战斗回放类型修改

dev_chengFeng
jiaoyangna 2021-02-22 18:42:26 +08:00
parent c21789b509
commit 6d1d7c7996
11 changed files with 1074 additions and 21 deletions

View File

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View File

@ -2191,6 +2191,7 @@ BATTLE_TYPE = {
ARENA = 15, -- 竞技场
XINJIANG = 16, --新将来袭
XIAOYAOYOU = 17, --逍遥游战斗
FOURELEMENT = 20 , --四灵试炼
BACK_BATTLE = 1000, -- 系统战斗回放
}
rankKingList={ [1] = { bgImage = "r_zjm_paihangbang_banner04", name = Language[12164] ,rankType = RANK_TYPE.FIGHT_LEVEL_RANK,activiteId = 0,isRankingMainPanelShow = true},

View File

@ -340,6 +340,7 @@ function this.SwitchTimeScale()
end
function this.BattleEnd(result)
LogGreen(tostring(result))
BattleManager.PauseBattle()
-- 强制停止倍速
Time.timeScale = 1
@ -411,7 +412,6 @@ function this.BattleEnd(result)
Util.GetGameObject(boxList[i], "effect"):SetActive(false)
end
end,1.3):Start()
else
-- 判断是否需要进行结果检测
if this.fightResult then

View File

@ -90,6 +90,7 @@ function this.StartFight()
else
local result = {}
result.drop = msg.enventDrop
LogGreen("11111111111111111111111111111111111111111111111111111111111111111111111111")
UIManager.OpenPanel(UIName.BattleWinPopup, nil, false, 5, result, true, true)
MonsterCampManager.monsterWave = MonsterCampManager.monsterWave + 1
end

View File

@ -157,34 +157,34 @@ function this.GetMonsterTeamInfo(monsterGroupId)
end
end
--开始战斗
function this.ExecuteFightBattle(id,type,func,curType)
function this.StraightBattle(id,type,func,curType)
this.curType = curType
local fightId = ConfigManager.GetConfigDataByDoubleKey(ConfigName.CampTowerConfig,"FloorId",id,"CampId",curType).Id
NetManager.FourChallengeDoRequest(fightId,type,function(msg)
if type == 0 then
local fightData = BattleManager.GetBattleServerData(msg,0)
UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.DAILY_CHALLENGE,function(result)
local fightData = BattleManager.GetBattleServerData(msg,0)
this.drop = msg.drop
UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.FOURELEMENT,function(result)
if func then
func()
end
if result.result == 0 then
if this.fourMonsterData[curType].openState ~= 0 then
UIManager.OpenPanel(UIName.FourElementMonsterCampPanel,curType)
else
UIManager.OpenPanel(UIName.MonsterCampMainPanel)
end
if result.result == 0 then
LogGreen(Language[10741])
elseif result.result == 1 then
LogGreen(tostring(this.fourMonsterData[curType].monsterWave))
this.fourMonsterData[curType].monsterWave = id
this.fourMonsterData[curType].canFightTime = this.fourMonsterData[curType].canFightTime - 1
this.SaveFormation(curType)
if this.fourMonsterData[curType].openState ~= 0 then
UIManager.OpenPanel(UIName.FourElementMonsterCampPanel,curType)
else
UIManager.OpenPanel(UIName.MonsterCampMainPanel)
end
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
end)
this.SaveFormation(curType)
-- UIManager.OpenPanel(UIName.BattleWinPopup, nil, false, BATTLE_TYPE.MONSTER_CAMP, result, true, true,function()
-- if this.fourMonsterData[curType].openState ~= 0 then
-- UIManager.OpenPanel(UIName.FourElementMonsterCampPanel,curType)
-- else
-- UIManager.OpenPanel(UIName.MonsterCampMainPanel)
-- end
-- end)
-- UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
-- end)
end
end)
else
@ -197,6 +197,22 @@ function this.ExecuteFightBattle(id,type,func,curType)
end)
end
--开始战斗
function this.ExecuteFightBattle(id,type,func,curType)
this.StraightBattle(id,type,func,curType)
-- -- 请求战斗结果
-- NetManager.GetMonsterFightResult(MonsterCampManager.monsterWave, FormationTypeDef.FORMATION_NORMAL, function (msg)
-- if msg.result == 0 then
-- UIManager.OpenPanel(UIName.BattleFailPopup, nil, false, UIName.MonsterCampPanel)
-- else
-- local result = {}
-- result.drop = msg.enventDrop
-- UIManager.OpenPanel(UIName.BattleWinPopup, nil, false, BATTLE_TYPE.FOURELEMENT, result, true, true)
-- MonsterCampManager.monsterWave = MonsterCampManager.monsterWave + 1
-- end
-- end)
end
function this.SaveFormation(curType)
local curFormation = FormationManager.GetFormationByID(1700 + curType)
local data = this.GetFriendHelpHero(curType)

