【御剑行】提交

dev_chengFeng
ZhangBiao 2021-09-29 18:34:54 +08:00
parent fa1c5a5dee
commit 660a88b965
12 changed files with 410 additions and 58 deletions

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@ -1092,7 +1092,6 @@ MonoBehaviour:
- Assets/ManagedResources/~Lua/Modules/XiaoYao
- Assets/ManagedResources/~Lua/Modules/XunBaoMiZong
- Assets/ManagedResources/~Lua/Modules/YuJianXing
- Assets/ManagedResources/~Lua/Modules/ZhiZunHaoLi
- Assets/ManagedResources/~Lua/protobuf
- Assets/ManagedResources/~Lua/socket
- Assets/ManagedResources/~Lua/System
@ -57227,6 +57226,14 @@ MonoBehaviour:
extension: .prefab
resPathIndex: 731
resAbNameIndex: 3234
- resName: RiceCtrl
extension: .prefab
resPathIndex: 732
resAbNameIndex: 3234
- resName: RiceSinglePlayerView
extension: .prefab
resPathIndex: 732
resAbNameIndex: 3234
- resName: YuJianXingPanel
extension: .prefab
resPathIndex: 732

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@ -208,6 +208,8 @@ local ManagerNames = {
"WorldArena/WorldArenaManager",
--秘宝管理器
"GeneralPanel/GeneralTreasureMangaer",
--御剑行管理器
"YuJianXing/YuJianXingManager",
--!!!!红点管理(尽量放在最后)!!!!--
"Player/RedpotManager",
}

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@ -453,6 +453,7 @@ SubUIConfig = {
SingleFightPlayerView = { name = "SingleFightPlayerView",assetName = "SingleFightPlayerView",script = "View/SingleFightPlayerView" }, -- 挂机界面一个人
SingleStoryPlayerView = { name = "SingleStoryPlayerView",assetName = "SingleStoryPlayerView",script = "View/SingleStoryPlayerView" } , --剧情界面一个对象
PlayerTitle = {name = "PlayerTitle",assetName = "PlayerTitle",script = "View/PlayerTitle"},
PlayerRiceView = {name = "RiceSinglePlayerView",assetName = "RiceSinglePlayerView",script = "Modules/YuJianXing/RiceSinglePlayerView"},
[1] = {name = "EveryDayGift",assetName = "EveryDayGift",script = "Modules/Recharge/View/EveryDayGift"},
[2] = {name = "GiftPre",assetName = "GiftPre",script = "Modules/Recharge/View/GiftPre"},
[3] = {name = "RechargeView",assetName = "RechargeView",script = "Modules/Recharge/View/RechargeView"},

