parent
cd46af8ab0
commit
67bed99433
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@ -653,7 +653,12 @@ end
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-- 执行关卡战斗
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-- 执行关卡战斗
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function this.ExcuteBattle()
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function this.ExcuteBattle()
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if not FightPointPassManager.IsChapterClossState() then
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if not FightPointPassManager.IsChapterClossState() then
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fightMap.StopAction()
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--fightMap.StopAction()
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if hasMap then
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LogGreen("关闭挂机")
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fightMap:OnClose()
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hasMap = false
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end
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UIManager.OpenPanel(UIName.FightMiddleChoosePanel, FightPointPassManager.curOpenFight, true,function ()
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UIManager.OpenPanel(UIName.FightMiddleChoosePanel, FightPointPassManager.curOpenFight, true,function ()
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--- 临时代码
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--- 临时代码
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--FightPointPassManager.SetChapterOpenState(false)
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--FightPointPassManager.SetChapterOpenState(false)
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@ -66,6 +66,7 @@ local m_parent
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this.isClose = false
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this.isClose = false
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--root FightPointPassMainPanel.gameObject FightPointPassMainPanel脚本
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--root FightPointPassMainPanel.gameObject FightPointPassMainPanel脚本
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function this:InitComponent(root, parent)
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function this:InitComponent(root, parent)
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LogGreen("初始化地图资源")
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m_orginLayer = 0
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m_orginLayer = 0
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m_parent = parent
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m_parent = parent
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-- 地图点击拖动
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-- 地图点击拖动
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@ -461,6 +462,7 @@ end
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--- ======================================================================
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--- ======================================================================
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function this.OnGameOver()
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function this.OnGameOver()
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LogGreen("OnGameOver")
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for i, v in pairs(this.playerViews) do
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for i, v in pairs(this.playerViews) do
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if v then
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if v then
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SubUIManager.Close(v)
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SubUIManager.Close(v)
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@ -474,7 +476,7 @@ function this.OnGameOver()
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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.mapRoot then -- 避免不是主动退出
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if this.mapRoot then -- 避免不是主动退出
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--Log("注销一次地图资源")
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LogGreen("注销一次地图资源")
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poolManager:UnLoadAsset(mapCtrl, this.mapRoot, PoolManager.AssetType.GameObject)
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poolManager:UnLoadAsset(mapCtrl, this.mapRoot, PoolManager.AssetType.GameObject)
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poolManager:UnLoadAsset(effectPath, this.moneyEffect, PoolManager.AssetType.GameObject)
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poolManager:UnLoadAsset(effectPath, this.moneyEffect, PoolManager.AssetType.GameObject)
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UIManager.camera.clearFlags = CameraClearFlags.Skybox
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UIManager.camera.clearFlags = CameraClearFlags.Skybox
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@ -487,6 +489,7 @@ function this.OnGameOver()
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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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LogGreen("关闭挂机:OnClose")
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if this.startTimer then
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if this.startTimer then
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this.startTimer:Stop()
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this.startTimer:Stop()
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end
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end
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@ -33,10 +33,13 @@ function UnlockCheckpointPopup:BindEvent()
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end)
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end)
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Util.AddClick(this.btnGo, function()
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Util.AddClick(this.btnGo, function()
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self:ClosePanel()
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self:ClosePanel()
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--JumpManager.GoJump(26078)
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if UIManager.IsOpen(UIName.FightPointPassMainPanel) then
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UIManager.OpenPanel(UIName.FightPointPassMainPanel, function()
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UIManager.ClosePanel(UIName.FightPointPassMainPanel)
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-- 章节解锁时添加对话
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end
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StoryManager.EventTrigger(curChapterId)
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-- 章节解锁时添加对话
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StoryManager.EventTrigger(curChapterId, function()
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LogGreen("打开挂机界面")
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UIManager.OpenPanel(UIName.FightPointPassMainPanel)
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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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@ -74,7 +74,7 @@ function StoryDialoguePanel:GoNext(optionID)
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end
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end
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-- 点击下一步关闭配音音效关闭
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-- 点击下一步关闭配音音效关闭
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SoundManager.StopSoundByChannel(10)
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SoundManager.StopSoundByChannel(10)
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StoryManager.StoryJumpType(optionID, self)
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StoryManager.StoryJumpType(optionID, self,static_callBack)
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end
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end
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--添加事件监听(用于子类重写)
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--添加事件监听(用于子类重写)
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@ -97,7 +97,7 @@ function this.DialogueTrigger(eventId, callback)
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end
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end
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-- 剧情跳转
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-- 剧情跳转
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function this.StoryJumpType(optionId, panel)
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function this.StoryJumpType(optionId, panel,callBack)
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local jumpType = chapterOptionData[optionId].JumpType
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local jumpType = chapterOptionData[optionId].JumpType
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if jumpType then
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if jumpType then
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if jumpType == 4 then -- 关闭所有界面,结束对话
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if jumpType == 4 then -- 关闭所有界面,结束对话
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@ -125,10 +125,10 @@ function this.StoryJumpType(optionId, panel)
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local nextEventId = chapterOptionData[optionId].JumpTypeValues
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local nextEventId = chapterOptionData[optionId].JumpTypeValues
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local nextEventShowType = chapterDataConfig[nextEventId].ShowType
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local nextEventShowType = chapterDataConfig[nextEventId].ShowType
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if nextEventShowType ~= 13 then
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if nextEventShowType ~= 13 then
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this.EventTrigger(nextEventId, false)
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this.EventTrigger(nextEventId, callBack)
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else
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else
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this.DialogueTrigger(nextEventId)
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this.DialogueTrigger(nextEventId,callBack)
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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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Reference in New Issue