【ID1009324】

剧情动画中去掉背景挂机时的音效(战斗,走路脚步声)
dev_chengFeng
jiaoyangna 2021-06-09 14:58:11 +08:00
parent cd46af8ab0
commit 67bed99433
5 changed files with 21 additions and 10 deletions

View File

@ -653,7 +653,12 @@ end
-- 执行关卡战斗 -- 执行关卡战斗
function this.ExcuteBattle() function this.ExcuteBattle()
if not FightPointPassManager.IsChapterClossState() then if not FightPointPassManager.IsChapterClossState() then
fightMap.StopAction() --fightMap.StopAction()
if hasMap then
LogGreen("关闭挂机")
fightMap:OnClose()
hasMap = false
end
UIManager.OpenPanel(UIName.FightMiddleChoosePanel, FightPointPassManager.curOpenFight, true,function () UIManager.OpenPanel(UIName.FightMiddleChoosePanel, FightPointPassManager.curOpenFight, true,function ()
--- 临时代码 --- 临时代码
--FightPointPassManager.SetChapterOpenState(false) --FightPointPassManager.SetChapterOpenState(false)

View File

@ -66,6 +66,7 @@ local m_parent
this.isClose = false this.isClose = false
--root FightPointPassMainPanel.gameObject FightPointPassMainPanel脚本 --root FightPointPassMainPanel.gameObject FightPointPassMainPanel脚本
function this:InitComponent(root, parent) function this:InitComponent(root, parent)
LogGreen("初始化地图资源")
m_orginLayer = 0 m_orginLayer = 0
m_parent = parent m_parent = parent
-- 地图点击拖动 -- 地图点击拖动
@ -461,6 +462,7 @@ end
--- ====================================================================== --- ======================================================================
function this.OnGameOver() function this.OnGameOver()
LogGreen("OnGameOver")
for i, v in pairs(this.playerViews) do for i, v in pairs(this.playerViews) do
if v then if v then
SubUIManager.Close(v) SubUIManager.Close(v)
@ -474,7 +476,7 @@ function this.OnGameOver()
end end
end end
if this.mapRoot then -- 避免不是主动退出 if this.mapRoot then -- 避免不是主动退出
--Log("注销一次地图资源") LogGreen("注销一次地图资源")
poolManager:UnLoadAsset(mapCtrl, this.mapRoot, PoolManager.AssetType.GameObject) poolManager:UnLoadAsset(mapCtrl, this.mapRoot, PoolManager.AssetType.GameObject)
poolManager:UnLoadAsset(effectPath, this.moneyEffect, PoolManager.AssetType.GameObject) poolManager:UnLoadAsset(effectPath, this.moneyEffect, PoolManager.AssetType.GameObject)
UIManager.camera.clearFlags = CameraClearFlags.Skybox UIManager.camera.clearFlags = CameraClearFlags.Skybox
@ -487,6 +489,7 @@ function this.OnGameOver()
end end
function this:OnClose() function this:OnClose()
LogGreen("关闭挂机OnClose")
if this.startTimer then if this.startTimer then
this.startTimer:Stop() this.startTimer:Stop()
end end

View File

@ -33,10 +33,13 @@ function UnlockCheckpointPopup:BindEvent()
end) end)
Util.AddClick(this.btnGo, function() Util.AddClick(this.btnGo, function()
self:ClosePanel() self:ClosePanel()
--JumpManager.GoJump(26078) if UIManager.IsOpen(UIName.FightPointPassMainPanel) then
UIManager.OpenPanel(UIName.FightPointPassMainPanel, function() UIManager.ClosePanel(UIName.FightPointPassMainPanel)
-- 章节解锁时添加对话 end
StoryManager.EventTrigger(curChapterId) -- 章节解锁时添加对话
StoryManager.EventTrigger(curChapterId, function()
LogGreen("打开挂机界面")
UIManager.OpenPanel(UIName.FightPointPassMainPanel)
end) end)
end) end)
end end

View File

@ -74,7 +74,7 @@ function StoryDialoguePanel:GoNext(optionID)
end end
-- 点击下一步关闭配音音效关闭 -- 点击下一步关闭配音音效关闭
SoundManager.StopSoundByChannel(10) SoundManager.StopSoundByChannel(10)
StoryManager.StoryJumpType(optionID, self) StoryManager.StoryJumpType(optionID, self,static_callBack)
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)

View File

@ -97,7 +97,7 @@ function this.DialogueTrigger(eventId, callback)
end end
-- 剧情跳转 -- 剧情跳转
function this.StoryJumpType(optionId, panel) function this.StoryJumpType(optionId, panel,callBack)
local jumpType = chapterOptionData[optionId].JumpType local jumpType = chapterOptionData[optionId].JumpType
if jumpType then if jumpType then
if jumpType == 4 then -- 关闭所有界面,结束对话 if jumpType == 4 then -- 关闭所有界面,结束对话
@ -125,10 +125,10 @@ function this.StoryJumpType(optionId, panel)
local nextEventId = chapterOptionData[optionId].JumpTypeValues local nextEventId = chapterOptionData[optionId].JumpTypeValues
local nextEventShowType = chapterDataConfig[nextEventId].ShowType local nextEventShowType = chapterDataConfig[nextEventId].ShowType
if nextEventShowType ~= 13 then if nextEventShowType ~= 13 then
this.EventTrigger(nextEventId, false) this.EventTrigger(nextEventId, callBack)
else else
this.DialogueTrigger(nextEventId) this.DialogueTrigger(nextEventId,callBack)
end end
end end
end end