无尽副本修改提交
parent
bb2cd6a263
commit
618d8094ea
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@ -59459,7 +59539,7 @@ RectTransform:
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@ -104581,7 +104661,7 @@ GameObject:
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@ -104596,6 +104676,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@ -143,13 +143,18 @@ function this.RequestBlood(func)
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end
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end
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function this.EnterMap()
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function this.EnterMap()
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-- 进入地图编队,重新赋值一遍
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EndLessMapManager.RrefreshFormation()
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CarbonManager.difficulty = CARBON_TYPE.ENDLESS
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CarbonManager.difficulty = CARBON_TYPE.ENDLESS
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--UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.CARBON, MapManager.curMapId)
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--UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.CARBON, MapManager.curMapId)
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if EndLessMapManager.CheckFormationIsEmpty() then
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local serData = ActTimeCtrlManager.GetSerDataByTypeId(FUNCTION_OPEN_TYPE.ENDLESS)
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if not PlayerPrefs.HasKey("WuJin"..PlayerManager.uid) then
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PlayerPrefs.SetInt("WuJin"..PlayerManager.uid ,0)
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end
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local note = PlayerPrefs.GetInt("WuJin"..PlayerManager.uid)
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LogGreen("note:"..note.." serData.endTime:"..serData.endTime)
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if serData.endTime ~= note then
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PlayerPrefs.SetInt("WuJin"..PlayerManager.uid,serData.endTime)
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UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.CARBON, MapManager.curMapId)
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UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.CARBON, MapManager.curMapId)
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else
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else
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MapManager.curMapId = EndLessMapManager.openMapId
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MapManager.curMapId = EndLessMapManager.openMapId
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MapManager.curCarbonType = CarBonTypeId.ENDLESS
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MapManager.curCarbonType = CarBonTypeId.ENDLESS
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NetManager.MapInfoRequest(MapManager.curCarbonType, function()
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NetManager.MapInfoRequest(MapManager.curCarbonType, function()
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@ -253,10 +253,6 @@ function this:OnShow()
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end
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end
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function this:OnClose()
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function this:OnClose()
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if this.curFormationIndex == FormationTypeDef.FORMATION_ENDLESS_MAP then
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LogGreen("EndLessMapManager.teamInfo:"..#EndLessMapManager.formation)
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FormationManager.formationList[FormationTypeDef.FORMATION_ENDLESS_MAP].teamHeroInfos = EndLessMapManager.formation
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end
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tempPowerNum = 0
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tempPowerNum = 0
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this.formationPower = 0
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this.formationPower = 0
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oldPowerNum = 0
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oldPowerNum = 0
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@ -63,20 +63,20 @@ end
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--编队了i去掉死亡的英雄
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--编队了i去掉死亡的英雄
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function this.RrefreshFormation()
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function this.RrefreshFormation()
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if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then return end
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-- if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then return end
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local tempList = {}
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-- local tempList = {}
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local curTeam = EndLessMapManager.formation
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-- local curTeam = EndLessMapManager.formation
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for i = 1, #curTeam do
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-- for i = 1, #curTeam do
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local roleData = curTeam[i]
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-- local roleData = curTeam[i]
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-- 如果队员没死翘翘了
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-- -- 如果队员没死翘翘了