View File

@ -119,12 +119,16 @@ function this.ClosePanelRefreshData()
GuildCarDelayManager.SetCdTime(GuildCarDelayProType.Loot)
elseif fightType == BATTLE_TYPE.XIAOYAOYOU then--逍遥游
this.ShowBattleResultByXYY()
elseif fightType == BATTLE_TYPE.FOURELEMENT then--四灵
this.ShowBattleResultByFOURELEMENT()
--新回放功能
elseif fightType == BATTLE_TYPE.BACK_BATTLE then
if BattleManager.GetLastBattleType() == BATTLE_TYPE.EXECUTE_FIGHT then-- 猎妖之路
this.ShowBattleResultByExpedition()
elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.XIAOYAOYOU then-- 逍遥游
this.ShowBattleResultByXYY()
elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.FOURELEMENT then--四灵
this.ShowBattleResultByFOURELEMENT()
end
end
end
@ -158,6 +162,14 @@ function this.ShowBattleResultByExpedition()
end
end
end
function this.ShowBattleResultByFOURELEMENT()
if MonsterCampManager.fourMonsterData[MonsterCampManager.curType].openState ~= 0 then
UIManager.OpenPanel(UIName.FourElementMonsterCampPanel,MonsterCampManager.curType)
else
UIManager.OpenPanel(UIName.MonsterCampMainPanel)
end
end
--界面关闭时调用(用于子类重写)
function BattleFailPopup:OnClose()
Game.GlobalEvent:DispatchEvent(GameEvent.Map.MaskState,0)

View File

@ -72,6 +72,8 @@ function BattleWinPopup:NextStep()
this.ShowBattleResultByMonsterCamp(m_battleResult.drop)
elseif m_fightType == BATTLE_TYPE.STORY_FIGHT then -- 新关卡的战斗
this.ShowBattleResultByStoryFight(m_battleResult.drop)
elseif m_fightType == BATTLE_TYPE.FOURELEMENT then -- 四灵
this.ShowBattleResultByFourElement(m_battleResult.drop)
elseif m_fightType == BATTLE_TYPE.EXECUTE_FIGHT then -- 猎妖之路
this.ShowBattleResultByExpedition(m_battleResult.drop)
elseif m_fightType == BATTLE_TYPE.DAILY_CHALLENGE then -- 日常副本
@ -84,6 +86,8 @@ function BattleWinPopup:NextStep()
elseif m_fightType == BATTLE_TYPE.BACK_BATTLE then
if BattleManager.GetLastBattleType() == BATTLE_TYPE.STORY_FIGHT then-- 新关卡战斗
this.ShowBattleResultByStoryFight(BattleManager.GetLastBattleResult().drop)
elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.FOURELEMENT then -- 新关卡的战斗
this.ShowBattleResultByFourElement(BattleManager.GetLastBattleResult().drop)
elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.EXECUTE_FIGHT then--猎妖之路
this.ShowBattleResultByExpedition(BattleManager.GetLastBattleResult().drop)
elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.GUILD_CAR_DELAY then--车迟
@ -103,10 +107,11 @@ function this.ShowBattleResultByMonsterCamp(drop)
end
this:ClosePanel()
if m_backPanel then
LogGreen("333333333333333333333333333333:"..tostring(m_backPanel) )
UIManager.OpenPanel(m_backPanel)
end
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
LogPink("isBackBattle "..tostring(isBackBattle))
LogPink("isBackBattle "..tostring(isBackBattle))
if not isBackBattle then
if m_callBack then m_callBack() end
--内容优化 心魔试炼推送
@ -148,6 +153,53 @@ function this.ShowBattleResultByStoryFight(drop)
end, 1, true)
end
end
--四灵
function this.ShowBattleResultByFourElement(drop)
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
if bestData then
-- 胜利显示本场比赛的表现最好的英雄
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
-- 打开关卡奖励界面
UIManager.OpenPanel(UIName.RewardItemPopup, MonsterCampManager.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
LogPink("isBackBattle "..tostring(isBackBattle))
if not isBackBattle then
local waves = MonsterCampManager.GetFourElementTotalWave()
if not PlayerPrefs.HasKey("FourElement"..PlayerManager.uid) then
PlayerPrefs.SetInt("FourElement"..PlayerManager.uid,-1)
end
if waves ~= PlayerPrefs.GetInt("FourElement"..PlayerManager.uid) then
PlayerPrefs.SetInt("FourElement"..PlayerManager.uid,waves)
local propertyId = SacredTreeManager.GetUnLockNewProperty(waves)
if propertyId > 0 then
UIManager.OpenPanel(UIName.UnlockExtraRewardPanel,propertyId,function()
if MonsterCampManager.fourMonsterData[MonsterCampManager.curType].openState ~= 0 then
UIManager.OpenPanel(UIName.FourElementMonsterCampPanel,MonsterCampManager.curType)
else
UIManager.OpenPanel(UIName.MonsterCampMainPanel)
end
end)
end
end
if _BattleBestPopup then
_BattleBestPopup:ClosePanel()
end
if m_battlePanel then
m_battlePanel:ClosePanel()
end
this:ClosePanel()
end
end, 0, true, true)
end)
else
-- 打开关卡奖励界面
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function()
if m_battlePanel then
m_battlePanel:ClosePanel()
end
this:ClosePanel()
end, 1, true)
end
end
-- 车迟斗法结算界面特殊显示
function this.ShowBattleResultByCarDeleayType(drop)
local bestData, allDamage= BattleRecordManager.GetBattleBestData()

