Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c
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|
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--绑定事件(用于子类重写)
|
||||
function this:BindEvent()
|
||||
Util.AddOnceClick(this.btnEndLess,function()
|
||||
StoryMapManager.InitData(1)
|
||||
StoryMapManager.InitData(3)
|
||||
end)
|
||||
|
||||
self.trigger = Util.GetEventTriggerListener(self.ctrl)
|
||||
|
|
|
@ -94,7 +94,7 @@ function BattleFailPopup:OnOpen(battlePanel, showRecord, backPanel,_fightType)
|
|||
FightPointPassManager.FightBattleEnd()
|
||||
Util.GetGameObject(this.btnClose, "record"):SetActive(m_showRecord)
|
||||
Util.GetGameObject(this.btnClose,"tip"):SetActive(not fightType ==12)--副本内无法点击招募
|
||||
if fightType == BATTLE_TYPE.MAP_FIGHT or GuideManager.IsInMainGuide() or MapManager.Mapping then--地图
|
||||
if fightType == BATTLE_TYPE.MAP_FIGHT or GuideManager.IsInMainGuide() or MapManager.Mapping or fightType == BATTLE_TYPE.Test then--地图
|
||||
this.btnBattleBack:SetActive(false)
|
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else
|
||||
this.btnBattleBack:SetActive(true)
|
||||
|
|
|
@ -15,7 +15,6 @@ function this.InitData(groupId)
|
|||
end
|
||||
|
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function this.InitGroupIds(groupId)
|
||||
LogGreen("groupId:"..groupId)
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local config = storyMapConfig[groupId]
|
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table.insert(this.groupConfigs,config)
|
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if config.NextId and config.NextId > 0 then
|
||||
|
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|
@ -89,6 +89,7 @@ function StoryMapPanel:OnOpen(config)
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sortingOrder = 0
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this.PlayerGrouops = {}
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this.triggerEvent = {}
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this.callList = Stack.New()
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curGroupConfig = config
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curGroupId = config.Id
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this.LoadMap()
|
||||
|
@ -136,6 +137,7 @@ function StoryMapPanel:OnShow()
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if not curGroupConfig.TriggerEvent or #curGroupConfig.TriggerEvent < 1 then
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return
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end
|
||||
this.triggerEvent = {}
|
||||
--初始化触发事件
|
||||
for i = 1,#curGroupConfig.TriggerEvent do
|
||||
local event = {}
|
||||
|
@ -146,7 +148,7 @@ function StoryMapPanel:OnShow()
|
|||
end
|
||||
table.insert(this.triggerEvent,event)
|
||||
end
|
||||
this.callList = Stack.New()
|
||||
this.callList:Clear()
|
||||
for i = #this.triggerEvent,1,-1 do
|
||||
this.callList:Push(function()
|
||||
this:CheckTrigger(this.triggerEvent[i])
|
||||
|
@ -160,7 +162,6 @@ function this:StackPop()
|
|||
this.callList:Pop()()
|
||||
else
|
||||
sortingOrder = newSortingOrder
|
||||
this:OnClose()
|
||||
StoryMapManager.GetSingleStoryConfig()
|
||||
end
|
||||
end
|
||||
|
@ -177,7 +178,7 @@ local pos = {
|
|||
|
||||
function this:CheckTrigger(data,go)
|
||||
if isSkip then
|
||||
LogGreen("data.eventType:"..tostring(data.eventType).." this.curEvent.eventType:"..tostring(this.curEvent.eventType))
|
||||
--LogGreen("data.eventType:"..tostring(data.eventType).." this.curEvent.eventType:"..tostring(this.curEvent.eventType))
|
||||
if (data.eventType == this.curEvent.eventType) then--(data.eventType ~= 3 and data.eventType ~= 1 and data.eventType ~= 2 and data.eventType ~= 10) or (data.eventType == this.curEvent.eventType) then
|
||||
this:CloseDiaLog()
|
||||
this:StackPop()
|
||||
|
@ -322,7 +323,7 @@ function this:CheckTrigger(data,go)
|
|||
else
|
||||
index = tempList[indexTemp] - 1
|
||||
end
|
||||
LogGreen("index:"..index.." this.PlayerGrouops[index]:"..tostring(this.PlayerGrouops[index]))
|
||||
--LogGreen("index:"..index.." this.PlayerGrouops[index]:"..tostring(this.PlayerGrouops[index]))
|
||||
if this.PlayerGrouops and this.PlayerGrouops[index] then
|
||||
