【拍脸】修改
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7ec568e48d
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@ -340,7 +340,7 @@ end
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function this.OnAddPatFaceData(faceConFigType, starUpGiftNum)
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function this.OnAddPatFaceData(faceConFigType, starUpGiftNum)
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if faceConFigType == FacePanelType.GrowGift or faceConFigType == FacePanelType.UpgradePac or faceConFigType == FacePanelType.MonsterWave or faceConFigType == FacePanelType.MainLevel
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if faceConFigType == FacePanelType.GrowGift or faceConFigType == FacePanelType.UpgradePac or faceConFigType == FacePanelType.MonsterWave or faceConFigType == FacePanelType.MainLevel
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or faceConFigType == FacePanelType.TimeLimitSkin then
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or faceConFigType == FacePanelType.TimeLimitSkin then
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LogError("此种拍脸已删除 faceConFigType: "..faceConFigType)
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LogYellow("此种拍脸已改为后端推送 faceConFigType: "..faceConFigType)
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return
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return
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end
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end
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if this.isLogin then return end--上来就弹新关卡界面 所以不弹
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if this.isLogin then return end--上来就弹新关卡界面 所以不弹
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@ -358,12 +358,13 @@ end
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this.patFaceCallList = Stack.New()
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this.patFaceCallList = Stack.New()
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function this.OpenPatFacePanel(_patFaceAllData)
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function this.OpenPatFacePanel(_patFaceAllData)
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--LogGreen("#patFaceAllData 事件 " .. #patFaceAllData)
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--LogGreen("#patFaceAllData 事件 " .. #patFaceAllData)
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if #_patFaceAllData > 0 then
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if _patFaceAllData and #_patFaceAllData > 0 then
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this.patFaceCallList:Clear()
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this.patFaceCallList:Clear()
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this.patFaceCallList:Push(function()
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this.patFaceCallList:Push(function()
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--Log("结束了!!!")
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--Log("结束了!!!")
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this.DeleBackPatFaceDaqta()
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this.DeleBackPatFaceDaqta()
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Game.GlobalEvent:DispatchEvent(GameEvent.PatFace.PatFaceSendFinish)
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Game.GlobalEvent:DispatchEvent(GameEvent.PatFace.PatFaceSendFinish)
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AdventureManager.GetIsMaxTime()
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end)
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end)
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for i = #_patFaceAllData, 1, -1 do
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for i = #_patFaceAllData, 1, -1 do
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this.patFaceCallList:Push(function()
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this.patFaceCallList:Push(function()
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@ -395,11 +396,7 @@ function this.SetPatFaceDaqta(PatFaceDatas)
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end
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end
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end
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end
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end
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end
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if this.isLogin then return end--登录界面不拍
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if this.backPatFaceAllData and this.GetcurCanPatFace() then
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if MapManager.Mapping or UIManager.IsOpen(UIName.BattlePanel) then return end--在关卡里 副本里不拍
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if GuideManager.IsFunctionGuideExist() then return end--功能引导不拍
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if UIManager.IsOpen(UIName.SingleRecruitPanel) or UIManager.IsOpen(UIName.TenRecruitPanel) or UIManager.IsOpen(UIName.RecruitPanel) then return end--抽卡界面不拍
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if this.backPatFaceAllData then
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this.OpenPatFacePanel(this.backPatFaceAllData)
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this.OpenPatFacePanel(this.backPatFaceAllData)
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end
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end
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end
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end
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@ -411,4 +408,17 @@ function this.DeleBackPatFaceDaqta()
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LogYellow("后端推送礼包拍脸 清空 ")
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LogYellow("后端推送礼包拍脸 清空 ")
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this.backPatFaceAllData = {}
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this.backPatFaceAllData = {}
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end
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end
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function this.GetcurCanPatFace()
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if this.isLogin then return false end--登录界面不拍
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if MapManager.Mapping or UIManager.IsOpen(UIName.BattlePanel) then return false end--在关卡里 副本里不拍
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if GuideManager.IsFunctionGuideExist() or GuideManager.IsInMainGuide() then return false end--引导不拍
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if UIManager.IsOpen(UIName.SingleRecruitPanel) or UIManager.IsOpen(UIName.TenRecruitPanel) or UIManager.IsOpen(UIName.RecruitPanel) then return false end--抽卡界面不拍
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if UIManager.IsOpen(UIName.PatFacePanel) then return false end--正在拍脸
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return true
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end
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function this.RefreshPatface()
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if this.GetcurCanPatFace() then
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this.OpenPatFacePanel(this.GetPatFaceAllDataTabs())
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end
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end
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return this
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return this
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@ -424,6 +424,7 @@ function FightPointPassMainPanel:OnShow()
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-- 刷新一次编队战斗力
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-- 刷新一次编队战斗力
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FormationManager.RefreshMainFormationPower()
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FormationManager.RefreshMainFormationPower()
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PatFaceManager.RefreshPatface()
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end
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end
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--寻宝显示
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--寻宝显示
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function this.UpdateFindTreasureMaterialNum()
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function this.UpdateFindTreasureMaterialNum()
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@ -851,10 +851,7 @@ function this:OnShow()
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AdventureManager.GetIsMaxTime()
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AdventureManager.GetIsMaxTime()
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end
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end
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end
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end
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--主城调了两边 所以做特殊判断
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if not UIManager.IsOpen(UIName.PatFacePanel) then
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this.RefreshShowPatPaceActivity()
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this.RefreshShowPatPaceActivity()
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end
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-- 设置主城小人名字
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-- 设置主城小人名字
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if self.playerView then
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if self.playerView then
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@ -1340,33 +1337,7 @@ function this.RefreshActivityShow()
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end
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end
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function this.RefreshShowPatPaceActivity()
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function this.RefreshShowPatPaceActivity()
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local patFaceAllData = PatFaceManager.GetPatFaceAllDataTabs()
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PatFaceManager.RefreshPatface()
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if patFaceAllData and not GuideManager.IsFunctionGuideExist() and not GuideManager.IsInMainGuide() then
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Log("#patFaceAllData " .. #patFaceAllData)
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if #patFaceAllData > 0 then
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this.patFaceCallList:Clear()
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this.patFaceCallList:Push(function()
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Log("结束了!!!")
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PatFaceManager.DeleBackPatFaceDaqta()
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Game.GlobalEvent:DispatchEvent(GameEvent.PatFace.PatFaceSendFinish)
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AdventureManager.GetIsMaxTime()
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end)
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for i = #patFaceAllData, 1, -1 do
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this.patFaceCallList:Push(function()
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PatFaceManager.SetisFirstLogVal(1, { patFaceAllData[i] })
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UIManager.OpenPanel(UIName.PatFacePanel, patFaceAllData[i], function()
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local time2 = Timer.New(function()
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this.patFaceCallList:Pop()()
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end, 0.5)
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time2:Start()
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end)
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end)
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end
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this.patFaceCallList:Pop()()
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else
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Game.GlobalEvent:DispatchEvent(GameEvent.PatFace.PatFaceSendFinish)
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end
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end
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end
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end
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-- 外敌数据变化检测主界面npc显示状态
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-- 外敌数据变化检测主界面npc显示状态
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@ -139,6 +139,7 @@ function MonsterCampPanel:OnOpen(...)
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-- 初始化界面数据
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-- 初始化界面数据
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this.InitShow()
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this.InitShow()
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this.ChangePreview()
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this.ChangePreview()
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PatFaceManager.RefreshPatface()
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end
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end
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function MonsterCampPanel:OnSortingOrderChange()
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function MonsterCampPanel:OnSortingOrderChange()
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