View File

@ -85,6 +85,9 @@ function RewardItemPopup:InitComponent()
--公会副本
this.guildTranscript=Util.GetGameObject(self.gameObject,"ScrollView/Content/bg/guildTranscript")
this.guildTranscript_CurScore=Util.GetGameObject(this.guildTranscript,"curScore/num"):GetComponent("Text")
local shenying = Util.GetGameObject(self.gameObject, "shenying")
shenying.gameObject:SetActive(false)
end
--绑定事件(用于子类重写)
@ -500,6 +503,7 @@ function RewardItemPopup:ItemDataListSort(itemDataList)
end
--界面关闭时调用(用于子类重写)
function RewardItemPopup:OnClose()
LogGreen("222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222")
BagManager.SetDropIsSHowEquipPrint(true)
local fightConFigData = ConfigManager.GetConfigData(ConfigName.MainLevelConfig, FightPointPassManager.curOpenFight)
if compShowType == 1 then

View File

@ -0,0 +1,150 @@
require("Base/BasePanel")
UnLockNewFunctionPanel = Inherit(BasePanel)
local this = UnLockNewFunctionPanel
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local itemListPrefab
local itemListPrefabMax
local func
local bagType=0 --1 正常背包 2 临时背包 3 公会车迟显示
--需要显示的小组件类型
-- 1 -- > 界面显示升级
-- 2 -- > 显示地图自由探索按钮
local compShowType = 0
local sortingOrderNum = 0
local callList = Stack.New()
local isPopGetSSR = false
local isOpenGeiSSRAvtivity = 0--五星成长礼拍脸
local isOpenGeiSSRAvtivityTime
local isPlayerAniEnd = true
local itemDataList
local showHero = 1
local isBackBattle = false
--初始化组件(用于子类重写)
--此界面无奈做了两套显示逻辑一个是掉落小于等于25时背景根据元素数量做拉伸状态 另一个是元素大于25做界面做可滑动
function UnLockNewFunctionPanel:InitComponent()
this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
--第一种显示
this.ScrollView = Util.GetGameObject(self.gameObject, "ScrollView")
this.ScrollView.gameObject:SetActive(false)
-- this.dropGrid= Util.GetGameObject(self.gameObject, "ScrollView/Content")
-- itemListPrefab = {}
-- for i = 1, 10 do --初始缓存10个
-- local view = SubUIManager.Open(SubUIConfig.ItemView, this.dropGrid.transform)
-- view.gameObject.name = "frame"..i
-- itemListPrefab[i] = view
-- end
-- --关卡等级经验
-- this.lvAndExpGo=Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/lvAndExpGo")
-- this.lv=Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/lvAndExpGo/lv"):GetComponent("Text")
-- this.exp=Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/lvAndExpGo/exp"):GetComponent("Slider")
-- this.expText=Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/lvAndExpGo/exp/Text"):GetComponent("Text")
-- this.lvUpImage=Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/lvAndExpGo/lvUpImage")
-- -- 地图探索按钮
-- this.btnMapBack = Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/btnBack")
-- -- 战斗结果按钮
-- this.btnResult = Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/btnResult")
-- this.btnBattleBack = Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/btnBattleBack")
-- -- 战斗回放按钮
-- 任意位置继续
this.btnGoOn = Util.GetGameObject(self.gameObject, "btnBack/Image")
-- --第二种显示当超过25个元素时
-- this.ScrollView2 = Util.GetGameObject(self.gameObject, "bg")
-- this.dropGridMax= Util.GetGameObject(self.gameObject, "bg/ScrollView2/ScrollView2/Content")
-- itemListPrefabMax = {}
-- for i = 1, 25 do --初始缓存10个
-- local view = SubUIManager.Open(SubUIConfig.ItemView, this.dropGridMax.transform)
-- view.gameObject.name = "frame"..i
-- itemListPrefabMax[i] = view
-- end
local bg = Util.GetGameObject(self.gameObject, "bg")
bg.gameObject:SetActive(false)
local star = Util.GetGameObject(self.gameObject, "star")
star.gameObject:SetActive(false)
local shenying = Util.GetGameObject(self.gameObject, "shenying")
shenying.gameObject:SetActive(true)
this.shenyingText = Util.GetGameObject(shenying, "shenying/Content/bg/Text"):GetComponent("Text")
-- this.lvAndExpGoMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo")
