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

dev_chengFeng
gaoxin 2021-04-29 20:19:10 +08:00
commit 5f09e64257
38 changed files with 77336 additions and 23720 deletions

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@ -263,7 +263,7 @@ end
--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)

View File

@ -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)
else
this.btnBattleBack:SetActive(true)

View File

@ -15,7 +15,6 @@ function this.InitData(groupId)
end
function this.InitGroupIds(groupId)
LogGreen("groupId:"..groupId)
local config = storyMapConfig[groupId]
table.insert(this.groupConfigs,config)
if config.NextId and config.NextId > 0 then

View File

@ -89,6 +89,7 @@ function StoryMapPanel:OnOpen(config)
sortingOrder = 0
this.PlayerGrouops = {}
this.triggerEvent = {}
this.callList = Stack.New()
curGroupConfig = config
curGroupId = config.Id
this.LoadMap()
@ -136,6 +137,7 @@ function StoryMapPanel:OnShow()
if not curGroupConfig.TriggerEvent or #curGroupConfig.TriggerEvent < 1 then
return
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)