(self.Bg.transform)
self.data = ExploreManager.ExploreMapData
self.tip.gameObject:SetActive(false)
self.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
self:SetMapData()
self:SetMapState()
end
@ -78,23 +81,30 @@ function ExploreMainPanel:SetMapData()
self.mapList[k].mapBgIma = Util.GetGameObject(self.mapList[k].mapBg,"ImgBg"):GetComponent("Image")
self.mapList[k].mapInfo = Util.GetGameObject(self.mapList[k].go,"mapInfo")
self.mapList[k].force = Util.GetGameObject(self.mapList[k].mapInfo,"minForce/Text"):GetComponent("Text")
self.mapList[k].lock = Util.GetGameObject(self.mapList[k].mapInfo,"name/Lock")
self.mapList[k].canGetImg = Util.GetGameObject(self.mapList[k].mapInfo,"name/canGetImg"):GetComponent("Image")
self.mapList[k].nameMask = Util.GetGameObject(self.mapList[k].mapInfo,"name/nameMask"):GetComponent("Text")
self.mapList[k].name = Util.GetGameObject(self.mapList[k].mapInfo,"name/name"):GetComponent("Text")
self.mapList[k].exploreIma = Util.GetGameObject(self.mapList[k].mapInfo,"name/exploreIma")
self.mapList[k].bgName = Util.GetGameObject(self.mapList[k].mapInfo,"info/bgName")
self.mapList[k].lock = Util.GetGameObject(self.mapList[k].mapInfo,"info/bgName/Lock")
self.mapList[k].lock.gameObject:SetActive(false)
self.mapList[k].canGetImg = Util.GetGameObject(self.mapList[k].mapInfo,"info/bgName/canGetImg"):GetComponent("Image")
self.mapList[k].canGetImg.gameObject:SetActive(true)
self.mapList[k].nameMask = Util.GetGameObject(self.mapList[k].mapInfo,"info/nameMask"):GetComponent("Text")
self.mapList[k].name = Util.GetGameObject(self.mapList[k].mapInfo,"info/nameMask/name"):GetComponent("Text")
self.mapList[k].exploreIma = Util.GetGameObject(self.mapList[k].mapInfo,"info/exploreIma")
self.mapList[k].condition = Util.GetGameObject(self.mapList[k].mapInfo,"condition")
self.mapList[k].conditionTip = Util.GetGameObject(self.mapList[k].condition,"Text"):GetComponent("Text")
end
self.mapList[k].go.gameObject:SetActive(false)
self.mapList[k].data = v
self.mapList[k].go.gameObject:SetActive(true)
self.mapList[k].go.transform.localPosition = v.pos
self.mapList[k].mapBgIma.sprite = self.spLoader:LoadSprite(v.iconName)
self.mapList[k].force.text = v.force
self.mapList[k].mapBgIma:SetNativeSize()
self.mapList[k].force.text = PrintWanNum4(v.force)
if PlayerManager.level < v.openLevel then
self.mapList[k].lock.gameObject:SetActive(true)
self.mapList[k].canGetImg.gameObject:SetActive(false)
self.mapList[k].condition.gameObject:SetActive(true)
self.mapList[k].conditionTip.text = v.openLevel.."级解锁"
Util.SetGray(self.mapList[k].bgName,true)
else
self.mapList[k].lock.gameObject:SetActive(false)
self.mapList[k].canGetImg.gameObject:SetActive(false)
self.mapList[k].condition.gameObject:SetActive(false)
Util.SetGray(self.mapList[k].bgName,false)
end
self.mapList[k].canGetImg.sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(v.mainRewardId))
self.mapList[k].nameMask.text = v.name
@ -102,14 +112,16 @@ function ExploreMainPanel:SetMapData()
Util.AddOnceClick(self.mapList[k].go,function()
if PlayerManager.level >= v.openLevel then
self.mapId = k
self:SetTip(self.mapList[k].go.transform.localPosition)
self:SetTip(v.pos)
end
end)
end
end
function ExploreMainPanel:SetMapState()
for k,v in pairs(self.mapList) do
v.exploreIma.gameObject:SetActive(LengthOfTable(v.data.formations) > 0)
end
end
function ExploreMainPanel:SetTip(pos)

