diff --git a/Assets/ManagedResources/~Lua/Modules/Story/StoryDialoguePanel.lua b/Assets/ManagedResources/~Lua/Modules/Story/StoryDialoguePanel.lua index 0e2f6a9b0a..7c701606b0 100644 --- a/Assets/ManagedResources/~Lua/Modules/Story/StoryDialoguePanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Story/StoryDialoguePanel.lua @@ -53,7 +53,7 @@ end --绑定事件(用于子类重写) function StoryDialoguePanel:BindEvent() Util.AddClick(this.btnNext, function () - local isEnd = OpConfig[optionID].JumpType == 4 + local isEnd = OpConfig[optionID].JumpType == 4 if isEnd and static_callBack then static_callBack() static_callBack = nil @@ -126,12 +126,7 @@ function this.RefreshPanel(eventId, isFirstOpen) this.RoleName.gameObject:SetActive(isRightType) this.btnNext:SetActive(isRightType) - -- 新手隐藏阶段必须隐藏,其他时候随着面板变化 - if GuideManager.IsInMainGuide() then - this.jumpRoot:SetActive(false) - else - this.jumpRoot:SetActive(isRightType) - end + local showValues = GetLanguageStrById(chapterEventPointData[eventId].ShowValues) local options = chapterEventPointData[eventId].Option local dir = chapterEventPointData[eventId].ShowDir @@ -140,6 +135,17 @@ function this.RefreshPanel(eventId, isFirstOpen) local showMask = chapterEventPointData[eventId].Isdark == 1 this.mask:SetActive(showMask) + + -- 新手隐藏阶段必须隐藏,其他时候随着面板变化 + if GuideManager.IsInMainGuide() then + if options[2] then + this.jumpRoot:SetActive(true) + else + this.jumpRoot:SetActive(false) + end + else + this.jumpRoot:SetActive(isRightType) + end -- 设置对话背景图 local bgName = chapterEventPointData[eventId].DialogueBg if not bgName or bgName == "" then @@ -154,7 +160,8 @@ function this.RefreshPanel(eventId, isFirstOpen) optionID = options[1] jumpId = chapterEventPointData[eventId].NextOptPanelId if jumpId and jumpId ~= 0 then - jumpId = chapterEventPointData[jumpId].Option[1] + -- jumpId = chapterEventPointData[jumpId].Option[1] + jumpId = options[2] else jumpId = 0 end diff --git a/Assets/ManagedResources/~Lua/Modules/Story/StoryManager.lua b/Assets/ManagedResources/~Lua/Modules/Story/StoryManager.lua index f4d1897fa1..131fc26318 100644 --- a/Assets/ManagedResources/~Lua/Modules/Story/StoryManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Story/StoryManager.lua @@ -37,6 +37,7 @@ function this.EventTrigger(eventId, callBack) local options = chapterDataConfig[eventId].Option if showType and showValues and options then + LogError("showtype "..showType.." showvalue "..showValues) -- 如果是第一次打开,则打开开幕界面 if showType == 11 then -- 对话界面 if callBack then @@ -59,9 +60,9 @@ function this.EventTrigger(eventId, callBack) } UIManager.OpenPanel(UIName.GuideBattlePanel, testFightData, function() StoryManager.EventTrigger(300017, function () - PatFaceManager.isLogin = true - UIManager.OpenPanel(UIName.FightPointPassMainPanel) - LoadingPanel.End() + -- PatFaceManager.isLogin = true + -- UIManager.OpenPanel(UIName.FightPointPassMainPanel) + -- LoadingPanel.End() end) end) elseif showType == 15 then -- 播放转场特效 @@ -107,7 +108,20 @@ function this.StoryJumpType(optionId, panel) if UIManager.IsOpen(UIName.StoryDialoguePanel) then UIManager.ClosePanel(UIName.StoryDialoguePanel) end - + elseif jumpType == 5 then + -- 打开主城 + PatFaceManager.isLogin = true + UIManager.OpenPanel(UIName.FightPointPassMainPanel) + LoadingPanel.End() + + -- 关闭剧情 + if panel then + panel:ClosePanel() + end + if UIManager.IsOpen(UIName.StoryDialoguePanel) then + UIManager.ClosePanel(UIName.StoryDialoguePanel) + end + elseif jumpType == 1 then -- 继续对话,往下跳转 local nextEventId = chapterOptionData[optionId].JumpTypeValues local nextEventShowType = chapterDataConfig[nextEventId].ShowType