挂机关卡 boss关卡限制修改
parent
3d37b9ce9e
commit
6bd2a47796
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@ -21123,7 +21123,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!224 &2039730614
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RectTransform:
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m_ObjectHideFlags: 0
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@ -43285,7 +43285,7 @@ MonoBehaviour:
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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m_FontData:
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m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
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m_FontSize: 34
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m_FontSize: 32
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m_FontStyle: 0
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m_BestFit: 0
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m_MinSize: 3
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@ -43294,8 +43294,8 @@ MonoBehaviour:
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m_AlignByGeometry: 0
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m_RichText: 1
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m_HorizontalOverflow: 0
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m_VerticalOverflow: 0
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m_LineSpacing: 1
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m_VerticalOverflow: 1
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m_LineSpacing: 0.9
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m_Text: "10\u7EA7\u89E3\u9501"
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LanguageIndex: 10529
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--- !u!1 &1291161524729645949
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@ -184886,7 +184886,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 50, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 100, y: 100}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &109213283015355470
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@ -543,7 +543,11 @@ function this.RefreshBossInfo()
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this.fightRP:SetActive(false)
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this.fightSaoGuang:SetActive(false)
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--this.fightGuideEffect:SetActive(false)
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this.lockText.text=string.format("再推%s关后开启",nextBossLv-FightPointPassManager.soldierLayerId)
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--this.lockText.text=string.format("再推%s关后开启",nextBossLv-FightPointPassManager.soldierLayerId)
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local isOk, tip, btnTxt, lockState = FightPointPassManager.CheckFightOpenRule(nextLv)
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LogError("tip======================="..tip)
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LogError("btntxt============================="..btnTxt)
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this.lockText.text=tip
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end
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this.openFun:SetActive(true)
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this.openFunNeedInfo.text=name
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@ -554,8 +558,9 @@ end
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function this.GetLevelInfo(_id)
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--LogError("_id==========================".._id)
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local aa=fightLevelConfig[_id]
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if aa and aa.OpenRule and (aa.OpenRule[1][1]==9 or aa.OpenRule[1][1]==0 ) then
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if FightPointPassManager.soldierLayerId>=aa.OpenRule[1][2] then
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if aa and aa.OpenRule then
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local isOk, tip, btnTxt, lockState = FightPointPassManager.CheckFightOpenRule(_id)
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if isOk then
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if name=="" then
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name=aa.Name
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nextLv=aa.NextLevel
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@ -569,6 +574,11 @@ function this.GetLevelInfo(_id)
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end
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end
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--刷新小兵信息
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function this.RefreshSoliderInfo()
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this.RefreshBossInfo()
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@ -2044,81 +2054,81 @@ function this.RefreshBattleUpLvTip(isShowUIOpen)
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local isOk, tip, btnTxt, lockState = FightPointPassManager.CheckFightOpenRule(curFightId)
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-- 可以挑战显示 挑战关卡快速升级
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if not isShowUIOpen and isOk then
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this.battleUpLvTip:SetActive(true)
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this.battleUpLvTipImg.enabled = true
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this.battleUpLvTipTxt.gameObject:SetActive(true)
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this.battleLockGo:SetActive(false)
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-- if not isShowUIOpen and isOk then
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-- this.battleUpLvTip:SetActive(true)
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-- this.battleUpLvTipImg.enabled = true
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-- this.battleUpLvTipTxt.gameObject:SetActive(true)
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-- this.battleLockGo:SetActive(false)
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this.battleUpLvTipTxt.text = Language[10610]
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return
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end
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-- this.battleUpLvTipTxt.text = Language[10610]
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-- return
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-- end