if index > 0 and index < 4 then
|
||||
this.PlayerGrouops[index]:SetWalkDir(WALK_DIR.DEAD_FRONT)
|
||||
|
@ -367,14 +368,44 @@ function this:CheckTrigger(data,go)
|
|||
this:RunMap(data.eventType)
|
||||
elseif data.eventType == 11 then --设置全屏遮罩,显示高亮位置点击区域
|
||||
this.eventIndex = 0
|
||||
this.btnSkipBtnComp.enabled = false
|
||||
this.mask.gameObject:SetActive(true)
|
||||
this.maskBtn.transform.localPosition = Vector3.New(data.groups[1],data.groups[2],data.groups[3])
|
||||
if not this.UI_Effect_ChuFaEffect_06 then
|
||||
this.UI_Effect_ChuFaEffect_06 = poolManager:LoadAsset("UI_Effect_ChuFaEffect_06", PoolManager.AssetType.GameObject)
|
||||
this.UI_Effect_ChuFaEffect_06.name = "UI_Effect_ChuFaEffect_06"
|
||||
this.UI_Effect_ChuFaEffect_06.transform:SetParent(this.effectRoot.transform)
|
||||
this.UI_Effect_ChuFaEffect_06.transform.localPosition = Vector3.New(50,532.2,0)
|
||||
this.UI_Effect_ChuFaEffect_06.transform.localScale = Vector3.one
|
||||
end
|
||||
if not this.UI_Effect_ChuFaEffect_04 then
|
||||
this.UI_Effect_ChuFaEffect_04 = poolManager:LoadAsset("UI_Effect_ChuFaEffect_04", PoolManager.AssetType.GameObject)
|
||||
this.UI_Effect_ChuFaEffect_04.name = "UI_Effect_ChuFaEffect_04"
|
||||
this.UI_Effect_ChuFaEffect_04.transform:SetParent(this.effectRoot.transform)
|
||||
this.UI_Effect_ChuFaEffect_04.transform.localPosition = Vector3.New(0,550,0)
|
||||
this.UI_Effect_ChuFaEffect_04.transform.localScale = Vector3.one
|
||||
end
|
||||
Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_04,newSortingOrder - sortingOrder)
|
||||
Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_06,newSortingOrder - sortingOrder)
|
||||
this.UI_Effect_ChuFaEffect_06.gameObject:SetActive(true)
|
||||
this.UI_Effect_ChuFaEffect_04.gameObject:SetActive(true)
|
||||
elseif data.eventType == 12 then --光芒四射的特效
|
||||
--设置上一个特效为false
|
||||
this.UI_Effect_ChuFaEffect_06.gameObject:SetActive(false)
|
||||
--加载光芒四射的特效
|
||||
if not this.UI_Effect_ChuFaEffect_07 then
|
||||
this.UI_Effect_ChuFaEffect_07 = poolManager:LoadAsset("UI_Effect_ChuFaEffect_07", PoolManager.AssetType.GameObject)
|
||||
this.UI_Effect_ChuFaEffect_07.name = "UI_Effect_ChuFaEffect_07"
|
||||
this.UI_Effect_ChuFaEffect_07.transform:SetParent(this.effectRoot.transform)
|
||||
this.UI_Effect_ChuFaEffect_07.transform.localPosition = Vector3.New(0,532.2,0)
|
||||
this.UI_Effect_ChuFaEffect_07.transform.localScale = Vector3.one
|
||||
end
|
||||
Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_07,newSortingOrder - sortingOrder)
|
||||
this.UI_Effect_ChuFaEffect_07.gameObject:SetActive(true)
|
||||
this.eventIndex = 0
|
||||
this.btnSkipBtnComp.enabled = false
|
||||
Timer.New(function()
|
||||
this.UI_Effect_ChuFaEffect_04.gameObject:SetActive(false)
|
||||
this.UI_Effect_ChuFaEffect_07.gameObject:SetActive(false)
|
||||
this.btnSkipBtnComp.enabled = true
|
||||
this:StackPop()
|
||||
end,data.groups[1],1,false):Start()
|
||||
|
@ -419,7 +450,7 @@ function this:ShowDialog()
|
|||
this.GoOn.gameObject:SetActive(true)
|
||||
local config = chapterEventPointData[this.curEvent.groups[this.eventIndex]]
|
||||
if not config then
|
||||
LogGreen("this.curEvent.groups[this.eventIndex]:"..this.curEvent.groups[this.eventIndex].." this.eventIndex:"..this.eventIndex)
|
||||
--LogGreen("this.curEvent.groups[this.eventIndex]:"..this.curEvent.groups[this.eventIndex].." this.eventIndex:"..this.eventIndex)
|
||||
end
|
||||
local showValues = GetLanguageStrById(config.ShowValues)
|
||||
|
||||
|
@ -597,6 +628,14 @@ function StoryMapPanel:OnClose()
|
|||
poolManager:UnLoadAsset("UI_Effect_ChuFaEffect_05", this.UI_Effect_ChuFaEffect_05, PoolManager.AssetType.GameObject)
|
||||
this.UI_Effect_ChuFaEffect_05 = nil
|
||||
end
|
||||
if this.UI_Effect_ChuFaEffect_06 then
|
||||
poolManager:UnLoadAsset("UI_Effect_ChuFaEffect_06", this.UI_Effect_ChuFaEffect_05, PoolManager.AssetType.GameObject)
|
||||
this.UI_Effect_ChuFaEffect_06 = nil
|
||||
end
|
||||
if this.UI_Effect_ChuFaEffect_07 then
|
||||
poolManager:UnLoadAsset("UI_Effect_ChuFaEffect_07", this.UI_Effect_ChuFaEffect_05, PoolManager.AssetType.GameObject)
|
||||
this.UI_Effect_ChuFaEffect_07 = nil
|
||||
end
|
||||
end
|
||||
|
||||
--界面销毁时调用(用于子类重写)
|
||||
|
|
Loading…
Reference in New Issue