View File

@ -5,6 +5,7 @@ local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local SpecialConfig = ConfigManager.GetConfigData(ConfigName.SpecialConfig,141)
this.ExploreMapData = {}
this.FormationData = {}
this.curFormationIndex = 0
function this.Initialize()
for k,v in ConfigPairs(ExploreConfig) do
this.ExploreMapData[v.Id] = {}
@ -17,6 +18,7 @@ function this.Initialize()
this.ExploreMapData[v.Id].reward = v.RewardShow
this.ExploreMapData[v.Id].force = v.Force
this.ExploreMapData[v.Id].cost = v.Cost
this.ExploreMapData[v.Id].pos = Vector3.New(v.Position[1],v.Position[2],v.Position[3])
this.ExploreMapData[v.Id].formations = {}
this.ExploreMapData[v.Id].state = 0
end
@ -71,6 +73,7 @@ end
--刷新编队
function this.UpdateFormationData(team)
LogGreen("team.teamId:"..team.teamId.." team.hp:"..team.hp.." team.exploreTime:"..team.exploreTime)
if this.FormationData[team.teamId] then
this.FormationData[team.teamId].hp = team.hp
this.FormationData[team.teamId].exploreTime = team.exploreTime
@ -140,8 +143,8 @@ function this.GetExploreMapTipData(mapId)
singleShowData.tips = {}
table.insert(singleShowData.tips,"探索产出:")
singleShowData.reward = data.reward
table.insert(data1.cost,singleShowData)
table.insert(data1.showData,singleShowData)
return data1
end
function this.InitMapUserInfosData(data)

View File

@ -1,12 +1,15 @@
require("Base/BasePanel")
ExplorePanel = Inherit(BasePanel)
-- 小地图
local fightMap = require("Modules/Fight/View/ExploreMapView")
--初始化组件(用于子类重写)
function ExplorePanel:InitComponent()
self.spLoader = SpriteLoader.New()
self.upView = SubUIManager.Open(SubUIConfig.UpView,self.gameObject.transform)
self.backBtn = Util.GetGameObject(self.gameObject, "btns/backBtn")
self.lookReward = Util.GetGameObject(self.gameObject, "btns/lookReward")
fightMap:InitComponent(self.gameObject, this)
end
--绑定事件(用于子类重写)
@ -21,10 +24,12 @@ end
--添加事件监听(用于子类重写)
function ExplorePanel:AddListener()
fightMap:AddListener()
end
--移除事件监听(用于子类重写)
function ExplorePanel:RemoveListener()
fightMap:RemoveListener()
end
--界面打开时调用(用于子类重写)
@ -34,13 +39,16 @@ 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 ExplorePanel:OnShow()
fightMap:Init()
end
--界面关闭时调用(用于子类重写)
function ExplorePanel:OnClose()
fightMap:OnClose()
end
function ExplorePanel:OnSortingOrderChange()
fightMap:OnSortingOrderChange(self.sortingOrder)
end
--界面销毁时调用(用于子类重写)
function ExplorePanel:OnDestroy()
SubUIManager.Close(self.upView)

View File

@ -75,15 +75,15 @@ function this:Refresh(_item,_data)
end
_item.data = _data
_item.name.text = string.format("队伍%s",_data.index)
for i = 1,math.max(#this.itemList[i].reward,#_data.dropReward) do
for i = 1,math.max(#_item.reward,#_data.dropReward) do
if not _data.dropReward[i] then
this.itemList[i].reward[i].gameObject:SetActive(false)
_item.reward[i].gameObject:SetActive(false)
else
if not this.itemList[i].reward[i] then
this.itemList[i].reward[i] = SubUIManager.Open(SubUIConfig.ItemView,this.itemList[i].grid.transform)
if not _item.reward[i] then
_item.reward[i] = SubUIManager.Open(SubUIConfig.ItemView,_item.grid.transform)
end
this.itemList[i].reward[i].gameObject:SetActive(true)
--this.itemList[i].reward[i]:OnOpen(false, {data1,data2},0.7,false,false,false,orginLayer)
_item.reward[i].gameObject:SetActive(true)
_item.reward[i]:OnOpen(false, {_data.dropReward[i].key,_data.dropReward[i].value},0.7,false,false,false,orginLayer)
end
end
Util.AddOnceClick(_item.exploring,function()

View File

@ -119,7 +119,7 @@ function this:Init()
local index2 = math.random(suv.u + 3,area.x_pos.max)
local index3 = math.random(1,2)
local index4 = math.random(area.y_pos.min,area.y_pos.max)
this.playerViews[index] = SubUIManager.Open(SubUIConfig.SingleFightPlayerView,this.mapRoot.transform,this)
this.playerViews[index] = SubUIManager.Open(SubUIConfig.SingleExplorePlayerView,this.mapRoot.transform,this)
this.playerViews[index]:SetData((index3 == 1 and index1 or index2),index4,false,v)
index = index + 1
end
@ -127,7 +127,7 @@ function this:Init()
else
iconNum = 4
end
this.playerViews[0] = SubUIManager.Open(SubUIConfig.SingleFightPlayerView,this.mapRoot.transform,this)
this.playerViews[0] = SubUIManager.Open(SubUIConfig.SingleExplorePlayerView,this.mapRoot.transform,this)
this.playerViews[0]:SetData(startUV[m_curMapId].u,startUV[m_curMapId].v,true)
end