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-- 没有解锁条件不显示
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local openRule = fightLevelConfig[curFightId].OpenRule
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if not openRule then
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return
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end
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-- local openRule = fightLevelConfig[curFightId].OpenRule
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-- if not openRule then
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-- return
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-- end
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-- 没有数据不显示
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if not lockState then
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return
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end
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-- -- 没有数据不显示
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-- if not lockState then
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-- return
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-- end
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--
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for index, state in ipairs(lockState) do
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if not state and openRule[index] then
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local ruleType = openRule[index][1]
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if ruleType then
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if ruleType == 1 then
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-- 山河社稷图
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this.battleUpLvTip:SetActive(true)
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this.battleUpLvTipImg.enabled = false
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this.battleUpLvTipTxt.gameObject:SetActive(false)
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this.battleLockGo:SetActive(true)
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Util.AddOnceClick(this.battleUpLvTip, function()
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JumpManager.GoJump(36023)
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end)
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elseif ruleType == 2 then
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-- 心魔试炼
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this.battleUpLvTip:SetActive(true)
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this.battleUpLvTipImg.enabled = false
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this.battleUpLvTipTxt.gameObject:SetActive(false)
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this.battleLockGo:SetActive(true)
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Util.AddOnceClick(this.battleUpLvTip, function()
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JumpManager.GoJump(1011)
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end)
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elseif ruleType == 4 then
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-- 背包 装备
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this.battleUpLvTip:SetActive(true)
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this.battleUpLvTipImg.enabled = false
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this.battleUpLvTipTxt.gameObject:SetActive(false)
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this.battleLockGo:SetActive(true)
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Util.AddOnceClick(this.battleUpLvTip, function()
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JumpManager.GoJump(1007)
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end)
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elseif ruleType == 5 then
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-- 好感度
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this.battleUpLvTip:SetActive(true)
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this.battleUpLvTipImg.enabled = false
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this.battleUpLvTipTxt.gameObject:SetActive(false)
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this.battleLockGo:SetActive(true)
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Util.AddOnceClick(this.battleUpLvTip, function()
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JumpManager.GoJump(40033)
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end)
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elseif ruleType == 7 then
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-- 获取神将
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this.battleUpLvTip:SetActive(true)
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this.battleUpLvTipImg.enabled = false
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this.battleUpLvTipTxt.gameObject:SetActive(false)
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this.battleLockGo:SetActive(true)
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Util.AddOnceClick(this.battleUpLvTip, function()
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JumpManager.GoJump(22001)
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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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-- --
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-- for index, state in ipairs(lockState) do
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-- if not state and openRule[index] then
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-- local ruleType = openRule[index][1]
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-- if ruleType then
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-- if ruleType == 1 then
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-- -- 山河社稷图
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-- this.battleUpLvTip:SetActive(true)
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-- this.battleUpLvTipImg.enabled = false
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-- this.battleUpLvTipTxt.gameObject:SetActive(false)
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-- this.battleLockGo:SetActive(true)
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-- Util.AddOnceClick(this.battleUpLvTip, function()
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-- JumpManager.GoJump(36023)
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-- end)
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-- elseif ruleType == 2 then
