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 ()