diff --git a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua index 76dce26c56..b23c77ef67 100644 --- a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua +++ b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua @@ -1253,6 +1253,7 @@ FORMATION_TYPE = { FOUR_ELEMENT = 24, WORLDARENA=25,--玉虚论道(3队) QIJIESHILIAN=26,--七界试炼编队 + LINGMAIMIJING=27,--灵脉秘境编队 } --活动Type定义 @@ -1908,6 +1909,7 @@ FormationTypeDef = { FORMATION_YUXUNLUNDAO1 = 2001, --玉虚论道1队 FORMATION_YUXUNLUNDAO2 = 2002, --玉虚论道2队 FORMATION_YUXUNLUNDAO3 = 2003, --玉虚论道3队 + FORMATION_LINGMAIMIJING = 2004, --灵脉秘境编队 FORMATION_QIJIESHILIAN = 2101, --七界试炼编队 FourElement_PEOPLE = 3001, FourElement_BUDDHIST = 3002, @@ -1944,6 +1946,7 @@ PLAYER_INFO_VIEW_TYPE = { JUPMSERVER_NORMAL = 8,--跨服主线编队 TOP_MATCH = 9,--巅峰赛编队 QIJIESHILIAN = 10,--七界试炼编队 + LINGMAIMIJING = 11,--灵脉秘境编队 } --限时达人 周卡 限时活动 拍脸 异妖直购 @@ -2582,6 +2585,7 @@ BATTLE_TYPE = { EndlessMpaFight = 22, -- 无尽副本 QIJIE_FIGHT = 24, --七界试炼 FOURELEMENT = 23, + LINGMAIMIJING = 25, --灵脉秘境 } --isRankingMainPanelShow:_1 本服 _2 跨服 3_跨服不显示在排行主界面 4 用于十绝阵特殊判断 --0非跨服界面内排行榜(达人) --本服排行 diff --git a/Assets/ManagedResources/~Lua/Message/ArenaInfoProto_pb.lua b/Assets/ManagedResources/~Lua/Message/ArenaInfoProto_pb.lua index 5a2c123e04..ad2754e9a1 100644 --- a/Assets/ManagedResources/~Lua/Message/ArenaInfoProto_pb.lua +++ b/Assets/ManagedResources/~Lua/Message/ArenaInfoProto_pb.lua @@ -154,7 +154,7 @@ CROSSLINGMAISECRETAREAREQUEST = protobuf.Descriptor(); CROSSLINGMAISECRETAREAREQUEST_ID_FIELD = protobuf.FieldDescriptor(); CROSSLINGMAISECRETAREARESPONSE = protobuf.Descriptor(); CROSSLINGMAISECRETAREARESPONSE_FIGHTDATA_FIELD = protobuf.FieldDescriptor(); -CROSSLINGMAISECRETAREARESPONSE_FIGHTRESULT_FIELD = protobuf.FieldDescriptor(); +CROSSLINGMAISECRETAREARESPONSE_RESULT_FIELD = protobuf.FieldDescriptor(); CROSSLINGMAISECRETAREARECORDREQUEST = protobuf.Descriptor(); CROSSLINGMAISECRETAREARECORDRESPONSE = protobuf.Descriptor(); CROSSLINGMAISECRETAREARECORDRESPONSE_RECORDDATA_FIELD = protobuf.FieldDescriptor(); @@ -1550,28 +1550,28 @@ CROSSLINGMAISECRETAREARESPONSE_FIGHTDATA_FIELD.name = "fightData" CROSSLINGMAISECRETAREARESPONSE_FIGHTDATA_FIELD.full_name = ".rpc.protocols.CrossLingmaiSecretAreaResponse.fightData" CROSSLINGMAISECRETAREARESPONSE_FIGHTDATA_FIELD.number = 1 CROSSLINGMAISECRETAREARESPONSE_FIGHTDATA_FIELD.index = 0 -CROSSLINGMAISECRETAREARESPONSE_FIGHTDATA_FIELD.label = 3 +CROSSLINGMAISECRETAREARESPONSE_FIGHTDATA_FIELD.label = 1 CROSSLINGMAISECRETAREARESPONSE_FIGHTDATA_FIELD.has_default_value = false -CROSSLINGMAISECRETAREARESPONSE_FIGHTDATA_FIELD.default_value = {} +CROSSLINGMAISECRETAREARESPONSE_FIGHTDATA_FIELD.default_value = nil CROSSLINGMAISECRETAREARESPONSE_FIGHTDATA_FIELD.message_type = CommonProto_pb.FIGHTDATA CROSSLINGMAISECRETAREARESPONSE_FIGHTDATA_FIELD.type = 11 CROSSLINGMAISECRETAREARESPONSE_FIGHTDATA_FIELD.cpp_type = 10 -CROSSLINGMAISECRETAREARESPONSE_FIGHTRESULT_FIELD.name = "fightResult" -CROSSLINGMAISECRETAREARESPONSE_FIGHTRESULT_FIELD.full_name = ".rpc.protocols.CrossLingmaiSecretAreaResponse.fightResult" -CROSSLINGMAISECRETAREARESPONSE_FIGHTRESULT_FIELD.number = 2 -CROSSLINGMAISECRETAREARESPONSE_FIGHTRESULT_FIELD.index = 1 -CROSSLINGMAISECRETAREARESPONSE_FIGHTRESULT_FIELD.label = 3 -CROSSLINGMAISECRETAREARESPONSE_FIGHTRESULT_FIELD.has_default_value = false -CROSSLINGMAISECRETAREARESPONSE_FIGHTRESULT_FIELD.default_value = {} -CROSSLINGMAISECRETAREARESPONSE_FIGHTRESULT_FIELD.type = 5 -CROSSLINGMAISECRETAREARESPONSE_FIGHTRESULT_FIELD.cpp_type = 1 +CROSSLINGMAISECRETAREARESPONSE_RESULT_FIELD.name = "result" +CROSSLINGMAISECRETAREARESPONSE_RESULT_FIELD.full_name = ".rpc.protocols.CrossLingmaiSecretAreaResponse.result" +CROSSLINGMAISECRETAREARESPONSE_RESULT_FIELD.number = 2 +CROSSLINGMAISECRETAREARESPONSE_RESULT_FIELD.index = 1 +CROSSLINGMAISECRETAREARESPONSE_RESULT_FIELD.label = 1 +CROSSLINGMAISECRETAREARESPONSE_RESULT_FIELD.has_default_value = false +CROSSLINGMAISECRETAREARESPONSE_RESULT_FIELD.default_value = 0 +CROSSLINGMAISECRETAREARESPONSE_RESULT_FIELD.type = 5 +CROSSLINGMAISECRETAREARESPONSE_RESULT_FIELD.cpp_type = 1 CROSSLINGMAISECRETAREARESPONSE.name = "CrossLingmaiSecretAreaResponse" CROSSLINGMAISECRETAREARESPONSE.full_name = ".rpc.protocols.CrossLingmaiSecretAreaResponse" CROSSLINGMAISECRETAREARESPONSE.nested_types = {} CROSSLINGMAISECRETAREARESPONSE.enum_types = {} -CROSSLINGMAISECRETAREARESPONSE.fields = {CROSSLINGMAISECRETAREARESPONSE_FIGHTDATA_FIELD, CROSSLINGMAISECRETAREARESPONSE_FIGHTRESULT_FIELD} +CROSSLINGMAISECRETAREARESPONSE.fields = {CROSSLINGMAISECRETAREARESPONSE_FIGHTDATA_FIELD, CROSSLINGMAISECRETAREARESPONSE_RESULT_FIELD} CROSSLINGMAISECRETAREARESPONSE.is_extendable = false CROSSLINGMAISECRETAREARESPONSE.extensions = {} CROSSLINGMAISECRETAREARECORDREQUEST.name = "CrossLingmaiSecretAreaRecordRequest" diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua index 47129d8a2a..7d3e75769e 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua @@ -482,7 +482,7 @@ function this.ShowBattleResult(result, msg) UIManager.ClosePanel(UIName.ElementPopup) end -- 回放直接关闭界面 - if fightType == BATTLE_TYPE.BACK or fightType == BATTLE_TYPE.ARENA then + if fightType == BATTLE_TYPE.BACK or fightType == BATTLE_TYPE.ARENA or fightType == BATTLE_TYPE.LINGMAIMIJING then this:ClosePanel() return end diff --git a/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua b/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua index f790c4bc04..b6e25a5c19 100644 --- a/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua +++ b/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua @@ -69,6 +69,7 @@ this.PanelOptionView = { [FORMATION_TYPE.JUMPSERVER_HIGHTLADDER]="Modules/Formation/View/JumpServerHightLadderFormation", [FORMATION_TYPE.WORLDARENA]="Modules/Formation/View/WorldArenaFormation", [FORMATION_TYPE.QIJIESHILIAN]="Modules/Formation/View/QiJieFormation", + [FORMATION_TYPE.LINGMAIMIJING]="Modules/Formation/View/LingMaiFormation", } function this:InitComponent() this.spLoader = SpriteLoader.New() diff --git a/Assets/ManagedResources/~Lua/Modules/Formation/View/LingMaiFormation.lua b/Assets/ManagedResources/~Lua/Modules/Formation/View/LingMaiFormation.lua new file mode 100644 index 0000000000..1b76913205 --- /dev/null +++ b/Assets/ManagedResources/~Lua/Modules/Formation/View/LingMaiFormation.lua @@ -0,0 +1,84 @@ +----- 灵脉秘境 ----- +local LingMaiFormation = {} +local this = LingMaiFormation +--- 是否需要切换编队的功能 +this.IsNeedChangeFormation = false +local hadClick = false +--local GetCurNodeInfo +this.nodeData = {} +local curFormationTypeDef +--- 逻辑初始化 +function this.Init(root, _nodeData) + this.spLoader = SpriteLoader.New() + this.root = root + this.nodeData = _nodeData + this.InitView() +end +--- 获取需要显示的编队id +function this.GetFormationIndex() + return FormationTypeDef.FORMATION_LINGMAIMIJING +end +--- btn1点击回调事件 + +function this.On_Btn1_Click() + this.root.SetOneKeyGo() +end + +function this.On_Btn2_Click() + if not hadClick then + hadClick = true + 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(string.format(Language[10699], 1)) + hadClick = false + return + end + -- 编队为空 + if #FormationManager.formationList[FormationTypeDef.FORMATION_LINGMAIMIJING].teamHeroInfos == 0 then + PopupTipPanel.ShowTip(Language[10671]) + hadClick = false + return + end + this.StartFight() + 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 = this.nodeData.uid == PlayerManager.uid and Language[10715] or Language[10706] + hadClick = false + this.root.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main }) +end + +-- 开始战斗 +function this.StartFight() + this.spLoader:Destroy() + + 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 + hadClick = false + PopupTipPanel.ShowTip(string.format(Language[10699], 1)) + return + end + if this.nodeData.uid == PlayerManager.uid then + this.root:ClosePanel() + else + NetManager.LingMaiBattleRequest(this.nodeData.Id,function (msg) + this.root:ClosePanel() + local fightData = BattleManager.GetBattleServerData(msg) + LingMaiMiJingManager.battleResult = msg + UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.LINGMAIMIJING):SetResult(msg.result) + end) + end +end + +return this \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Formation/View/LingMaiFormation.lua.meta b/Assets/ManagedResources/~Lua/Modules/Formation/View/LingMaiFormation.lua.meta new file mode 100644 index 0000000000..46c8c1991f --- /dev/null +++ b/Assets/ManagedResources/~Lua/Modules/Formation/View/LingMaiFormation.lua.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b497fbf7f8e29d34692ca7962faa45f6 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ManagedResources/~Lua/Modules/LingMaiMiJing/LingMaiMiJingManager.lua b/Assets/ManagedResources/~Lua/Modules/LingMaiMiJing/LingMaiMiJingManager.lua index d4ed875186..da4cf81a6c 100644 --- a/Assets/ManagedResources/~Lua/Modules/LingMaiMiJing/LingMaiMiJingManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/LingMaiMiJing/LingMaiMiJingManager.lua @@ -4,11 +4,12 @@ local lodeConfig = ConfigManager.GetConfig(ConfigName.LodeConfig) function this.Initialize() this.state = 1--当前状态 - this.startTime = 1637026855--我开始占领此矿脉的时间 + this.startTime = 0--我开始占领此矿脉的时间 this.endTime = 1638460800--结束时间 this.myPlaceId = 3--当前我占领的矿脉的id this.fightTime = 0--我的剩余挑战次数 this.recordData = {} + this.battleResult = {} end --获取manager中的信息 @@ -21,14 +22,14 @@ function this.GetData() data.recordData = {} for i = 1, 5 do data.recordData[i] = {} - LogGreen("placeId:"..tostring(this.recordData[i].placeId).." playerId:"..tostring(this.recordData[i].playerId).." Name:"..tostring(this.recordData[i].playerName)) - data.recordData[i].Id = this.recordData[i].placeId - if this.recordData[i].playerId then - data.recordData[i].playerId = this.recordData[i].playerId - data.recordData[i].playerName = this.recordData[i].playerName + -- LogGreen("placeId:"..tostring(this.recordData[i].id).." playerId:"..tostring(this.recordData[i].uid).." Name:"..tostring(this.recordData[i].userName)) + data.recordData[i].Id = this.recordData[i].id + if this.recordData[i].uid ~= 0 then + data.recordData[i].uid = this.recordData[i].uid + data.recordData[i].userName = this.recordData[i].userName else - data.recordData[i].playerId = nil - data.recordData[i].playerName = "灵脉守护者" + data.recordData[i].uid = 0 + data.recordData[i].userName = "灵脉守护者" end data.recordData[i].No = lodeConfig[data.recordData[i].Id].No data.recordData[i].PageNo = lodeConfig[data.recordData[i].Id].PageNo @@ -48,11 +49,12 @@ function this.GetLingMaiServerData(msg,func) this.fightTime = msg.remainChangeTimes -- this.endTime = msg.state.endTime this.recordData = msg.recordData - LogGreen("state:"..tostring(msg.state).." myPlaceId:"..tostring(msg.myOccupyId).." startTime:"..tostring(msg.myOccupyTime).." fightTime:"..tostring(msg.remainChangeTimes).." recordData:"..tostring(#msg.recordData)) - for i = 1, #msg.recordData do - LogYellow("id:"..tostring(msg.recordData.id).." uid:"..tostring(msg.recordData.uid).." userName:"..tostring(msg.recordData.userName)) - end this.curPage = lodeConfig[this.myPlaceId].PageNo + LogGreen("state:"..tostring(msg.state).." myPlaceId:"..tostring(msg.myOccupyId).." startTime:"..tostring(msg.myOccupyTime).." fightTime:"..tostring(msg.remainChangeTimes).." recordData:"..tostring(#msg.recordData).." curPage:"..tostring(this.curPage)) + for i = 1, #msg.recordData do + LogYellow("id:"..tostring(msg.recordData[i].id).." uid:"..tostring(msg.recordData[i].uid).." userName:"..tostring(msg.recordData[i].userName).." practiceLevel:"..tostring(msg.recordData[i].practiceLevel)) + -- msg.recordData[i].userName = PracticeManager.SetNameColor(msg.recordData[i].userName,msg.recordData[i].practiceLevel) + end -- Game.GlobalEvent:DispatchEvent(GameEvent.LingMaiMiJing.RefreshPanel) if func then func() diff --git a/Assets/ManagedResources/~Lua/Modules/LingMaiMiJing/LingMaiMiJingPanel.lua b/Assets/ManagedResources/~Lua/Modules/LingMaiMiJing/LingMaiMiJingPanel.lua index f33039e103..8c501769bc 100644 --- a/Assets/ManagedResources/~Lua/Modules/LingMaiMiJing/LingMaiMiJingPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/LingMaiMiJing/LingMaiMiJingPanel.lua @@ -76,11 +76,10 @@ end --界面打开时调用(用于子类重写) function LingMaiMiJingPanel:OnShow() NetManager.GetLingMaiInfoRequest(0,function () - LogYellow("刷新了一次") - -- self.data = LingMaiMiJingManager.GetData() - -- self:SetTime() - -- self:SetMydata() - -- self:SetVeins() + self.data = LingMaiMiJingManager.GetData() + self:SetTime() + self:SetMydata() + self:SetVeins() end) end @@ -113,9 +112,9 @@ function LingMaiMiJingPanel:SetVeins() local rewardPre = Util.GetGameObject(grid,"rewardPre") rewardPre:SetActive(false) - title.text = data.playerName + title.text = data.userName num.text = data.No - name.text = data.playerName + name.text = data.userName if not self.itemList[i] then self.itemList[i] = {} end @@ -132,6 +131,14 @@ function LingMaiMiJingPanel:SetVeins() Util.GetGameObject(item,"icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(data.RewardList[j][1])) Util.GetGameObject(item,"Text"):GetComponent("Text").text = string.format( "%s/分",data.RewardList[j][2]) end + Util.AddOnceClick(go,function () + -- UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.LINGMAIMIJING,data) + if data.uid == 0 then + UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.LINGMAIMIJING,data) + else + UIManager.OpenPanel(UIName.PlayerInfoPopup, data.uid,PLAYER_INFO_VIEW_TYPE.LINGMAIMIJING,data.serverName and data.serverName or nil,data) + end + end) end end diff --git a/Assets/ManagedResources/~Lua/Modules/Main/MainPanel.lua b/Assets/ManagedResources/~Lua/Modules/Main/MainPanel.lua index 475f4f4085..e2094a81ab 100644 --- a/Assets/ManagedResources/~Lua/Modules/Main/MainPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Main/MainPanel.lua @@ -642,13 +642,14 @@ function this:BindEvent() end) Util.AddClick(this.btnHongMeng,function() - NetManager.HongMengInfoResponse(function () - if HarmonyManager:HongMengTowerUpLimit() > 0 then - UIManager.OpenPanel(UIName.HongMengEnvoyPanel) - else - UIManager.OpenPanel(UIName.HongMengPanel) - end - end) + -- NetManager.HongMengInfoResponse(function () + -- if HarmonyManager:HongMengTowerUpLimit() > 0 then + -- UIManager.OpenPanel(UIName.HongMengEnvoyPanel) + -- else + -- UIManager.OpenPanel(UIName.HongMengPanel) + -- end + -- end) + UIManager.OpenPanel(UIName.LingMaiMiJingPanel) end) Util.AddClick(this.btnTianShuMiJuan,function() diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/PlayerInfoPopup.lua b/Assets/ManagedResources/~Lua/Modules/Popup/PlayerInfoPopup.lua index cdc5eddc5b..1d44c1355b 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/PlayerInfoPopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/PlayerInfoPopup.lua @@ -82,6 +82,16 @@ local _ViewConfig = { -- {name = "切磋", func = 7}, } }, + [PLAYER_INFO_VIEW_TYPE.LINGMAIMIJING] = { + formationType = FormationTypeDef.FORMATION_LINGMAIMIJING, + tip = "灵脉秘境阵容:", + isAddFriend = false, + btnType = { + {name = "切磋", func = 3}, + {name = "挑战", func = 8}, + {name = "调整编队", func = 8}, + } + }, } local curPlayerName = "" @@ -187,10 +197,11 @@ function PlayerInfoPopup:RemoveListener() end --界面打开时调用(用于子类重写) -function PlayerInfoPopup:OnOpen(playerId, viewType,serverName) +function PlayerInfoPopup:OnOpen(playerId, viewType,serverName,_otherdata) this._PlayerId = playerId this._ViewType = viewType or PLAYER_INFO_VIEW_TYPE.NORMAL this.serverName = serverName--跨服加的服务器数据 + this.data = _otherdata isNpc = this._PlayerId <= 1000000 -- 界面类型修正 if this._ViewType == PLAYER_INFO_VIEW_TYPE.NORMAL and GoodFriendManager.IsInBlackList(this._PlayerId) then @@ -206,6 +217,7 @@ function PlayerInfoPopup:OnOpen(playerId, viewType,serverName) [5] = this.GoToBlack, [6] = this.JumpServerBattle, [7] = this.JumpServerBattle_NORMAL, + [8] = this.LingMaiFormaion, } end @@ -218,25 +230,27 @@ 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 PlayerInfoPopup:OnShow() - this.RefreshBtnShow() + -- this.RefreshBtnShow() -- 请求数据 - LogGreen(this._PlayerId.." "..this._Config.formationType) - netserverName = nil - if this.serverName and this.serverName ~= "" then--and this.serverName ~= PlayerManager.serverInfo.name - netserverName = 1 + LogGreen("角色Id:"..tostring(this._PlayerId).." 编队Id:"..tostring(this._Config.formationType)) + if this._PlayerId > 0 then--如果PlayerId > 0 说明是真人或者机器人,为0则直接是怪物组,数据需要自己拼接 + netserverName = nil + if this.serverName and this.serverName ~= "" then--and this.serverName ~= PlayerManager.serverInfo.name + netserverName = 1 + end + NetManager.RequestPlayerInfo(this._PlayerId, this._Config.formationType,netserverName,0, function(msg) + -- 如果是好友更新好友数据 + curPlayerName = msg.teamInfo.name + GoodFriendManager.UpdateFriendData(this._PlayerId, msg.teamInfo.level, JingJiShouWeiToEn(msg.teamInfo.name) , msg.teamInfo.head, msg.teamInfo.headFrame) + this._PlayerData = msg.teamInfo + this.RefreshPlayerInfo(msg.teamInfo) + local teamInfo = msg.teamInfo.team + this.FormationAdapter(teamInfo) + -- + this.RefreshFunction() + this.RefreshBtnShow() + end) end - NetManager.RequestPlayerInfo(this._PlayerId, this._Config.formationType,netserverName,0, function(msg) - -- 如果是好友更新好友数据 - curPlayerName = msg.teamInfo.name - GoodFriendManager.UpdateFriendData(this._PlayerId, msg.teamInfo.level, JingJiShouWeiToEn(msg.teamInfo.name) , msg.teamInfo.head, msg.teamInfo.headFrame) - this._PlayerData = msg.teamInfo - this.RefreshPlayerInfo(msg.teamInfo) - local teamInfo = msg.teamInfo.team - this.FormationAdapter(teamInfo) - -- - this.RefreshFunction() - this.RefreshBtnShow() - end) end -- 刷新基础信息显示 @@ -259,11 +273,6 @@ function this.RefreshPlayerInfo(data) if not _PlayerHead then _PlayerHead = SubUIManager.Open(SubUIConfig.PlayerHeadView, this.memHead.transform) end - -- if titleLive then - -- poolManager:UnLoadAsset(titleLiveStr, titleLive, PoolManager.AssetType.GameObject) - -- titleLive = nil - -- titleLiveStr = nil - -- end _PlayerHead:Reset() _PlayerHead:SetScale(Vector3.one * 0.85) _PlayerHead:SetHead(data.head) @@ -274,18 +283,6 @@ function this.RefreshPlayerInfo(data) local title=data.userTitle if title and title>0 then this.titlePar:SetActive(true) - -- local curPlayerRole = ConfigManager.GetConfigData(ConfigName.PlayerRole,title) - -- local curArtResourcesConfig = ConfigManager.GetConfigData(ConfigName.ArtResourcesConfig,curPlayerRole.LiveAnimName) - -- titleLiveStr = curArtResourcesConfig.Name - -- titleLive = poolManager:LoadAsset(titleLiveStr, PoolManager.AssetType.GameObject) - -- titleLive.transform:SetParent(this.titlePar.transform) - -- titleLive.transform.localPosition = Vector3.New(0,0,0) - -- titleLive.transform.localScale = Vector3.New(0.5,0.5,0.5) - -- local sortingorder=0 - -- if this.sortingOrder then - -- Util.AddParticleSortLayer(titleLive,this.sortingOrder - sortingorder) - -- sortingorder = this.sortingOrder - -- end LogError("title=="..title) if titleLive then SubUIManager.Close(titleLive) @@ -295,8 +292,6 @@ function this.RefreshPlayerInfo(data) titleLive = SubUIManager.Open(SubUIConfig.PlayerTitle, this.titlePar.transform) titleLive:SetShow(title, Vector3.New(0,0,0), 0.5, 0.03*20, this.sortingOrder) end - - else this.titlePar:SetActive(false) end @@ -355,13 +350,7 @@ function this.FormationAdapter(teamInfo) this.Demons[hero.position].proIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName)) this.Demons[hero.position].levelText.text = hero.level this.Demons[hero.position].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality, hero.star)) - -- if hero.skinId == 0 then - -- Util.GetGameObject(heroGo, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(heroConfig.Icon)) - -- else - -- local config = ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Type",hero.skinId) - -- Util.GetGameObject(heroGo, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(config.Icon)) - -- end - SetHeroIcon(this.spLoader, hero,this.Demons[hero.position].icon,heroConfig) + SetHeroIcon(this.spLoader, hero,this.Demons[hero.position].icon,heroConfig) local heroData = {} if this._Config.formationType == FormationTypeDef.FORMATION_TSLX then Util.AddOnceClick(this.Demons[hero.position].frameBtn, function() @@ -384,7 +373,6 @@ function this.FormationAdapter(teamInfo) local len=#teamInfo.PokemonInfos -- LogError("长度:"..len) if len>0 then - -- this.bgImg.sizeDelta=Vector2.New(900,1024) this.pokemonObj:SetActive(true) for i, demon in ipairs(this.Pokemons) do demon.gameObject:SetActive(false) @@ -392,7 +380,6 @@ function this.FormationAdapter(teamInfo) Util.GetGameObject(demon, "hero"):SetActive(false) end else - -- this.bgImg.sizeDelta=Vector2.New(900,850) this.pokemonObj:SetActive(false) end @@ -452,29 +439,10 @@ end -- 刷新按钮显示 function this.RefreshBtnShow() - -- 自己 - if this._PlayerId == PlayerManager.uid or curPlayerName == Language[12230] then - this.boxLine:SetActive(false) - this.btnBox:SetActive(false) - this.addFriendBtn:SetActive(false) - return - end - -- 判断该界面类型是否有按钮显示 - LogYellow("this._ViewType "..this._ViewType.." "..tostring(not JumpServerManager.GetCurPersonInfo())) - if not this._Config or not this._Config.btnType or isNpc then--or (this._ViewType == PLAYER_INFO_VIEW_TYPE.JUPMSERVER and not JumpServerManager.GetCurPersonInfo()) - this.boxLine:SetActive(false) - this.btnBox:SetActive(false) - this.addFriendBtn:SetActive(false) - return - end - this.addFriendBtn:SetActive(this._Config.isAddFriend) - -- if this._ViewType == PLAYER_INFO_VIEW_TYPE.JUPMSERVER then - -- else - -- this.addFriendBtn:SetActive(true) - -- end - -- 有按钮显示 - local btnType = this._Config.btnType this.btnBox:SetActive(true) + + -- 按钮功能 + local btnType = this._Config.btnType for index, btn in ipairs(this.btnList) do btn:SetActive(btnType[index] ~= nil) if btnType[index] then @@ -489,6 +457,32 @@ function this.RefreshBtnShow() end) end end + + -- 自己 + if this._PlayerId == PlayerManager.uid or curPlayerName == Language[12230] then + this.boxLine:SetActive(false) + this.btnBox:SetActive(false) + this.addFriendBtn:SetActive(false) + end + -- 判断该界面类型是否有按钮显示 + if not this._Config or not this._Config.btnType or isNpc then + this.boxLine:SetActive(false) + this.btnBox:SetActive(false) + this.addFriendBtn:SetActive(false) + end + this.addFriendBtn:SetActive(this._Config.isAddFriend) + --一些按钮需要特殊显示 + this.SpecialBtnShow() +end + +function this.SpecialBtnShow() + if this._ViewType == PLAYER_INFO_VIEW_TYPE.LINGMAIMIJING then + this.btnBox:SetActive(true) + local bool = this._PlayerId == PlayerManager.uid + this.btnList[1]:SetActive(not bool) + this.btnList[2]:SetActive(not bool) + this.btnList[3]:SetActive(bool) + end end ----=============================== 按钮事件================================== @@ -540,32 +534,20 @@ end function this.JumpServerBattle() this:ClosePanel() UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.JUMPSERVER_HIGHTLADDER,true, this._PlayerData) - -- local JoinRank = ConfigManager.GetConfigData(ConfigName.MServerArenaSetting,1).JoinRank - -- if not JumpServerManager.GetHightLadderDataEnterable() then - -- PopupTipPanel.ShowTip("本服千战逐胜台前"..JoinRank.."名可以参加") - -- return - -- end - -- local JumpPanel = UIManager.GetOpenPanel(UIName.JumpServerHightLadderPanel) - -- if not JumpPanel then return end - -- local curData = JumpServerManager.GetCurPersonInfo() - -- if not curData then return end - -- this:ClosePanel() - -- JumpPanel.BuyVipFun(1,1,function() - -- --直接战斗 - -- JumpServerManager.StarFightHightLadder(curData,0,function(msg) - -- PrivilegeManager.RefreshPrivilegeUsedTimes(PRIVILEGE_TYPE.JUMPSERVER_GIGHTLADDER_MIANFEINUM, 1)--更新特权 - -- JumpPanel = UIManager.GetOpenPanel(UIName.JumpServerHightLadderPanel) - -- JumpPanel.RefreshBuyNum() - -- JumpPanel.OnShowPanel() - -- JumpServerManager.SetCurPersonInfo(nil) - -- end) - -- end) end -- 跨服天梯 function this.JumpServerBattle_NORMAL() this:ClosePanel() UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.PLAY, this._PlayerData,true) end + +--灵脉秘境 +function this.LingMaiFormaion() + this:ClosePanel() + LogRed("data,Id:"..tostring(this.data)) + UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.LINGMAIMIJING, this.data) +end + --界面关闭时调用(用于子类重写) function PlayerInfoPopup:OnClose() this.imprintObj:SetActive(false)