Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
commit
767d4589c7
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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
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local orginLayer
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local boxList={}--新将来袭奖励盒子
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local boxList2={}--踏碎凌霄奖励盒子
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local _NO_JUMP_ROUND = 2
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-- 显示跳过战斗使用
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local hadCounted = 0
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@ -54,7 +56,7 @@ local UpdateBtnGMFunc = {
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-- if FightPointPassManager.GetCurOpenFightIdIsBoss() then
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-- return SKIP_STATE.NOUSE, "首领关卡无法跳过!"
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-- end
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if this.curRound < 3 then
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if this.curRound <= _NO_JUMP_ROUND then
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return SKIP_STATE.NOUSE, "第二回合结束后可以跳过"
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end
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return SKIP_STATE.UNLOCK
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@ -66,7 +68,7 @@ local UpdateBtnGMFunc = {
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-- if FightPointPassManager.GetCurOpenFightIdIsBoss() then
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-- return SKIP_STATE.NOUSE, "首领关卡无法跳过!"
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-- end
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if this.curRound < 3 then
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if this.curRound <= _NO_JUMP_ROUND then
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return SKIP_STATE.NOUSE, "第二回合结束后可以跳过"
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end
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return SKIP_STATE.UNLOCK
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@ -103,7 +105,8 @@ function this:InitComponent()
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this.BtnTimeScale = Util.GetGameObject(this.DownRoot, "option/BtnTimeScale")
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this.BtnJumpFight = Util.GetGameObject(this.DownRoot, "option/Button")
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this.jumpLock = Util.GetGameObject(this.DownRoot, "option/Button/lock")
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this.jumpLock = Util.GetGameObject(this.DownRoot, "option/Button/lock_round")
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this.jumpLock:GetComponent("Image").fillAmount = 1
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this.submit = Util.GetGameObject(this.DownRoot, "bg")
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@ -238,6 +241,8 @@ function this:OnOpen(_fightData, _fightType, _endFunc, _guideType,isChangeBGM)
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fightType = _fightType --判定战斗类型
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isBack = _fightType == BATTLE_TYPE.BACK --判定是否是战斗回放
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hadCounted = 0
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--
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this.curRound = 1
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-- LogPink(fightType)
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if _fightData.bg then
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this.BG:GetComponent("Image").sprite = this.spLoader:LoadSprite(_fightData.bg)
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@ -389,8 +394,14 @@ end
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-- 设置跳过按钮的状态
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function this.SetJumpBtnState()
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local state, tip = this:GetSkipState()
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this.jumpLock:SetActive(state == SKIP_STATE.LOCK)
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Util.SetColor(this.BtnJumpFight, state == SKIP_STATE.NOUSE and UIColor.DEEPGRAY or UIColor.WRITE)
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local isLock = state ~= SKIP_STATE.UNLOCK
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-- 战斗跳过按钮显示
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this.jumpLock:SetActive(isLock)
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if isLock then
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local filter = 1 - (this.curRound - 1)/_NO_JUMP_ROUND
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this.jumpLock:GetComponent("Image").fillAmount = filter > 0 and filter or 0
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end
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end
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@ -744,6 +755,9 @@ end
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-- 角色轮转回调
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function this.RoleTurnChange(role)
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GuideBattleLogic:RoleTurnChange(this.curRound, role)
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-- 设置跳过按钮的状态
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-- this.SetJumpBtnState()
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end
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@ -520,7 +520,7 @@ function this.SetCardSingleData(o, heroId, _pos, _heroData)
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local scale = roleConfig.play_liveScale
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local livePos = Vector3.New(roleConfig.offset[1], roleConfig.offset[2], 0)
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live.texture = CardRendererManager.GetSpineTexture(_pos, liveName, Vector3.one * scale, livePos, true)
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SetHEeroLiveToward(live,heroData.heroConfig.Toward)
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--SetHEeroLiveToward(live,heroData.heroConfig.Toward)
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live.transform.localScale = Vector3.one
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live.transform.localPosition = Vector3.zero
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@ -657,7 +657,7 @@ function HandBookHeroAndEquipListPanel:OnShowSingleHeroData(...)
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Util.GetGameObject(_go.transform, "card/name"):GetComponent("Text").text = GetLanguageStrById(heroData.ReadingName)
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Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetResourcePath(heroData.Painting))
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SetHEeroLiveToward(Util.GetGameObject(_go.transform, "card/icon"),heroData.Toward)
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--SetHEeroLiveToward(Util.GetGameObject(_go.transform, "card/icon"),heroData.Toward)
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Util.GetGameObject(_go.transform, "card/pro/Image"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.PropertyName))
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Util.GetGameObject(_go.transform, "card/heroStage"):SetActive(false)
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local starGrid = Util.GetGameObject(_go.transform, "star")
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@ -572,6 +572,7 @@ function this.ShowHeroEquip()
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SetHeroBg(this.spLoader, Util.GetGameObject(this.transform, "bg/heroInfo"),Util.GetGameObject(this.transform, "bg/heroInfo/bg"), curHeroData.star)
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this.heroLv.text = curHeroData.lv
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this.heroIcon.sprite = this.spLoader:LoadSprite(curHeroData.painting)
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--SetHEeroLiveToward(this.heroIcon,curHeroData.heroConfig.Toward)
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this.heroProIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName))
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local star,starType = curHeroData.GetStar(1)
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local starScale = -10
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@ -241,7 +241,7 @@ function this.SingleHeroDataShow(_go,_heroData)
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Util.GetGameObject(_go.transform, "card/name"):GetComponent("Text").text = GetLanguageStrById(heroData.heroConfig.ReadingName)
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Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(heroData.painting)
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SetHEeroLiveToward(Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image"),heroData.heroConfig.Toward)
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--SetHEeroLiveToward(Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image"),heroData.heroConfig.Toward)
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-- Util.GetGameObject(_go.transform, "card/pos/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(heroData.professionIcon)
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Util.GetGameObject(_go.transform, "card/pro/Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
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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)
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end
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SetHeroBg(this.spLoader, Util.GetGameObject(self.gameObject, "iconMask"),self.frame,star,self.heroData.heroConfig.Quality)
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self.icon.sprite = this.spLoader:LoadSprite(self.heroData.painting)
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SetHEeroLiveToward(self.icon.gameObject,self.heroData.heroConfig.Toward )
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--SetHEeroLiveToward(self.icon.gameObject,self.heroData.heroConfig.Toward )
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self.lv.text=self.heroData.lv
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-- self.pos.sprite=this.spLoader:LoadSprite(self.heroData.professionIcon)
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self.pro.sprite=this.spLoader:LoadSprite(GetProStrImageByProNum(self.heroData.heroConfig.PropertyName))
|
||||
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