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@ -1,56 +1,82 @@
require("Base/Stack")
local this = {}
-- local PlayerView = require("Modules/YuJianXing/RiceSinglePlayerView")
local RiceCtrlView = {}
local riceCtrl = "RiceCtrl"
local bgNameList = {}
local playerDataList = {}
function this.Init()
this.spLoader = SpriteLoader.New()
end
function this.Awake(_bgList)
UIManager.camera.clearFlags = CameraClearFlags.Depth
this.Ctrl = poolManager:LoadAsset(riceCtrl, PoolManager.AssetType.GameObject)
this.Ctrl.transform:SetParent(UIManager.uiRoot.transform.parent)
this.Ctrl.transform.position = Vector3(-100, -100, -100)
this.bgList = Util.GetGameObject(this.Ctrl.gameObject,"Canvas/BgList")
this.imgPre = Util.GetGameObject(this.bgList,"imgPre")
if not this.bgItemList then
this.bgItemList = {}
end
function RiceCtrlView:Awake(_bgList,_playerList)
if _bgList then
bgNameList = _bgList
end
for i,v in ipairs(this.bgItemList) do
v.gameObject:SetActive(false)
if _playerList then
playerDataList = _playerList
end
self.speed = 0
self.bgItemList = {}
self.playerList = {}
self.spLoader = SpriteLoader.New()
UIManager.camera.clearFlags = CameraClearFlags.Depth
self.Ctrl = poolManager:LoadAsset(riceCtrl, PoolManager.AssetType.GameObject)
self.Ctrl.name = "riceCtrl"
self.Ctrl.transform:SetParent(UIManager.uiRoot.transform.parent)
self.Ctrl.transform.position = Vector3(-100, -100, -100)
self.bgList = Util.GetGameObject(self.Ctrl.gameObject,"Canvas/BgList")
self.imgPre = Util.GetGameObject(self.bgList,"imgPre")
self.camara = Util.GetGameObject(self.Ctrl.gameObject,"Camera")
self.roadList = Util.GetGameObject(self.Ctrl.gameObject,"Canvas/RoadList")
--加载背景--并不滚动,有几个加载几个
self:SetBg()
self:SetPlayer()
return self.Ctrl
end
function RiceCtrlView:SetGameState(_state)
self.isRunning = _state
for i,v in ipairs(self.playerList) do
v:SetSinglePlayerState(self.isRunning)
end
end
function RiceCtrlView:SetBg()
for i = 1, #bgNameList do
local go = this.bgItemList[i]
if not go then
go = newObjToParent(this.imgPre,Util.GetTransform(this.Ctrl, "Canvas/BgList"))
go.name = "bg"..i
this.bgItemList[i] = go
end
go:GetComponent("Image").sprite = this.spLoader:LoadSprite(bgNameList[i])
local go = {}
go = newObjToParent(self.imgPre,Util.GetTransform(self.Ctrl, "Canvas/BgList"))
go.name = "bg"..i
go:GetComponent("Image").sprite = self.spLoader:LoadSprite(bgNameList[i])
go:GetComponent("Image"):SetNativeSize()
go.gameObject:SetActive(true)
self.bgItemList[i] = go
end
end
function this.Dispose()
if this.Ctrl then
poolManager:UnLoadAsset(riceCtrl, this.Ctrl, PoolManager.AssetType.GameObject)
this.Ctrl = nil
function RiceCtrlView:SetPlayer()
for i = 1, 4 do--#playerDataList do
self.playerList[i] = {}
self.playerList[i] = SubUIManager.Open(SubUIConfig.PlayerRiceView,self.roadList.transform,i)--playerDataList[i])
end
end
function RiceCtrlView:Dispose()
self.speed = 0
for i,v in ipairs(self.bgItemList) do
destroy(v.gameObject)
end
for i,v in ipairs(self.playerList) do
SubUIManager.Close(v)
end
--卸载地图
if self.Ctrl then
poolManager:UnLoadAsset(riceCtrl, self.Ctrl, PoolManager.AssetType.GameObject)
self.Ctrl = nil
end
UIManager.camera.clearFlags = CameraClearFlags.Skybox
end
function this.Destroy()
if this.spLoader then
this.spLoader:Destroy()
this.spLoader = nil
if self.spLoader then
self.spLoader:Destroy()
self.spLoader = nil
end
this.bgItemList = {}
end
return this
return RiceCtrlView

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@ -0,0 +1,52 @@
local RiceSinglePlayerView = {}
function RiceSinglePlayerView:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = RiceSinglePlayerView })
return b
end
function RiceSinglePlayerView:InitComponent()
self.gameObject:GetComponent("RectTransform").sizeDelta = Vector2.New(10000,100)
end
--绑定事件(用于子类重写)
function RiceSinglePlayerView:BindEvent()
end
--添加事件监听(用于子类重写)
function RiceSinglePlayerView:AddListener()
end
--移除事件监听(用于子类重写)
function RiceSinglePlayerView:RemoveListener()
end
function RiceSinglePlayerView:SetSinglePlayerState(_state)
self.isRunning = _state
end
function RiceSinglePlayerView:Update()
if self.isRunning then
LogGreen(self.data.."的speed:"..tostring(self.speed))
end
end
--界面打开时调用(用于子类重写)
function RiceSinglePlayerView:OnOpen(_data)
self.data = _data
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 RiceSinglePlayerView:OnShow()
end
function RiceSinglePlayerView:OnClose()
end
--界面销毁时调用(用于子类重写)
function RiceSinglePlayerView:OnDestroy()
end
return RiceSinglePlayerView