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local curRoleHp = EndLessMapManager.GetHeroLeftBlood(roleData.heroId)
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-- local curRoleHp = EndLessMapManager.GetHeroLeftBlood(roleData.heroId)
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if curRoleHp > 0 then
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-- if curRoleHp > 0 then
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-- 编队界面数据重组
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-- -- 编队界面数据重组
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table.insert(tempList, roleData)
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-- table.insert(tempList, roleData)
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end
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-- end
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end
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-- end
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FormationManager.formationList[FormationTypeDef.FORMATION_ENDLESS_MAP].teamHeroInfos = tempList
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-- FormationManager.formationList[FormationTypeDef.FORMATION_ENDLESS_MAP].teamHeroInfos = tempList
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end
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end
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-- 进入地图
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-- 进入地图
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@ -13,8 +13,6 @@ local endlessTreasure = ConfigManager.GetConfig(ConfigName.endlessTreasure)
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this.limiteLevel = 0
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this.limiteLevel = 0
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function this.Initialize()
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function this.Initialize()
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this.isCanNote = false -- 是否进入可标记状态
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this.PointNoteDataList = {} -- 标记列表
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this.hungery = false -- 没有行动力了
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this.hungery = false -- 没有行动力了
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this.leftEnergy = 0 -- 剩余行动力
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this.leftEnergy = 0 -- 剩余行动力
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this.totalEnergy = 0 -- 总行动力
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this.totalEnergy = 0 -- 总行动力
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@ -37,6 +35,7 @@ function this.Initialize()
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this.openedFormat = false
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this.openedFormat = false
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this.isSkipFight = 1 -- 服务器记录的是否跳过战斗
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this.isSkipFight = 1 -- 服务器记录的是否跳过战斗
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this.EndLessRoleDead = false -- 无尽副本角色进入死亡状态,走一步重置
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this.EndLessRoleDead = false -- 无尽副本角色进入死亡状态,走一步重置
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this.shiQiValue = endlessMorale[1].Exp[1]
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this.shiQiValue = endlessMorale[1].Exp[1]
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this.scoreValueId = endlessTreasure[1].Integral[1][1]
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this.scoreValueId = endlessTreasure[1].Integral[1][1]
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this.InitMissionData()
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this.InitMissionData()
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@ -77,34 +76,6 @@ function this.UpDateTeamMaxHp(info)
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end)
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end)
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end
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end
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-- 解析标记点的数据
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function this.InitMapNoteData(signs)
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LogPink("signs是:"..signs)
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-- 不是无尽副本,直接返回
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if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then return end
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-- 初始化
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for i, v in ConfigPairs (endLessConfig) do
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this.PointNoteDataList[v.Id] = {}
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end
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if #signs > 0 then
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for i = 1, #signs do
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local data = {}
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data.notePos = signs[i].cellId
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data.noteInfo = signs[i].info
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data.mapId = signs[i].mapId
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--Log("标记内容" .. data.noteInfo)
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local u, v = Map_Pos2UV(data.notePos)
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--Log("标记位置(" ..u .. ", " .. v .. ")")
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-- this.PointNoteDataList[data.mapId][data.notePos] = data
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this.PointNoteDataList[data.mapId][data.notePos] = data
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end
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end
