diff --git a/Assets/ManagedResources/~Lua/Modules/Map/MapPanel.lua b/Assets/ManagedResources/~Lua/Modules/Map/MapPanel.lua
index 9953442614..1971a42821 100644
--- a/Assets/ManagedResources/~Lua/Modules/Map/MapPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Map/MapPanel.lua
@@ -757,62 +757,12 @@ function this.OnDeadCount(startTime, lastPos)
-- 角色死亡不出图, 立马设置遮罩,让你瞎几把点
-- this.deadRoot:SetActive(true)
UIManager.OpenPanel(UIName.BattleFailPopup,nil,false,nil,12)
+ ctrlView.SetCtrlState(false)
-- 无尽副本中死亡扣行动力
if CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
endLessMapView.OnRoleDead()
end
-
- -- 开始倒计时
- local timer
- local totalTime = MapManager.RoleTotalDeadTime()
- local deadTime = 0
- if startTime and startTime > 0 then
- deadTime = startTime
- else
- deadTime = totalTime
- end
- local index = deadTime
- this.deadTime.text = index
- this.missionTime = index
- timer = Timer.New(function ()
- index = index - 1
- local str = ""
- if index > 3 then
- str = string.format("%s", index)
- elseif index > 0 and index <= 3 then
- str = string.format("%s", index)
- end
- this.deadTime.text = str
-
- -- 设置立刻复活
- index = MapManager.isStopDying and 0 or index
- if index == 0 then
- this.RoleRelife(timer, index)
- end
- end, 0.5, deadTime, true)
- timer:Start()
-end
-
--- 角色复活函数
-function this.RoleRelife(timer, deadTime)
- -- 重置计时
- deadTime = 0
- MapManager.deadTime = 0
- timer:Stop()
- -- 隐藏面板
- -- this.deadRoot:SetActive(false)
- UIManager.ClosePanel(UIName.BattleFailPopup)
-
- -- 初始化路径
- ctrlView.InitPath()
-
- -- 重置血量
- MapManager.InitFormationHp()
- playerView.InitRoleHp(true)
- ctrlView.SetCtrlState(false)
- -- 不能立刻复活
- MapManager.isStopDying = false
end
-- 清空寻路
diff --git a/Assets/ManagedResources/~Lua/Modules/Map/View/MapControllView.lua b/Assets/ManagedResources/~Lua/Modules/Map/View/MapControllView.lua
index d6f8d19569..3de886bfb0 100644
--- a/Assets/ManagedResources/~Lua/Modules/Map/View/MapControllView.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Map/View/MapControllView.lua
@@ -455,7 +455,7 @@ function this.EdgeEventTrigger(u, v)
end
-- 触发了事件
if not isEventTrigger then
- Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
+ -- Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
isEventTrigger = true
EndLessMapManager.isTrigger = true
this.SetCtrlState(true)
@@ -532,6 +532,7 @@ function this.EventTrigger(u, v)
end
-- 触发了事件
if not isEventTrigger then
+ Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
isEventTrigger = true
EndLessMapManager.isTrigger = true
this.SetCtrlState(true)
diff --git a/Assets/ManagedResources/~Lua/Modules/Mission/MissionManager.lua b/Assets/ManagedResources/~Lua/Modules/Mission/MissionManager.lua
index f6ed1590d8..ddd9ba707d 100644
--- a/Assets/ManagedResources/~Lua/Modules/Mission/MissionManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Mission/MissionManager.lua
@@ -295,7 +295,7 @@ end
local directFight = function(showType, eventId, showValues, options)
local monsterGroupId = options[1]
--遇到怪就停在原处
- Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
+ -- Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
--获取自动战斗
local t=(PlayerPrefs.HasKey(PlayerManager.uid.."GeneralPopup_TrialSettingBtn"..1)
and PlayerPrefs.GetInt(PlayerManager.uid.."GeneralPopup_TrialSettingBtn"..1)==1) and 1 or 0
@@ -511,7 +511,7 @@ local funcList2={
--地图点触发
function this.MapPointTrigger(style)
local i=0
- Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
+ -- Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
for k, v in pairs(MapManager.mapPointList) do
if MapPointConfig[v] and MapPointConfig[v].Style==style then
i =style
diff --git a/Assets/ManagedResources/~Lua/Modules/Operating/ActivityDetail.lua b/Assets/ManagedResources/~Lua/Modules/Operating/ActivityDetail.lua
index 504aa7a34c..bd1dbb3778 100644
--- a/Assets/ManagedResources/~Lua/Modules/Operating/ActivityDetail.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Operating/ActivityDetail.lua
@@ -57,6 +57,7 @@ function ActivityDetail:OnShow()
end
--============================乾坤包囊功能======================================
function ActivityDetail:ReFreshUpSoul()
+ self.LookDetailBtn:SetActive(false)
local UpSoul=RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP)
if(not listSoulUpPre) then
listSoulUpPre={}
@@ -130,6 +131,7 @@ end
--============================破阵诛仙功能======================================
function ActivityDetail:ReFreshUpHero()
+ self.LookDetailBtn:SetActive(true)
local UpHero=RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.TIME_LIMITED_UP)
if(not listUpPre) then
listUpPre={}
diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/BattleFailPopup.lua b/Assets/ManagedResources/~Lua/Modules/Popup/BattleFailPopup.lua
index 70f7303334..bb7f31cc0e 100644
--- a/Assets/ManagedResources/~Lua/Modules/Popup/BattleFailPopup.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Popup/BattleFailPopup.lua
@@ -26,6 +26,7 @@ function BattleFailPopup:BindEvent()
UIManager.OpenPanel(m_backPanel)
end
this.ClosePanelRefreshData()
+
end)
Util.AddClick(Util.GetGameObject(this.btnClose, "tip/zhaomu"), function ()