View File

@ -66,6 +66,9 @@ local m_parent
this.isClose = false
--root FightPointPassMainPanel.gameObject FightPointPassMainPanel脚本
function this:InitComponent(root, parent)
Log("初始化地图资源")
m_orginLayer = 0
m_parent = parent

View File

@ -70,6 +70,7 @@ this.PanelOptionView = {
[FORMATION_TYPE.WORLDARENA]="Modules/Formation/View/WorldArenaFormation",
[FORMATION_TYPE.QIJIESHILIAN]="Modules/Formation/View/QiJieFormation",
[FORMATION_TYPE.LINGMAIMIJING]="Modules/Formation/View/LingMaiFormation",
[FORMATION_TYPE.ExploreFunc]="Modules/Formation/View/ExploreFormation",
}
function this:InitComponent()
this.spLoader = SpriteLoader.New()

View File

@ -0,0 +1,66 @@
----- 关卡 -----
local CarbonFormation = {}
local this = CarbonFormation
local mainLevelConfig = ConfigManager.GetConfig(ConfigName.MainLevelConfig)
--- 是否需要切换编队的功能
this.IsNeedChangeFormation = true
local hadClick = false
--- 逻辑初始化
function this.Init(root, fightId)
this.root = root
this.fightId = fightId
this.InitView()
end
--- 获取需要显示的编队id
function this.GetFormationIndex()
--FormationManager.curFormationIndex = FormationTypeDef.FORMATION_NORMAL
return ExploreManager.curFormationIndex
end
--- btn1点击回调事件
function this.On_Btn2_Click()
LogRed("hadClick "..tostring(hadClick).." #this.root.choosedList "..#this.root.choosedList)
if not hadClick then
hadClick = true
-- -- 编队为空
-- if #FormationManager.formationList[FormationManager.curFormationIndex].teamHeroInfos == 0 then
-- hadClick = false
-- PopupTipPanel.ShowTip("编队没人,请先上人!")
-- return
-- end
if #this.root.choosedList>=1 then
--保存编队
FormationManager.SaveFormation(this.root.curFormationIndex, this.root.choosedList,
FormationManager.formationList[this.root.curFormationIndex].teamPokemonInfos)
else
PopupTipPanel.ShowTip(Language[10700])
hadClick = false
return
end
end
end
-- 初始化界面显示
function this.InitView()
this.root.btn_1:SetActive(true)
this.root.btn_2:SetActive(true)
this.root.btn_1_lab.text=Language[10710]
this.root.btn_2_lab.text=Language[10706]
this.root.passBattle0.gameObject:SetActive(false)
this.root.passBattle1.gameObject:SetActive(false)
MapManager.isCarbonEnter = false
local costTip = this.root.costTip
costTip:SetActive(false)
hadClick = false
this.root.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
FormationManager.curFormationIndex = FormationTypeDef.FORMATION_NORMAL
end
function this.On_Btn1_Click()
this.root.SetOneKeyGo()
end
return this

View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: b49ce5b3922930f4abec7c73fa892cba
timeCreated: 1558580238
licenseType: Pro
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -6,8 +6,8 @@ local sorting = 0
--子模块脚本
local contentScripts = {
[GENERALINFO_TYPE.GENERALSIZEFITTER_TYPE] = {view = require("Modules/GeneralPanel/GeneralSizeFitterPopup_ExploreSelectFormation"), panelName = "GeneralSizeFitterPopup_ExploreSelectFormation"},
[GENERALINFO_TYPE.GENERALSIZEFITTER_TYPE] = {view = require("Modules/GeneralPanel/GeneralSizeFitterPopup_OneKeyExplore"), panelName = "GeneralSizeFitterPopup_OneKeyExplore"},
[GENERALSIZEFITTER_TYPE.ExploreSelectFormation] = {view = require("Modules/GeneralPanel/GeneralSizeFitterPopup_ExploreSelectFormation"), panelName = "GeneralSizeFitterPopup_ExploreSelectFormation"},
[GENERALSIZEFITTER_TYPE.OneKeyExplore] = {view = require("Modules/GeneralPanel/GeneralSizeFitterPopup_OneKeyExplore"), panelName = "GeneralSizeFitterPopup_OneKeyExplore"},
}
--子模块预设