-- this.lvMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo/lv"):GetComponent("Text")
-- this.expMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo/exp"):GetComponent("Slider")
-- this.expTextMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo/exp/Text"):GetComponent("Text")
-- this.lvUpImageMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo/lvUpImage")
-- -- 战斗结果按钮
-- this.btnResultMax = Util.GetGameObject(self.gameObject, "bg/btnResult")
-- this.btnMapBackMax = Util.GetGameObject(self.gameObject, "bg/btnBack")
-- -- this.btnBattleBackMax = Util.GetGameObject(self.gameObject, "bg/btnBattleBack")
-- --车迟斗法 显示
-- this.guildCarDelay = Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/guildCarDelay")
-- this.guildCarDelaysoreNum = Util.GetGameObject(this.guildCarDelay.gameObject, "soreNum"):GetComponent("Text")
-- this.guildCarDelayhurtNum = Util.GetGameObject(this.guildCarDelay.gameObject, "hurtNum"):GetComponent("Text")
-- --公会十绝阵显示
-- this.guildDeathPos=Util.GetGameObject(self.gameObject,"ScrollView/Content/bg/guildDeathPos")
-- this.guildDeathPos_CurScore=Util.GetGameObject(this.guildDeathPos,"curScore/num"):GetComponent("Text")
-- this.guildDeathPos_State=Util.GetGameObject(this.guildDeathPos,"curScore/state"):GetComponent("Image")
-- this.guildDeathPos_MaxScore=Util.GetGameObject(this.guildDeathPos,"maxScore/num"):GetComponent("Text")
-- --大闹天功显示
-- this.expeditionGo=Util.GetGameObject(self.gameObject,"ScrollView/Content/bg/expeditionGo")
-- --公会副本
-- this.guildTranscript=Util.GetGameObject(self.gameObject,"ScrollView/Content/bg/guildTranscript")
-- this.guildTranscript_CurScore=Util.GetGameObject(this.guildTranscript,"curScore/num"):GetComponent("Text")
end
--绑定事件(用于子类重写)
function UnLockNewFunctionPanel:BindEvent()
Util.AddClick(this.btnBack, function()
if isPlayerAniEnd then
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
if PlayerManager.IsGetFiveStarHero then--and OperatingManager.IsShowFiveStarPatch then
Game.GlobalEvent:DispatchEvent(GameEvent.PatFace.PatFaceSend, FacePanelType.GrowGift, 5)
PlayerManager.IsGetFiveStarHero = false
end
end
end)
-- Util.AddClick(this.btnMapBack, function ()
-- self:ClosePanel()
-- end)
-- Util.AddClick(this.btnMapBackMax, function ()
-- self:ClosePanel()
-- end)
-- Util.AddClick(this.btnResult, function ()
-- UIManager.OpenPanel(UIName.DamageResultPanel, 1)
-- end)
-- Util.AddClick(this.btnResultMax, function ()
-- UIManager.OpenPanel(UIName.DamageResultPanel, 1)
-- end)
-- Util.AddClick(this.btnBattleBack, function ()
-- LogGreen("isBackBattle = true")
-- isBackBattle = true
-- BattleManager.BattleBackFun()
-- end)
end
--界面打开时调用(用于子类重写)
--bagType 1 正常背包 2 地图临时背包
--drop 后端掉落原始数据
--func 回调
function UnLockNewFunctionPanel:OnOpen(_id,func)
local id = _id
this.shenyingText.text = propertyConfig[id].Info
if func then func() end
end
function UnLockNewFunctionPanel:OnSortingOrderChange()
end
--界面关闭时调用(用于子类重写)
function UnLockNewFunctionPanel:OnClose()
end
--界面销毁时调用(用于子类重写)
function UnLockNewFunctionPanel:OnDestroy()
itemListPrefab = {}
end
return UnLockNewFunctionPanel

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@ -0,0 +1,9 @@
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timeCreated: 1551694390
licenseType: Pro
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@ -46,6 +46,19 @@ function this.getGodHoodTreeSettingData()
end
end
function this.GetUnLockNewProperty(trailWaves)
local data = treeSetting[0].PropertyUnlcokLevelForClient
for i = 1, #data do
local tempTable = {}
if data[i][2] == trailWaves then
return data[i][1]
elseif data[i][2] > trailWaves then
return 0
end
end
return 0
end
--计算神应等级
function this.CulAttri()
local wave = this.GetTowerLevel()