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LogPink("#PointNoteDataList"..#this.PointNoteDataList)
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end
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function this.InitRefreshPoint(refreshInfo, func)
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function this.InitRefreshPoint(refreshInfo, func)
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--Log("需要刷新点的数量是 == " .. #refreshInfo )
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--Log("需要刷新点的数量是 == " .. #refreshInfo )
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this.freshPointData = {}
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this.freshPointData = {}
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@ -137,48 +108,48 @@ end
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-- =============================================================================================
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-- =============================================================================================
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-- ==================== 地图标记 ===============================================================
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-- ==================== 地图标记 ===============================================================
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-- 无尽副本是否进入了可标记状态
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-- 无尽副本是否进入了可标记状态
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function this.IsCanNoteState()
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-- function this.IsCanNoteState()
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local canNote = false
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-- local canNote = false
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if CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
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-- if CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
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if this.isCanNote then
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-- if this.isCanNote then
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canNote = true
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-- canNote = true
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end
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-- end
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end
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-- end
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return canNote
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-- return canNote
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end
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-- end
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-- 进入标记状态点击后保存点击选中的坐标值
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-- -- 进入标记状态点击后保存点击选中的坐标值
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function this.SetNotePos(u, v)
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-- function this.SetNotePos(u, v)
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local selectedPos = Map_UV2Pos(u, v)
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-- local selectedPos = Map_UV2Pos(u, v)
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-- 没有标记过打开标记面板
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-- -- 没有标记过打开标记面板
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local panelType = 1
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-- local panelType = 1
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panelType = this.IsPointNote(selectedPos) and 2 or 1
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-- panelType = this.IsPointNote(selectedPos) and 2 or 1
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UIManager.OpenPanel(UIName.MapNotePopup, selectedPos, panelType)
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-- UIManager.OpenPanel(UIName.MapNotePopup, selectedPos, panelType)
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end
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-- end
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-- 判断某一个点是否已经被标记
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-- -- 判断某一个点是否已经被标记
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function this.IsPointNote(pos)
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-- function this.IsPointNote(pos)
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local isNote = false
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-- local isNote = false
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if not this.PointNoteDataList[MapManager.curMapId][pos] or this.PointNoteDataList[MapManager.curMapId][pos].notePos == 0 then
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-- if not this.PointNoteDataList[MapManager.curMapId][pos] or this.PointNoteDataList[MapManager.curMapId][pos].notePos == 0 then
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isNote = false
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-- isNote = false
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else
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-- else
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isNote = true
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-- isNote = true
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end
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-- end
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return isNote
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-- return isNote
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end
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-- end
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-- 删除一个已经标记的点, 需要删除的点必定存在,不然判断方法就完蛋了
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-- -- 删除一个已经标记的点, 需要删除的点必定存在,不然判断方法就完蛋了