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@ -0,0 +1,36 @@
YuJianXingManager = {}
local this = YuJianXingManager
local riceCtrl = require("Modules/YuJianXing/RiceCtrlView")
local bgList = {"y_yujianxing_bg","y_yujianxing_bg","y_yujianxing_bg","y_yujianxing_bg"}
function this.Initialize()
this.curState = 0 --当前比赛状态
this.nextSession = 0 --当前比赛场次
this.curRankId = 0 --当前排行剧本Id
this.curRecordList = 0 --当前纪录数据
this.curBetList = 0 --当前竞猜数据
end
function this.UpdataServerData(msg)
-- body
end
function this.InitMap()
this.riceCtrl = riceCtrl:Awake(bgList)
LogRed(tostring(this.riceCtrl.name))
end
function this.SetGameState(_state)
this.riceCtrl:SetGameState(_state)
end
function this.DestroyMap()
-- riceCtrl:SetGameState(false)--结束比赛
if this.riceCtrl then
Timer.New(function ()
this.riceCtrl:Dispose()
end,5):Start()
end
end
return YuJianXingManager

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@ -1,7 +1,6 @@
require("Base/BasePanel")
local riceCtrl = require("Modules/YuJianXing/RiceCtrlView")
-- local riceCtrl = require("Modules/YuJianXing/RiceCtrlView")
local YuJianXingPanel = Inherit(BasePanel)
local bgList = {"y_yujianxing_bg","y_yujianxing_bg","y_yujianxing_bg","y_yujianxing_bg"}
--初始化组件(用于子类重写)
function YuJianXingPanel:InitComponent()
@ -20,12 +19,11 @@ function YuJianXingPanel:InitComponent()
self.canBetTime = Util.GetGameObject(self.gameObject, "Bgs/Up/Board/time3"):GetComponent("Text")
--Bg
self.bg = Util.GetGameObject(self.gameObject, "Bgs/Bg")
riceCtrl.Init()
--testBtn
self.start = Util.GetGameObject(self.gameObject, "Button (4)")
self.speedUp = Util.GetGameObject(self.gameObject, "Button (3)")
self.speedDown = Util.GetGameObject(self.gameObject, "Button (2)")
-- self.speedUp = Util.GetGameObject(self.gameObject, "Button (3)")
-- self.speedDown = Util.GetGameObject(self.gameObject, "Button (2)")
self.reset = Util.GetGameObject(self.gameObject, "Button (1)")
end
@ -57,20 +55,10 @@ function YuJianXingPanel:BindEvent()
-----test
Util.AddOnceClick(self.start,function ()
-- self.bg.transform:DOLocalMove(targetPos, 10, false):OnStart(function ()
-- end):OnUpdate(function() --TODO:测试速度
-- end):OnComplete(function ()
-- end):SetEase(Ease.Linear)
end)
Util.AddOnceClick(self.speedUp,function ()
self:CLosePanel()
end)
Util.AddOnceClick(self.speedDown,function ()
self:CLosePanel()
YuJianXingManager.SetGameState(true)
end)
Util.AddOnceClick(self.reset,function ()
self.bg.localPosition = Vector2.zero
self.speed = 0
YuJianXingManager.SetGameState(false)
end)
end
@ -87,21 +75,20 @@ end
--界面打开时调用(用于子类重写)
function YuJianXingPanel:OnOpen()
riceCtrl.Awake(bgList)
end
-- 打开,重新打开时回调
function YuJianXingPanel:OnShow()
YuJianXingManager.InitMap()
end
--界面关闭时调用(用于子类重写)
function YuJianXingPanel:OnClose()
riceCtrl.Dispose()
YuJianXingManager.DestroyMap()
end
--界面销毁时调用(用于子类重写)
function YuJianXingPanel:OnDestroy()
riceCtrl.Destroy()
end
return YuJianXingPanel