View File

@ -10,6 +10,8 @@ function this:InitComponent(gameObject)
--topBar/btnBack
this.itempre = Util.GetGameObject(gameObject, "itempre")
this.itempre.gameObject:SetActive(false)
this.gameObject = gameObject
this.transform = this.gameObject.transform
end
--绑定事件(用于子类重写)
@ -64,7 +66,7 @@ function this:OnShow(_parent,...)
this.itemList[i].heroList[j] = {}
this.itemList[i].heroList[j].go = Util.GetGameObject(this.itemList[i].scroll, "heroPro"..j)
this.itemList[i].heroList[j].frame = Util.GetGameObject( this.itemList[i].heroList[j].go, "frame"):GetComponent("Image")
this.itemList[i].heroList[j].hero = Util.GetGameObject( this.itemList[i].heroList[j].hero, "heroPro")
this.itemList[i].heroList[j].hero = Util.GetGameObject( this.itemList[i].heroList[j].go, "hero")
this.itemList[i].heroList[j].icon = Util.GetGameObject( this.itemList[i].heroList[j].hero, "icon"):GetComponent("Image")
this.itemList[i].heroList[j].starGrid = Util.GetGameObject( this.itemList[i].heroList[j].hero, "starGrid")
this.itemList[i].heroList[j].proIcon = Util.GetGameObject( this.itemList[i].heroList[j].hero, "proIcon"):GetComponent("Image")
@ -130,12 +132,13 @@ function this:Refresh(_data,_item)
end)
Util.AddOnceClick(_item.updateFormationBtn,function()
ExploreManager.curFormationIndex = _data.formationId
UIManager.OpenPanel(UIName.FormationPanelV2,FORMATION_TYPE.ExploreFunc)
end)
Util.AddOnceClick(_item.scexploreBtnroll,function()
if FormationManager.GetFormationPower(_data.formationId) > this.mapData.force then
--打开时间弹窗
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.SelectExploreTime,this.mapData,_data.formationId)
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.SelectExploreTime,this.mapData,_data)
else
MsgPanel.ShowTwo("所选队伍战力小于推荐战力,是否仍要进行探索?", function()end, function()
--打开时间弹窗
@ -160,7 +163,7 @@ function this:TimeCountDown()
this.itemList[i].data.exploreTime = 0
this:Refresh(this.itemList[i].data,this.itemList[i])
else
this.itemList[i].exploringText.text = string.format("%后结束",TimeStampToDateStr3new(time))
this.itemList[i].exploringText.text = string.format("%s后结束",TimeStampToDateStr3new(time))
end
end
end

View File

@ -51,6 +51,7 @@ function this:Refresh()
self.itemList[i] = {}
self.itemList[i].go = newObjToParent(self.itemPre,self.gameObject)
self.itemList[i].tip = Util.GetGameObject(self.itemList[i].go, "tip1Pre")
self.itemList[i].scroll = Util.GetGameObject(self.itemList[i].go, "scroll")
self.itemList[i].scrollGrid = Util.GetGameObject(self.itemList[i].go, "scroll/cost")
self.itemList[i].cost = {}
self.itemList[i].tips = {}
@ -74,8 +75,9 @@ function this:Refresh()
self.itemList[i].tips[j].gameObject:SetActive(false)
end
end
self.itemList[i].scroll.transform:SetAsLastSibling()
if singledata.reward and #singledata.reward > 0 then
self.itemList[i].scrollGrid.gameObject:SetActive(true)
self.itemList[i].scroll.gameObject:SetActive(true)
for j = 1,math.max(#singledata.reward,#self.itemList[i].cost) do
if not singledata.reward[j] then
self.itemList[i].cost[j].gameObject:SetActive(false)
@ -88,7 +90,7 @@ function this:Refresh()
end
end
else
self.itemList[i].scrollGrid.gameObject:SetActive(false)
self.itemList[i].scroll.gameObject:SetActive(false)
end
end
end
@ -102,7 +104,7 @@ end
function this:OnDestroy()
this.spLoader:Destroy()
for i = 1,#self.itemList do
for j = 1,self.itemList[i].cost do
for j = 1,#self.itemList[i].cost do
SubUIManager.Close(self.itemList[i].cost[j])
end
end

View File

@ -108,7 +108,7 @@ function this.InitMsg(msg)
this.serData[id].restTime = restTime
this.serData[id].switch = switch
-- LogGreen(string.format("--- 功能解锁数据 id = %s, startTime = %s, endTime = %s, switch = %s",id, startTime, endTime, switch))
LogGreen(string.format("--- 功能解锁数据 id = %s, startTime = %s, endTime = %s, switch = %s",id, startTime, endTime, switch))
-- 用于标记是否解锁使用
local typeId = AllActSetConfig[id].IsIDdSame