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-- -- 心魔试炼
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-- this.battleUpLvTip:SetActive(true)
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-- this.battleUpLvTipImg.enabled = false
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-- this.battleUpLvTipTxt.gameObject:SetActive(false)
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-- this.battleLockGo:SetActive(true)
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-- Util.AddOnceClick(this.battleUpLvTip, function()
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-- JumpManager.GoJump(1011)
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-- end)
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-- elseif ruleType == 4 then
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-- -- 背包 装备
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-- this.battleUpLvTip:SetActive(true)
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-- this.battleUpLvTipImg.enabled = false
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-- this.battleUpLvTipTxt.gameObject:SetActive(false)
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-- this.battleLockGo:SetActive(true)
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-- Util.AddOnceClick(this.battleUpLvTip, function()
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-- JumpManager.GoJump(1007)
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-- end)
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-- elseif ruleType == 5 then
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-- -- 好感度
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-- this.battleUpLvTip:SetActive(true)
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-- this.battleUpLvTipImg.enabled = false
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-- this.battleUpLvTipTxt.gameObject:SetActive(false)
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-- this.battleLockGo:SetActive(true)
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-- Util.AddOnceClick(this.battleUpLvTip, function()
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-- JumpManager.GoJump(40033)
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-- end)
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-- elseif ruleType == 7 then
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-- -- 获取神将
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-- this.battleUpLvTip:SetActive(true)
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-- this.battleUpLvTipImg.enabled = false
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-- this.battleUpLvTipTxt.gameObject:SetActive(false)
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-- this.battleLockGo:SetActive(true)
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-- Util.AddOnceClick(this.battleUpLvTip, function()
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-- JumpManager.GoJump(22001)
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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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function this.UpdateWordLv()
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@ -300,114 +300,126 @@ end
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-- 检测其他关卡条件
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function this.CheckFightOpenRule(fightId)
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if not fightId or not mainLevelConfig[fightId] then
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return false, "没有这个关卡"
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end
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if PlayerManager.level < mainLevelConfig[this.curOpenFight].LevelLimit then
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local tip = tostring(mainLevelConfig[this.curOpenFight].LevelLimit .. Language[10056])
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--LogRed(tip .. " 当前:"..PlayerManager.level)
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return false, tip, tip
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end
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local openRule = mainLevelConfig[fightId].OpenRule
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if openRule then
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local states = {}
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local tips = {}
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local btnTxts = {}
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for index, rule in ipairs(openRule) do
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states[index] = true
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if not rule[1] or rule[1] == 0 then
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--LogRed("当前:没有限制条件1")
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states[index] = true
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elseif rule[1] == 1 then
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local star = FightLevelManager.GetAllChapterStars()
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if star < rule[2] then
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states[index] = false
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tips[index] = string.format("山河社稷图星数达%s", rule[2])-- 山河社稷图%s星
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btnTxts[index] = string.format("山河社稷图%s星", rule[2])
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--LogRed(tips[index]..", 当前:"..star)
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end
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elseif rule[1] == 2 then
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local wave = MonsterCampManager.GetMonsterCampCurWave()
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if wave <= rule[2] then
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states[index] = false
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tips[index] = string.format("心魔试炼通关%s层", rule[2])-- 心魔试炼通关999层
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btnTxts[index] = string.format("心魔试炼通关%s层", rule[2])
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--LogRed(tips[index]..", 当前:"..wave)
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end
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elseif rule[1] == 3 then
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local lv = HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv)
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if lv < rule[2] then
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states[index] = false