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function this.DeleteNotePoint(pos, func)
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-- function this.DeleteNotePoint(pos, func)
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local noteData = this.PointNoteDataList[MapManager.curMapId][pos]
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-- local noteData = this.PointNoteDataList[MapManager.curMapId][pos]
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local deletePos = pos
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-- local deletePos = pos
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local mapId = MapManager.curMapId
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-- local mapId = MapManager.curMapId
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local deleteInfo = noteData.noteInfo
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-- local deleteInfo = noteData.noteInfo
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||||||
local deteType = 2
|
-- local deteType = 2
|
||||||
|
|
||||||
NetManager.RequestNotePoint(mapId, deletePos, deleteInfo, deteType, function ()
|
-- NetManager.RequestNotePoint(mapId, deletePos, deleteInfo, deteType, function ()
|
||||||
if func then func() end
|
-- if func then func() end
|
||||||
end)
|
-- end)
|
||||||
end
|
-- end
|
||||||
|
|
||||||
-- ===========================================================================================
|
-- ===========================================================================================
|
||||||
-- =================== 消耗行动力 ===================================================
|
-- =================== 消耗行动力 ===================================================
|
||||||
|
@ -296,7 +267,6 @@ end
|
||||||
|
|
||||||
function this.InitFormation()
|
function this.InitFormation()
|
||||||
this.RrefreshFormation()
|
this.RrefreshFormation()
|
||||||
this.formation = FormationManager.formationList[FormationTypeDef.FORMATION_ENDLESS_MAP].teamHeroInfos
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function this.InitSingleEndlessHero(_msgHeroData)
|
function this.InitSingleEndlessHero(_msgHeroData)
|
||||||
|
@ -658,17 +628,17 @@ function this.IsMapTeamAlive()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--刷新英雄,去掉使用的自己的英雄
|
--刷新英雄,去掉使用的自己的英雄和死了的英雄
|
||||||
function this.RrefreshFormation()
|
function this.RrefreshFormation()
|
||||||
local tempList = {}
|
local tempList = {}
|
||||||
local curFormation = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ENDLESS_MAP)
|
local curFormation = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ENDLESS_MAP)
|
||||||
LogGreen("#curFormation.teamHeroInfos:"..#curFormation.teamHeroInfos)
|
|
||||||
for k,v in pairs(curFormation.teamHeroInfos) do
|
for k,v in pairs(curFormation.teamHeroInfos) do
|
||||||
if EndLessMapManager.GetSingleCanUseHeroData(v.heroId) then
|
if EndLessMapManager.GetSingleCanUseHeroData(v.heroId) and (not this.allHeroBlood[v.heroId] or this.allHeroBlood[v.heroId].curHp > 0) then
|
||||||
table.insert(tempList,v)
|
table.insert(tempList,v)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
FormationManager.formationList[FormationTypeDef.FORMATION_ENDLESS_MAP].teamHeroInfos = tempList
|
FormationManager.formationList[FormationTypeDef.FORMATION_ENDLESS_MAP].teamHeroInfos = tempList
|
||||||
|
this.formation = FormationManager.formationList[FormationTypeDef.FORMATION_ENDLESS_MAP].teamHeroInfos
|
||||||
end
|
end
|
||||||
|
|
||||||
function this.CheckFormationIsEmpty()
|
function this.CheckFormationIsEmpty()
|
||||||
|
|
|
@ -530,6 +530,7 @@ function this.MapBattleExecute(monsterGroupId, optionid, callBack)
|
||||||
NetManager.MapFightInfoRequest(function (msg)--QuickFightRequest
|
NetManager.MapFightInfoRequest(function (msg)--QuickFightRequest
|
||||||
local fightData = BattleManager.GetBattleServerData(msg)
|
local fightData = BattleManager.GetBattleServerData(msg)
|
||||||
local triggerCallBack
|
local triggerCallBack
|
||||||
|
LogGreen("进入战斗----------------------------------------------------------------------------")
|
||||||
UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.MAP_FIGHT, function (result)
|
UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.MAP_FIGHT, function (result)
|
||||||
triggerCallBack = function (panelType, panel)
|
triggerCallBack = function (panelType, panel)
|
||||||
if panelType == UIName.MapPanel then --监听到MapPanel重新打开,再抛对应事件,否则接收不到
|
if panelType == UIName.MapPanel then --监听到MapPanel重新打开,再抛对应事件,否则接收不到
|
||||||
|
|
|
@ -80,6 +80,7 @@ function EndLessMapView:InitComponent(gameObject, mapPanel)
|
||||||
this.bufflist = Util.GetGameObject(this.centerDown,"bufflist")
|
this.bufflist = Util.GetGameObject(this.centerDown,"bufflist")
|
||||||
this.selectHero = Util.GetGameObject(this.centerDown,"selectHero")
|
this.selectHero = Util.GetGameObject(this.centerDown,"selectHero")
|
||||||
this.selectHeroTip = Util.GetGameObject(this.selectHero,"tip")
|
this.selectHeroTip = Util.GetGameObject(this.selectHero,"tip")
|
||||||
|
this.selectHeroTip1 = Util.GetGameObject(this.selectHero,"tip1")
|
||||||
this.selectPre = Util.GetGameObject(this.selectHero,"pre")
|
this.selectPre = Util.GetGameObject(this.selectHero,"pre")
|
||||||
this.selectHeroGrid = Util.GetGameObject(this.selectHero,"grid")
|
this.selectHeroGrid = Util.GetGameObject(this.selectHero,"grid")
|
||||||
this.enemyInfo = Util.GetGameObject(this.centerDown,"enemyInfo")
|
this.enemyInfo = Util.GetGameObject(this.centerDown,"enemyInfo")
|
||||||
|
@ -283,9 +284,9 @@ function EndLessMapView:OnOpen()
|
||||||
this:RefreshEnergyShow()
|
this:RefreshEnergyShow()
|
||||||
Util.GetGameObject(MapPanel.gameObject, "centerDown/selectHero"):SetActive(false)
|
Util.GetGameObject(MapPanel.gameObject, "centerDown/selectHero"):SetActive(false)
|
||||||
this.helpBtn:SetActive(false)
|
this.helpBtn:SetActive(false)
|
||||||
|
|
||||||
-- 检测引导
|
-- 检测引导
|
||||||
GuideManager.CheckCarbonGuild(CARBON_TYPE.ENDLESS)
|