View File

@ -125,7 +125,7 @@ function this:InitComponent()
-- 探索
this.btnExplore = Util.GetGameObject(self.gameObject, "LeftDown/btnRoot/btnExplore")
this.btnExplore.gameObject:SetActive(true)
--鸿蒙
this.btnHongMeng=Util.GetGameObject(self.gameObject,"RightDown/btnHongMeng")
this.HongMengRedPoint = Util.GetGameObject(this.btnHongMeng,"redPoint")
@ -1195,12 +1195,6 @@ function this:OnShow()
addUpDateNum = addUpDateNum + 1
end
YuJianXingManager.MakeRequest()
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.Explore) then
Util.SetGray(this.btnExplore,false)
else
Util.SetGray(this.btnExplore,true)
end
end
--
@ -1260,6 +1254,11 @@ function this.InitFuncShow(funcType)
ActTimeCtrlManager.SetFuncLockState(v, i, false)
end
end
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.Explore) then
Util.SetGray(this.btnExplore,false)
else
Util.SetGray(this.btnExplore,true)
end
--(百宝斋,点将台,锻器阁,化虚坛,竞技场,四元阵,灵兽山,送神祠,万象境)
if funcType then
if this.operateIcon[funcType] then

View File

@ -6274,23 +6274,23 @@ function NetManager.ExplorerMapPlayerInfoRequest(mapId,fun)
end
--typeId 0:探索 1:探索
function NetManager.ExplorerMapPlayerInfoRequest(data,fun)
function NetManager.ExplorerMapSendRequest(_data,fun)
local data = PlayerInfoProto_pb.ExplorerMapSendRequest()
for k,v in pairs(data) do
local data1 = {}
data1.mapId = v.mapId
data1.teamId = v.formationId
data1.time = v.exploreTime
for k,v in pairs(_data) do
PlayerPrefs.SetInt(PlayerManager.uid.."ExploreFormationMap"..v.formationId,v.mapId)
PlayerPrefs.SetInt(PlayerManager.uid.."ExploreFormationTime"..v.formationId,v.exploreTime)
data.sendData:append(data1)
local data2 = data.sendData:add()
data2.mapId = v.mapId
data2.teamId = v.formationId
data2.time = v.exploreTime
LogGreen("this.mapData.mapId:"..tostring(v.mapId).." this.formation.formationId:"..tostring(v.formationId).." this.exploreTime:"..tostring(v.exploreTime))
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.ExplorerMapSendRequest, MessageTypeProto_pb.ExplorerMapSendResponse, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.ExplorerMapSendResponse()
msg:ParseFromString(data)
ExploreManager.UpdateFormationData(msg.exploreInfo)
ExploreManager.UpdateFormationsData(msg.exploreInfo)
if fun then
fun()
end
@ -6298,7 +6298,7 @@ function NetManager.ExplorerMapPlayerInfoRequest(data,fun)
end
--typeId 0:停止探索 1:领取奖励
function NetManager.ExplorerMapPlayerInfoRequest(typeId,mapId,teamId,time,fun)
function NetManager.ExplorerMapRewardRequest(typeId,mapId,teamId,time,fun)
local data = PlayerInfoProto_pb.ExplorerMapRewardRequest()
data.type = typeId
data.time = time

View File

@ -100,7 +100,7 @@ function ContinuityRechargeItem:OnDealBtnClicked()
-- self.dealBtn:SetActive(false)
-- self.finished:SetActive(true)
--self.redPoint:SetActive(false)
self.cloneObj.transform:SetAsLastSibling()
self.cloneObj.transform:Sibling()
CheckRedPointStatus(RedPointType.ContinuityRecharge)
Game.GlobalEvent:DispatchEvent(GameEvent.Activity.ContinueRechargeRefresh)
end)

View File

@ -48,7 +48,7 @@ function this:BindEvent()
if costnum < this.haveNum then
PopupTipPanel.ShowTip(string.format("%s不足无法进行探索",itemConfig[this.mapData.cost[1]]))
else
NetManager.ExplorerMapPlayerInfoRequest(0,this.mapData.mapId,this.formation.formationId,this.exploreTime,function()
NetManager.ExplorerMapSendRequest({[1] = {mapId = this.mapData.mapId,formationId = this.formation.formationId,exploreTime = this.exploreTime},},function()
PopupTipPanel.ShowTip(string.format("已派遣队伍%s前往%s进行%s小时的探索",this.formation.formationName,this.mapData.name,this.exploreTime))
end)
end
@ -81,8 +81,10 @@ end
function this:Refresh()
if this.slider.value == 0 then
this.exploreTime = 0
end
else
this.exploreTime = this.timeList[this.slider.value]
end
this.numTime.text = this.exploreTime.."小时"
local costnum = this.mapData.cost[2] * (this.exploreTime * 60)
if costnum < this.haveNum then