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tips[index] = string.format("鸿蒙阵共鸣等级达%s", rule[2])-- 鸿蒙阵共鸣%s级
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btnTxts[index] = string.format("鸿蒙阵共鸣%s级", rule[2])
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--LogRed(tips[index]..", 当前:"..lv)
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end
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elseif rule[1] == 4 then
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-- 指定星级(运算星级)装备数量(初始可用)
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local num = EquipManager.GetLimitStarEquipNum(rule[2])
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if num < rule[3] then
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local equipStarConfig = ConfigManager.GetConfigData(ConfigName.EquipStarsConfig, rule[2])
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states[index] = false
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tips[index] = string.format("拥有%s个%s%s星装备", rule[3], QualityNameDef[equipStarConfig.Quality], equipStarConfig.Stars)
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btnTxts[index] = string.format("%s个%s%s星装备", rule[3], QualityNameDef[equipStarConfig.Quality], equipStarConfig.Stars)
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--LogRed(tips[index]..", 当前:"..num)
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end
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elseif rule[1] == 5 then
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local _, tlv, _ = LikabilityManager.GetTotalHeroLikeLv(-1)
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if tlv < rule[2] then
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states[index] = false
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tips[index] = string.format("神将总好感度等级达%s", rule[2]) -- 总好感度%s级
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btnTxts[index] = string.format("总好感度%s级", rule[2])
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--LogRed(tips[index]..", 当前:"..tlv)
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end
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elseif rule[1] == 6 then
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-- 逍遥游通关次数
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local xyPassTimes = XiaoYaoManager.GetCurPassTimes()
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if xyPassTimes < rule[2] then
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states[index] = false
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tips[index] = string.format("逍遥游通关%s次", rule[2])
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btnTxts[index] = string.format("逍遥游通关%s次", rule[2])
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--LogRed(tips[index]..", 当前:"..xyPassTimes)
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end
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elseif rule[1] == 7 then
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local c_lv = rule[2]
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local c_num = rule[3]
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local num = #HeroManager.GetAllHeroDatas(c_lv)
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if num < c_num then
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states[index] = false
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tips[index] = string.format("拥有%s个等级%s以上的神将", c_num, c_lv)-- %s个%s级神将
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btnTxts[index] = string.format("%s个%s级神将", c_num, c_lv)
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--LogRed(tips[index]..", 当前:"..num)
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end
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elseif rule[1]==8 then
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if PlayerManager.level < rule[2] then
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states[index] = false
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tips[index] = string.format("玩家等级达到%s级",rule[2])-- %s个%s级神将
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btnTxts[index] = string.format("玩家等级达到%s级",rule[2])
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end
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elseif rule[1]==9 then
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if FightPointPassManager.soldierLayerId < rule[2] then
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states[index] = false
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tips[index] = string.format("关卡达到%s关",rule[2])-- %s个%s级神将
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btnTxts[index] = string.format("关卡达到%s关",rule[2])
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end
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end
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end
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local tip = ""
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local btnTxt = ""
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local isOk = true
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for index, state in ipairs(states) do
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if not state then
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isOk = false
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-- 提示文字
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if tip ~= "" then
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tip = tip..string.format(",且%s", tips[index])
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else
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tip = tips[index]
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end
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-- 按钮显示文字
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if btnTxt ~= "" then
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btnTxt = tip..string.format(",且%s", btnTxts[index])
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else
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btnTxt = btnTxts[index]
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end
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end
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end
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return isOk, tip.."解锁", btnTxt, states
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end
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--LogRed("当前:没有限制条件2")
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return true
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-- if not fightId or not mainLevelConfig[fightId] then