GuideManager.CheckCarbonGuild(CARBON_TYPE.ENDLESS)
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function EndLessMapView:OnShow()
|
function EndLessMapView:OnShow()
|
||||||
|
@ -316,6 +317,7 @@ function EndLessMapView:OnShow()
|
||||||
this:ShowCountTime()
|
this:ShowCountTime()
|
||||||
this:RefreshTargetRoote()
|
this:RefreshTargetRoote()
|
||||||
NetManager.RequestAllHeroHp(function ()
|
NetManager.RequestAllHeroHp(function ()
|
||||||
|
EndLessMapManager.RrefreshFormation()
|
||||||
this:ShowHeroData()
|
this:ShowHeroData()
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
|
@ -331,6 +333,11 @@ function EndLessMapView:ShowHeroData()
|
||||||
this.heroList[k].go.gameObject:SetActive(false)
|
this.heroList[k].go.gameObject:SetActive(false)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
if not curFormation or #curFormation < 1 then
|
||||||
|
this.selectHeroTip1.gameObject:SetActive(true)
|
||||||
|
return
|
||||||
|
end
|
||||||
|
this.selectHeroTip1.gameObject:SetActive(false)
|
||||||
for i, v in ipairs(curFormation) do
|
for i, v in ipairs(curFormation) do
|
||||||
if not this.heroList[i] then
|
if not this.heroList[i] then
|
||||||
this.heroList[i] = {}
|
this.heroList[i] = {}
|
||||||
|
@ -483,24 +490,24 @@ function EndLessMapView:SetTipShow()
|
||||||
end
|
end
|
||||||
|
|
||||||
function EndLessMapView:InitBoolState()
|
function EndLessMapView:InitBoolState()
|
||||||
EndLessMapManager.isCanNote = false
|
--EndLessMapManager.isCanNote = false
|
||||||
EndLessMapManager.justEnterMap = true
|
EndLessMapManager.justEnterMap = true
|
||||||
EndLessMapManager.isReset = false
|
EndLessMapManager.isReset = false
|
||||||
end
|
end
|
||||||
-- ===================================================
|
-- ===================================================
|
||||||
-- ========= 各种按键操作的设置 =========================
|
-- ========= 各种按键操作的设置 =========================
|
||||||
|
|
||||||
-- 标记设置
|
-- -- 标记设置
|
||||||
function EndLessMapView:SetNoteShow()
|
-- function EndLessMapView:SetNoteShow()
|
||||||
-- 进入标记状态
|
-- -- 进入标记状态
|
||||||
EndLessMapManager.isCanNote = not EndLessMapManager.isCanNote
|
-- --EndLessMapManager.isCanNote = not EndLessMapManager.isCanNote
|
||||||
local canNote = EndLessMapManager.isCanNote
|
-- -- local canNote = EndLessMapManager.isCanNote
|
||||||
MapPanel.BtnBack:SetActive(not canNote)
|
-- -- MapPanel.BtnBack:SetActive(not canNote)
|
||||||
this.btnReset:SetActive(not canNote)
|
-- -- this.btnReset:SetActive(not canNote)
|
||||||
this.btnFormat:SetActive(not canNote)
|
-- -- this.btnFormat:SetActive(not canNote)
|
||||||
this.btnSet:SetActive(not canNote)
|
-- -- this.btnSet:SetActive(not canNote)
|
||||||
ctrlView.IsForbitLongClick(canNote)
|
-- -- ctrlView.IsForbitLongClick(canNote)
|
||||||
end
|
-- end
|
||||||
|
|
||||||
-- 按钮可点击的判断
|
-- 按钮可点击的判断
|
||||||
function EndLessMapView:CanClick()
|
function EndLessMapView:CanClick()
|
||||||
|
@ -583,9 +590,9 @@ function EndLessMapView:RefreshEnergyValue(isInit, costType)
|
||||||
EndLessMapManager.leftEnergy = curEnergy
|
EndLessMapManager.leftEnergy = curEnergy
|
||||||
EndLessMapManager.isHungery()
|
EndLessMapManager.isHungery()
|
||||||
this:RefreshEnergyShow()
|
this:RefreshEnergyShow()
|
||||||
MapManager.MapUpdateEvent(-1000, function ()
|
-- MapManager.MapUpdateEvent(-1000, function ()
|
||||||
this:ShowCountTime()
|
-- this:ShowCountTime()
|
||||||
end)
|
-- end)
|
||||||
end
|
end
|
||||||
|
|
||||||
-- 刷新行动力组件显示
|
-- 刷新行动力组件显示
|
||||||
|
|
|
@ -168,10 +168,10 @@ function this.WalkLimit(showTip)
|
||||||
if MapManager.isRemoving then Log(Language[11283]) value = 4 end
|
if MapManager.isRemoving then Log(Language[11283]) value = 4 end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- 加入进入标记状态
|
-- -- 加入进入标记状态
|
||||||
if EndLessMapManager.IsCanNoteState() then
|
-- if EndLessMapManager.IsCanNoteState() then
|
||||||
value = 5
|
-- value = 5
|
||||||
end
|
-- end
|
||||||
|
|
||||||
if EndLessMapManager.roleIsHungery() then
|
if EndLessMapManager.roleIsHungery() then
|
||||||
if showTip then
|
if showTip then
|
||||||
|
@ -218,24 +218,24 @@ function this.OnClickTile(u, v)
|
||||||
--- 判断点击位置是否超出地图区域
|
--- 判断点击位置是否超出地图区域
|
||||||
local data = TileMapView.GetTileData(u, v)
|
local data = TileMapView.GetTileData(u, v)
|
||||||
if not data then
|
if not data then
|
||||||
if EndLessMapManager.IsCanNoteState() then
|
-- if EndLessMapManager.IsCanNoteState() then
|
||||||
PopupTipPanel.ShowTip(Language[11285])
|
-- PopupTipPanel.ShowTip(Language[11285])
|
||||||
end
|
-- end
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
-- 无尽副本进入地图标记状态
|
-- 无尽副本进入地图标记状态
|
||||||
|
|
||||||
-- =====================================
|
-- =====================================
|
||||||
if EndLessMapManager.IsCanNoteState() then
|
-- if EndLessMapManager.IsCanNoteState() then
|
||||||
if not funcCanPass(data) then
|
-- if not funcCanPass(data) then
|
||||||
PopupTipPanel.ShowTip(Language[11286])
|
-- PopupTipPanel.ShowTip(Language[11286])
|
||||||
return
|
-- return
|
||||||
end
|
-- end
|
||||||
|
|
||||||
Log(string.format("坐标位置(%s, %s)", u, v))
|
-- Log(string.format("坐标位置(%s, %s)", u, v))
|
||||||
EndLessMapManager.SetNotePos(u, v)
|
-- EndLessMapManager.SetNotePos(u, v)
|
||||||
return
|
-- return
|
||||||
end
|
-- end
|
||||||
|
|
||||||
if EndLessMapManager.roleIsHungery() then
|
if EndLessMapManager.roleIsHungery() then
|
||||||
PopupTipPanel.ShowTip(Language[11284])
|
PopupTipPanel.ShowTip(Language[11284])
|
||||||
|
@ -246,21 +246,27 @@ function this.OnClickTile(u, v)
|
||||||
|
|
||||||
-- 无尽副本进图死亡状态
|
-- 无尽副本进图死亡状态
|
||||||
if CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
|
if CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
|
||||||
if EndLessMapManager.EndLessRoleDead then
|
local curFomation = EndLessMapManager.formation
|
||||||
|
if not curFomation or #curFomation < 1 then
|
||||||
-- 重登时如果都是死的,上面的判断就可以,如果还有活着的,肯定在队伍中
|
PopupTipPanel.ShowTip("请前往编队界面设置作战神将!")