View File

@ -1,4 +1,4 @@
SingleFightPlayerView = {}
SingleExplorePlayerView = {}
local mapIconConfig = ConfigManager.GetConfig(ConfigName.MainMapIconConfig)
local iconAction = require("Modules/Fight/View/FightMapIconShowView")
local GlobalSysConfig = ConfigManager.GetConfig(ConfigName.GlobalSystemConfig)
@ -18,11 +18,11 @@ local m_oldManTextPos = {
[4] = {pos = Vector3.New(154, 130, 0), angleOffset = 180} -- 反之
}
function SingleFightPlayerView:AddListener()
function SingleExplorePlayerView:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.GuaJi.getEvent, self.ReciveData,self)
end
function SingleFightPlayerView:ReciveData(data)
function SingleExplorePlayerView:ReciveData(data)
if data.goData.userId == self.userId then
self.eventPointPos = data.event
self.state = 1
@ -35,15 +35,15 @@ function SingleFightPlayerView:ReciveData(data)
return
end
function SingleFightPlayerView:RemoveListener()
function SingleExplorePlayerView:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.GuaJi.getEvent, self.ReciveData, self)
end
function SingleFightPlayerView:New(gameObject)
function SingleExplorePlayerView:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = SingleFightPlayerView })
setmetatable(b, { __index = SingleExplorePlayerView })
return b
end
@ -53,7 +53,7 @@ local npc1 = "live2d_npc_map_boy"
local npc2 = "live2d_npc_map_nv"
-- 飘血资源
local hurtRes = "FloatingText"
function SingleFightPlayerView:InitComponent()
function SingleExplorePlayerView:InitComponent()
self.root = Util.GetGameObject(self.gameObject, "root")
self.ui = Util.GetGameObject(self.root, "ui")
self.roleRoot = Util.GetGameObject(self.ui,"roleRoot")
@ -104,7 +104,7 @@ function SingleFightPlayerView:InitComponent()
self.hurtNum = {}
end
function SingleFightPlayerView:OnOpen(parent)
function SingleExplorePlayerView:OnOpen(parent)
self.parent = parent
self.hitEffect = poolManager:LoadAsset(hitRootPath, PoolManager.AssetType.GameObject)
self.hitEffect.transform:SetParent(parent.effectRoot.transform)
@ -137,7 +137,7 @@ function SingleFightPlayerView:OnOpen(parent)
end
function SingleFightPlayerView:SetData(u,v,isSelf,data)
function SingleExplorePlayerView:SetData(u,v,isSelf,data)
self.isclose = false
self._PlayTimeStamp = 0
if isSelf then
@ -214,23 +214,23 @@ function SingleFightPlayerView:SetData(u,v,isSelf,data)
PlayUIAnim(self.gameObject)
end
function SingleFightPlayerView:SetWalkDir(dir)
function SingleExplorePlayerView:SetWalkDir(dir)
if self.playerLiveView then
self.playerLiveView:SetWalkDir(dir)
end
end
function SingleFightPlayerView:SetBattleState(state)
function SingleExplorePlayerView:SetBattleState(state)
self.buffEffectRoot.gameObject:SetActive(state)
end
function SingleFightPlayerView:HideSomeTrash()
function SingleExplorePlayerView:HideSomeTrash()
for i = 1, 3 do
self.buffTipList[i]:SetActive(false)
end
end
function SingleFightPlayerView:OnSortingOrderChange(orginLayer)
function SingleExplorePlayerView:OnSortingOrderChange(orginLayer)
Util.AddParticleSortLayer(self.hitEffect, orginLayer - sortingorder)
if #self.hurtNum > 0 then -- 初始化完成
for i = 1, 3 do
@ -241,7 +241,7 @@ function SingleFightPlayerView:OnSortingOrderChange(orginLayer)
end
-- 撞击事件结束后的回调
function SingleFightPlayerView:hitCallBack(pos)
function SingleExplorePlayerView:hitCallBack(pos)
self:SetWalkDir(WALK_DIR.IDLE_FRONT)
self.state = 0
self.parent.BattleEnd(pos) -- 战斗结束
@ -261,7 +261,7 @@ function SingleFightPlayerView:hitCallBack(pos)
end
-- 随机一个位置给大爷走走
function SingleFightPlayerView:SetRoleHitTarget()
function SingleExplorePlayerView:SetRoleHitTarget()