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-- return false, "没有这个关卡"
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-- end
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-- if PlayerManager.level < mainLevelConfig[this.curOpenFight].LevelLimit then
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-- local tip = tostring(mainLevelConfig[this.curOpenFight].LevelLimit .. Language[10056])
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-- --LogRed(tip .. " 当前:"..PlayerManager.level)
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-- return false, tip, tip
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-- end
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-- local openRule = mainLevelConfig[fightId].OpenRule
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-- if openRule then
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-- local states = {}
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-- local tips = {}
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-- local btnTxts = {}
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-- for index, rule in ipairs(openRule) do
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-- states[index] = true
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-- if not rule[1] or rule[1] == 0 then
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-- --LogRed("当前:没有限制条件1")
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-- states[index] = true
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-- elseif rule[1] == 1 then
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-- local star = FightLevelManager.GetAllChapterStars()
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-- if star < rule[2] then
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-- states[index] = false
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-- tips[index] = string.format("山河社稷图星数达%s", rule[2])-- 山河社稷图%s星
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-- btnTxts[index] = string.format("山河社稷图%s星", rule[2])
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-- --LogRed(tips[index]..", 当前:"..star)
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-- end
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-- elseif rule[1] == 2 then
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-- local wave = MonsterCampManager.GetMonsterCampCurWave()
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-- if wave <= rule[2] then
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-- states[index] = false
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-- tips[index] = string.format("心魔试炼通关%s层", rule[2])-- 心魔试炼通关999层
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-- btnTxts[index] = string.format("心魔试炼通关%s层", rule[2])
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-- --LogRed(tips[index]..", 当前:"..wave)
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-- end
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-- elseif rule[1] == 3 then
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-- local lv = HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv)
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-- if lv < rule[2] then
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-- states[index] = false
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-- tips[index] = string.format("鸿蒙阵共鸣等级达%s", rule[2])-- 鸿蒙阵共鸣%s级
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-- btnTxts[index] = string.format("鸿蒙阵共鸣%s级", rule[2])
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-- --LogRed(tips[index]..", 当前:"..lv)
|
||||
-- end
|
||||
-- elseif rule[1] == 4 then
|
||||
-- -- 指定星级(运算星级)装备数量(初始可用)
|
||||
-- local num = EquipManager.GetLimitStarEquipNum(rule[2])
|
||||
-- if num < rule[3] then
|
||||
-- local equipStarConfig = ConfigManager.GetConfigData(ConfigName.EquipStarsConfig, rule[2])
|
||||
-- states[index] = false
|
||||
-- tips[index] = string.format("拥有%s个%s%s星装备", rule[3], QualityNameDef[equipStarConfig.Quality], equipStarConfig.Stars)
|
||||
-- btnTxts[index] = string.format("%s个%s%s星装备", rule[3], QualityNameDef[equipStarConfig.Quality], equipStarConfig.Stars)
|
||||
-- --LogRed(tips[index]..", 当前:"..num)
|
||||
-- end
|
||||
-- elseif rule[1] == 5 then
|
||||
-- local _, tlv, _ = LikabilityManager.GetTotalHeroLikeLv(-1)
|
||||
-- if tlv < rule[2] then
|
||||
-- states[index] = false
|
||||
-- tips[index] = string.format("神将总好感度等级达%s", rule[2]) -- 总好感度%s级
|
||||
-- btnTxts[index] = string.format("总好感度%s级", rule[2])
|
||||
-- --LogRed(tips[index]..", 当前:"..tlv)
|
||||
-- end
|
||||
-- elseif rule[1] == 6 then
|
||||
-- -- 逍遥游通关次数
|
||||
-- local xyPassTimes = XiaoYaoManager.GetCurPassTimes()
|
||||
-- if xyPassTimes < rule[2] then
|
||||
-- states[index] = false
|
||||
-- tips[index] = string.format("逍遥游通关%s次", rule[2])
|
||||
-- btnTxts[index] = string.format("逍遥游通关%s次", rule[2])
|
||||
-- --LogRed(tips[index]..", 当前:"..xyPassTimes)
|
||||
-- end
|
||||
-- elseif rule[1] == 7 then
|
||||
-- local c_lv = rule[2]
|
||||
-- local c_num = rule[3]
|
||||
-- local num = #HeroManager.GetAllHeroDatas(c_lv)
|
||||
-- if num < c_num then
|
||||
-- states[index] = false
|
||||
-- tips[index] = string.format("拥有%s个等级%s以上的神将", c_num, c_lv)-- %s个%s级神将
|
||||
-- btnTxts[index] = string.format("%s个%s级神将", c_num, c_lv)
|
||||
-- --LogRed(tips[index]..", 当前:"..num)
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
-- local tip = ""
|
||||
-- local btnTxt = ""
|
||||
-- local isOk = true
|
||||
-- for index, state in ipairs(states) do
|
||||
-- if not state then
|
||||
-- isOk = false
|
||||
-- -- 提示文字
|
||||
-- if tip ~= "" then
|
||||
-- tip = tip..string.format(",且%s", tips[index])
|
||||
-- else
|
||||
-- tip = tips[index]
|
||||
-- end
|
||||
-- -- 按钮显示文字
|
||||
-- if btnTxt ~= "" then
|
||||
-- btnTxt = tip..string.format(",且%s", btnTxts[index])
|
||||
-- else
|
||||
-- btnTxt = btnTxts[index]
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
-- return isOk, tip.."解锁", btnTxt, states
|
||||
-- end
|
||||
-- --LogRed("当前:没有限制条件2")
|
||||
-- return true
|
||||
end
|
||||
|
||||
|
||||
|
|
|
@ -151,6 +151,10 @@ function this.OnShowPanel()
|
|||
this.SetSingleLevel(curchapterData)
|
||||
sortingOrder = this.sortingOrder
|
||||
end
|
||||
if chapterData.reward==nil or LengthOfTable(chapterData.reward)==0 then
|
||||
local aaa={{id=1,state=0},{id=2,state=0},{id=3,state=0}}
|
||||
chapterData.reward=aaa
|
||||
end
|
||||
if chapterData.reward and LengthOfTable(chapterData.reward) > 0 then
|
||||
this.SetlevelBox(chapterData.reward)
|
||||
end
|
||||
|
|
Loading…
Reference in New Issue