|
||||||
if EndLessMapManager.IsAllDead() then
|
|
||||||
PopupTipPanel.ShowTip(Language[11287])
|
|
||||||
return
|
|
||||||
end
|
|
||||||
if not MapManager.endlessEnter then
|
|
||||||
if not EndLessMapManager.IsMapTeamAlive() then
|
|
||||||
PopupTipPanel.ShowTip(Language[11288])
|
|
||||||
return
|
|
||||||
end
|
|
||||||
end
|
|
||||||
MapManager.endlessEnter = false
|
MapManager.endlessEnter = false
|
||||||
|
return
|
||||||
end
|
end
|
||||||
|
-- if EndLessMapManager.EndLessRoleDead then
|
||||||
|
-- PopupTipPanel.ShowTip(Language[11287])
|
||||||
|
-- -- 重登时如果都是死的,上面的判断就可以,如果还有活着的,肯定在队伍中
|
||||||
|
-- if EndLessMapManager.IsAllDead() then
|
||||||
|
-- PopupTipPanel.ShowTip(Language[11287])
|
||||||
|
-- return
|
||||||
|
-- end
|
||||||
|
-- if not MapManager.endlessEnter then
|
||||||
|
-- if not EndLessMapManager.IsMapTeamAlive() then
|
||||||
|
-- PopupTipPanel.ShowTip(Language[11288])
|
||||||
|
-- return
|
||||||
|
-- end
|
||||||
|
-- end
|
||||||
|
-- MapManager.endlessEnter = false
|
||||||
|
-- end
|
||||||
end
|
end
|
||||||
-- =====================================
|
-- =====================================
|
||||||
--- 当栈中有逻辑,则点击可以打断栈操作,并清空当前栈
|
--- 当栈中有逻辑,则点击可以打断栈操作,并清空当前栈
|
||||||
|
|
|
@ -38,13 +38,13 @@ function MapNotePopup:BindEvent()
|
||||||
self:ClosePanel()
|
self:ClosePanel()
|
||||||
end)
|
end)
|
||||||
|
|
||||||
Util.AddClick(this.btnConfirmDelete, function ()
|
-- Util.AddClick(this.btnConfirmDelete, function ()
|
||||||
EndLessMapManager.DeleteNotePoint(this.notePos, function ()
|
-- EndLessMapManager.DeleteNotePoint(this.notePos, function ()
|
||||||
self:ClosePanel()
|
-- self:ClosePanel()
|
||||||
Game.GlobalEvent:DispatchEvent(GameEvent.Map.OnRemoveNotePoint, this.notePos)
|
-- Game.GlobalEvent:DispatchEvent(GameEvent.Map.OnRemoveNotePoint, this.notePos)
|
||||||
Log("删除点" .. this.notePos .. "成功!")
|
-- Log("删除点" .. this.notePos .. "成功!")
|
||||||
end)
|
-- end)
|
||||||
end)
|
-- end)
|
||||||
end
|
end
|
||||||
|
|
||||||
--添加事件监听(用于子类重写)
|
--添加事件监听(用于子类重写)
|
||||||
|
|
Loading…
Reference in New Issue