if self.thread then
coroutine.stop(self.thread)
self.thread=nil
@ -285,7 +285,7 @@ function SingleFightPlayerView:SetRoleHitTarget()
end
-- 选择一个目标位置, 就近原则
function SingleFightPlayerView:SelectTargetPos()
function SingleExplorePlayerView:SelectTargetPos()
local iconList = self.parent.RequestIconList()
--LogGreen("iconList:"..tostring(iconList))
if iconList and LengthOfTable(iconList) > 0 then
@ -335,7 +335,7 @@ end
-- 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 SingleExplorePlayerView:GetTargetPos(iconPos)
local u0, v0 = Map_Pos2UV(iconPos)
local posList = {
[1] = Vector2.New(u0, v0 - 1), -- 上
@ -368,7 +368,7 @@ function SingleFightPlayerView:GetTargetPos(iconPos)
return pos
end
function SingleFightPlayerView:SetRoleWalk(targetPos)
function SingleExplorePlayerView:SetRoleWalk(targetPos)
local funcCanPass = function(data)
return data.val <= 1
end
@ -377,7 +377,7 @@ function SingleFightPlayerView:SetRoleWalk(targetPos)
return pathList
end
function SingleFightPlayerView:RoleMove(pathList)
function SingleExplorePlayerView:RoleMove(pathList)
if not pathList or #pathList == 0 then
self.parent.AsideTriggerJudge(self.roleCurPos,self.isSelf,self)
return
@ -416,10 +416,10 @@ function SingleFightPlayerView:RoleMove(pathList)
self:PlayerMove()
end
function SingleFightPlayerView:PlayerMove()
function SingleExplorePlayerView:PlayerMove()
self.bLeaderIsIdle = false
end
function SingleFightPlayerView:PlayStepSound()
function SingleExplorePlayerView:PlayStepSound()
local curTimeStamp = GetTimeStamp()
if curTimeStamp - self._PlayTimeStamp >= 0.3 then
self._PlayTimeStamp = curTimeStamp
@ -428,7 +428,7 @@ function SingleFightPlayerView:PlayStepSound()
end
-- 角色行走结束
function SingleFightPlayerView:RoleWalkEnd(eventPoint)
function SingleExplorePlayerView:RoleWalkEnd(eventPoint)
self.callList:Clear()
self:PlayerIdle()
if self.eventPointPos then
@ -450,14 +450,14 @@ function SingleFightPlayerView:RoleWalkEnd(eventPoint)
end
---检查角色与图标的纵深关系
function SingleFightPlayerView:IsRoleFront(pos)
function SingleExplorePlayerView:IsRoleFront(pos)
local v0 = self.roleCurPos.v
local u, v = Map_Pos2UV(pos)
return v0 >= v
end
function SingleFightPlayerView:PlayerIdle()
function SingleExplorePlayerView:PlayerIdle()
self.bLeaderIsIdle = true
if self.SkeletonGraphic and self.SkeletonGraphic.AnimationState then
self.SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
@ -467,7 +467,7 @@ function SingleFightPlayerView:PlayerIdle()
end
-- 角色停止行走时的朝向
function SingleFightPlayerView:SetRoleDir(rolePos, iconPos)
function SingleExplorePlayerView:SetRoleDir(rolePos, iconPos)
local u0, v0 = Map_Pos2UV(rolePos)
local u, v = Map_Pos2UV(iconPos)
if v0 == v then
@ -496,14 +496,14 @@ end
---设置角色纵深
---@param isFront 设置是否角色在前
function SingleFightPlayerView:SetRoleLayer(isFront)
function SingleExplorePlayerView:SetRoleLayer(isFront)
local z_axis = isFront and -10 or 10
local v3 = self.gameObject.transform.localPosition
self.gameObject.transform.localPosition = Vector3(v3.x, v3.y, z_axis)
end
-- 角色相关
function SingleFightPlayerView:SetRoleDirAction(u, v, isBack)
function SingleExplorePlayerView:SetRoleDirAction(u, v, isBack)
local dU = isBack and self.roleCurPos.u - u or u - self.roleCurPos.u
local dV = isBack and self.roleCurPos.v - v or v - self.roleCurPos.v
@ -518,7 +518,7 @@ function SingleFightPlayerView:SetRoleDirAction(u, v, isBack)
end
end
function SingleFightPlayerView:StackPop()
function SingleExplorePlayerView:StackPop()
if self.callList:Count() > 0 then
self.callList:Pop()()
end
@ -526,7 +526,7 @@ end
