Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev

dev_chengFeng
jiaoyangna 2021-11-27 13:54:56 +08:00
commit 767d4589c7
9 changed files with 209 additions and 9 deletions

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@ -17,6 +17,8 @@ local fightType -- 1关卡 2副本 3限时怪, 5兽潮, 6新关卡, 7公会boss
local orginLayer
local boxList={}--新将来袭奖励盒子
local boxList2={}--踏碎凌霄奖励盒子
local _NO_JUMP_ROUND = 2
-- 显示跳过战斗使用
local hadCounted = 0
@ -54,7 +56,7 @@ local UpdateBtnGMFunc = {
-- if FightPointPassManager.GetCurOpenFightIdIsBoss() then
-- return SKIP_STATE.NOUSE, "首领关卡无法跳过!"
-- end
if this.curRound < 3 then
if this.curRound <= _NO_JUMP_ROUND then
return SKIP_STATE.NOUSE, "第二回合结束后可以跳过"
end
return SKIP_STATE.UNLOCK
@ -66,7 +68,7 @@ local UpdateBtnGMFunc = {
-- if FightPointPassManager.GetCurOpenFightIdIsBoss() then
-- return SKIP_STATE.NOUSE, "首领关卡无法跳过!"
-- end
if this.curRound < 3 then
if this.curRound <= _NO_JUMP_ROUND then
return SKIP_STATE.NOUSE, "第二回合结束后可以跳过"
end
return SKIP_STATE.UNLOCK
@ -103,7 +105,8 @@ function this:InitComponent()
this.BtnTimeScale = Util.GetGameObject(this.DownRoot, "option/BtnTimeScale")
this.BtnJumpFight = Util.GetGameObject(this.DownRoot, "option/Button")
this.jumpLock = Util.GetGameObject(this.DownRoot, "option/Button/lock")
this.jumpLock = Util.GetGameObject(this.DownRoot, "option/Button/lock_round")
this.jumpLock:GetComponent("Image").fillAmount = 1
this.submit = Util.GetGameObject(this.DownRoot, "bg")
@ -238,6 +241,8 @@ function this:OnOpen(_fightData, _fightType, _endFunc, _guideType,isChangeBGM)
fightType = _fightType --判定战斗类型
isBack = _fightType == BATTLE_TYPE.BACK --判定是否是战斗回放
hadCounted = 0
--
this.curRound = 1
-- LogPink(fightType)
if _fightData.bg then
this.BG:GetComponent("Image").sprite = this.spLoader:LoadSprite(_fightData.bg)
@ -389,8 +394,14 @@ end
-- 设置跳过按钮的状态
function this.SetJumpBtnState()
local state, tip = this:GetSkipState()
this.jumpLock:SetActive(state == SKIP_STATE.LOCK)
Util.SetColor(this.BtnJumpFight, state == SKIP_STATE.NOUSE and UIColor.DEEPGRAY or UIColor.WRITE)
local isLock = state ~= SKIP_STATE.UNLOCK
-- 战斗跳过按钮显示
this.jumpLock:SetActive(isLock)
if isLock then
local filter = 1 - (this.curRound - 1)/_NO_JUMP_ROUND
this.jumpLock:GetComponent("Image").fillAmount = filter > 0 and filter or 0
end
end
@ -744,6 +755,9 @@ end
-- 角色轮转回调
function this.RoleTurnChange(role)
GuideBattleLogic:RoleTurnChange(this.curRound, role)
-- 设置跳过按钮的状态
-- this.SetJumpBtnState()
end

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@ -520,7 +520,7 @@ function this.SetCardSingleData(o, heroId, _pos, _heroData)
local scale = roleConfig.play_liveScale
local livePos = Vector3.New(roleConfig.offset[1], roleConfig.offset[2], 0)
live.texture = CardRendererManager.GetSpineTexture(_pos, liveName, Vector3.one * scale, livePos, true)
SetHEeroLiveToward(live,heroData.heroConfig.Toward)
--SetHEeroLiveToward(live,heroData.heroConfig.Toward)
live.transform.localScale = Vector3.one
live.transform.localPosition = Vector3.zero

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@ -657,7 +657,7 @@ function HandBookHeroAndEquipListPanel:OnShowSingleHeroData(...)
Util.GetGameObject(_go.transform, "card/name"):GetComponent("Text").text = GetLanguageStrById(heroData.ReadingName)
Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetResourcePath(heroData.Painting))
SetHEeroLiveToward(Util.GetGameObject(_go.transform, "card/icon"),heroData.Toward)
--SetHEeroLiveToward(Util.GetGameObject(_go.transform, "card/icon"),heroData.Toward)
Util.GetGameObject(_go.transform, "card/pro/Image"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.PropertyName))
Util.GetGameObject(_go.transform, "card/heroStage"):SetActive(false)
local starGrid = Util.GetGameObject(_go.transform, "star")

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@ -572,6 +572,7 @@ function this.ShowHeroEquip()
SetHeroBg(this.spLoader, Util.GetGameObject(this.transform, "bg/heroInfo"),Util.GetGameObject(this.transform, "bg/heroInfo/bg"), curHeroData.star)
this.heroLv.text = curHeroData.lv
this.heroIcon.sprite = this.spLoader:LoadSprite(curHeroData.painting)
--SetHEeroLiveToward(this.heroIcon,curHeroData.heroConfig.Toward)
this.heroProIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName))
local star,starType = curHeroData.GetStar(1)
local starScale = -10

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@ -241,7 +241,7 @@ function this.SingleHeroDataShow(_go,_heroData)
Util.GetGameObject(_go.transform, "card/name"):GetComponent("Text").text = GetLanguageStrById(heroData.heroConfig.ReadingName)
Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(heroData.painting)
SetHEeroLiveToward(Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image"),heroData.heroConfig.Toward)
--SetHEeroLiveToward(Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image"),heroData.heroConfig.Toward)
-- Util.GetGameObject(_go.transform, "card/pos/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(heroData.professionIcon)
Util.GetGameObject(_go.transform, "card/pro/Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
Util.GetGameObject(_go.transform, "card/heroStage"):GetComponent("Image").sprite = this.spLoader:LoadSprite(HeroStageSprite[heroData.heroConfig.HeroStage])

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@ -72,7 +72,7 @@ function RoleItemView:OnShowHeroData(effectLayer)
end
SetHeroBg(this.spLoader, Util.GetGameObject(self.gameObject, "iconMask"),self.frame,star,self.heroData.heroConfig.Quality)
self.icon.sprite = this.spLoader:LoadSprite(self.heroData.painting)
SetHEeroLiveToward(self.icon.gameObject,self.heroData.heroConfig.Toward )
--SetHEeroLiveToward(self.icon.gameObject,self.heroData.heroConfig.Toward )
self.lv.text=self.heroData.lv
-- self.pos.sprite=this.spLoader:LoadSprite(self.heroData.professionIcon)
self.pro.sprite=this.spLoader:LoadSprite(GetProStrImageByProNum(self.heroData.heroConfig.PropertyName))