-- 设置遇到图标时的表现
function SingleFightPlayerView:SetIconShow(_eventpoint)
function SingleExplorePlayerView:SetIconShow(_eventpoint)
local iconType = self.eventPointPos.iconId or -1
--LogGreen("iconType:"..iconType)
local index = (self.eventpoint == 4 or self.eventpoint == 1) and 4 or 3
@ -621,7 +621,7 @@ local boxEffectPos = {
[3] = Vector3.New(169, 168, 0),
}
function SingleFightPlayerView:SetEffect(pos)
function SingleExplorePlayerView:SetEffect(pos)
local boxState = FightPointPassManager.GetBoxState()
boxState = boxState == 0 and 1 or boxState
local tartPos = boxEffectPos[boxState]
@ -643,7 +643,7 @@ function SingleFightPlayerView:SetEffect(pos)
end
-- 设置宝箱特效s
function SingleFightPlayerView:SetBoxEffect(isShow, state)
function SingleExplorePlayerView:SetBoxEffect(isShow, state)
if not isShow then
if self.parent.boxEffect then
self.parent.boxEffect:SetActive(false)
@ -654,7 +654,7 @@ function SingleFightPlayerView:SetBoxEffect(isShow, state)
end
end
function SingleFightPlayerView:private_ShakeByTimes(_point, roleFaceDir, shakeTime, index, func)
function SingleExplorePlayerView:private_ShakeByTimes(_point, roleFaceDir, shakeTime, index, func)
local point = _point.event
local icon = point.go
local start = index
@ -711,7 +711,7 @@ end
-- 怪物被打得吐血
--- @param showType 参数为0时表示为掉血参数大于0时表示为补血
function SingleFightPlayerView:private_BloodBlood(objPos, index, iconType, isMonster, showType, func)
function SingleExplorePlayerView:private_BloodBlood(objPos, index, iconType, isMonster, showType, func)
local i = math.floor(index % 3 + 1)
-- 吐血随机值
@ -737,7 +737,7 @@ function SingleFightPlayerView:private_BloodBlood(objPos, index, iconType, isMon
end
-- 震动动画
function SingleFightPlayerView:pravite_ShakeObjOnce(go, isReverse, roleFaceDir, func, mid_func)
function SingleExplorePlayerView:pravite_ShakeObjOnce(go, isReverse, roleFaceDir, func, mid_func)
if self.isclose then
return
end
@ -759,7 +759,7 @@ function SingleFightPlayerView:pravite_ShakeObjOnce(go, isReverse, roleFaceDir,
end
-- 缩放
function SingleFightPlayerView:PlayScale(go, scale)
function SingleExplorePlayerView:PlayScale(go, scale)
if self.isclose then
return
end
@ -772,7 +772,7 @@ function SingleFightPlayerView:PlayScale(go, scale)
end
-- 受击特效
function SingleFightPlayerView:pravite_PlayHitEffect(pos)
function SingleExplorePlayerView:pravite_PlayHitEffect(pos)
--local u, v = Map_Pos2UV(pos)
--local v2 = RectTransformUtility.WorldToScreenPoint(TileMapView.GetCamera(), TileMapView.GetLiveTilePos(u, v))
--v2 = v2 / math.min(Screen.width/1080, Screen.height/1920)
@ -783,7 +783,7 @@ end
-- 不是战斗的表现
function SingleFightPlayerView:NotBattleShow()
function SingleExplorePlayerView:NotBattleShow()
if self.battleTimer then
self.battleTimer:Stop()
self.battleTimer = nil
@ -810,11 +810,11 @@ function SingleFightPlayerView:NotBattleShow()
end
-- 进入战斗状态
function SingleFightPlayerView:EnterBattle()
function SingleExplorePlayerView:EnterBattle()
self:SetBattleState(true)
end
function SingleFightPlayerView:StopAction()
function SingleExplorePlayerView:StopAction()
self.callList:Clear()
self:SetWalkDir(WALK_DIR.IDLE_FRONT)
self.hitEffect:SetActive(false)
@ -845,7 +845,7 @@ function SingleFightPlayerView:StopAction()
end
end
function SingleFightPlayerView:OnClose()
function SingleExplorePlayerView:OnClose()
self.isclose = true
self.dialogueRoot.gameObject:SetActive(false)
self:StopAction()
@ -866,4 +866,4 @@ function SingleFightPlayerView:OnClose()
self.eventPointPos = nil
self.state = 0
end
return SingleFightPlayerView
return SingleExplorePlayerView