森罗bug
parent
259daf6a92
commit
7b795f0daa
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@ -757,62 +757,12 @@ function this.OnDeadCount(startTime, lastPos)
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-- 角色死亡不出图, 立马设置遮罩,让你瞎几把点
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-- 角色死亡不出图, 立马设置遮罩,让你瞎几把点
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-- this.deadRoot:SetActive(true)
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-- this.deadRoot:SetActive(true)
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UIManager.OpenPanel(UIName.BattleFailPopup,nil,false,nil,12)
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UIManager.OpenPanel(UIName.BattleFailPopup,nil,false,nil,12)
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ctrlView.SetCtrlState(false)
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-- 无尽副本中死亡扣行动力
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-- 无尽副本中死亡扣行动力
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if CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
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if CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
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endLessMapView.OnRoleDead()
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endLessMapView.OnRoleDead()
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end
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end
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-- 开始倒计时
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local timer
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local totalTime = MapManager.RoleTotalDeadTime()
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local deadTime = 0
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if startTime and startTime > 0 then
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deadTime = startTime
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else
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deadTime = totalTime
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end
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local index = deadTime
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this.deadTime.text = index
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this.missionTime = index
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timer = Timer.New(function ()
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index = index - 1
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local str = ""
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if index > 3 then
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str = string.format("<color=#FFD901FF>%s</color>", index)
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elseif index > 0 and index <= 3 then
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str = string.format("<color=#FD0000FF>%s</color>", index)
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end
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this.deadTime.text = str
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-- 设置立刻复活
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index = MapManager.isStopDying and 0 or index
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if index == 0 then
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this.RoleRelife(timer, index)
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end
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end, 0.5, deadTime, true)
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timer:Start()
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end
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-- 角色复活函数
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function this.RoleRelife(timer, deadTime)
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-- 重置计时
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deadTime = 0
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MapManager.deadTime = 0
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timer:Stop()
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-- 隐藏面板
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-- this.deadRoot:SetActive(false)
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UIManager.ClosePanel(UIName.BattleFailPopup)
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-- 初始化路径
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ctrlView.InitPath()
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-- 重置血量
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MapManager.InitFormationHp()
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playerView.InitRoleHp(true)
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ctrlView.SetCtrlState(false)
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-- 不能立刻复活
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MapManager.isStopDying = false
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end
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end
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-- 清空寻路
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-- 清空寻路
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@ -455,7 +455,7 @@ function this.EdgeEventTrigger(u, v)
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end
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end
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-- 触发了事件
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-- 触发了事件
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if not isEventTrigger then
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if not isEventTrigger then
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
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-- Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
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isEventTrigger = true
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isEventTrigger = true
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EndLessMapManager.isTrigger = true
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EndLessMapManager.isTrigger = true
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this.SetCtrlState(true)
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this.SetCtrlState(true)
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@ -532,6 +532,7 @@ function this.EventTrigger(u, v)
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end
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end
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-- 触发了事件
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-- 触发了事件
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if not isEventTrigger then
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if not isEventTrigger then
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
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isEventTrigger = true
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isEventTrigger = true
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EndLessMapManager.isTrigger = true
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EndLessMapManager.isTrigger = true
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this.SetCtrlState(true)
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this.SetCtrlState(true)
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@ -295,7 +295,7 @@ end
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local directFight = function(showType, eventId, showValues, options)
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local directFight = function(showType, eventId, showValues, options)
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local monsterGroupId = options[1]
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local monsterGroupId = options[1]
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--遇到怪就停在原处
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--遇到怪就停在原处
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
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-- Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
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--获取自动战斗
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--获取自动战斗
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local t=(PlayerPrefs.HasKey(PlayerManager.uid.."GeneralPopup_TrialSettingBtn"..1)
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local t=(PlayerPrefs.HasKey(PlayerManager.uid.."GeneralPopup_TrialSettingBtn"..1)
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and PlayerPrefs.GetInt(PlayerManager.uid.."GeneralPopup_TrialSettingBtn"..1)==1) and 1 or 0
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and PlayerPrefs.GetInt(PlayerManager.uid.."GeneralPopup_TrialSettingBtn"..1)==1) and 1 or 0
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@ -511,7 +511,7 @@ local funcList2={
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--地图点触发
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--地图点触发
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function this.MapPointTrigger(style)
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function this.MapPointTrigger(style)
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local i=0
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local i=0
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
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-- Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
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for k, v in pairs(MapManager.mapPointList) do
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for k, v in pairs(MapManager.mapPointList) do
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if MapPointConfig[v] and MapPointConfig[v].Style==style then
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if MapPointConfig[v] and MapPointConfig[v].Style==style then
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i =style
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i =style
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@ -57,6 +57,7 @@ function ActivityDetail:OnShow()
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end
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end
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--============================乾坤包囊功能======================================
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--============================乾坤包囊功能======================================
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function ActivityDetail:ReFreshUpSoul()
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function ActivityDetail:ReFreshUpSoul()
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self.LookDetailBtn:SetActive(false)
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local UpSoul=RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP)
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local UpSoul=RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP)
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if(not listSoulUpPre) then
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if(not listSoulUpPre) then
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listSoulUpPre={}
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listSoulUpPre={}
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@ -130,6 +131,7 @@ end
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--============================破阵诛仙功能======================================
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--============================破阵诛仙功能======================================
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function ActivityDetail:ReFreshUpHero()
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function ActivityDetail:ReFreshUpHero()
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self.LookDetailBtn:SetActive(true)
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local UpHero=RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.TIME_LIMITED_UP)
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local UpHero=RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.TIME_LIMITED_UP)
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if(not listUpPre) then
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if(not listUpPre) then
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listUpPre={}
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listUpPre={}
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@ -26,6 +26,7 @@ function BattleFailPopup:BindEvent()
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UIManager.OpenPanel(m_backPanel)
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UIManager.OpenPanel(m_backPanel)
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end
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end
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this.ClosePanelRefreshData()
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this.ClosePanelRefreshData()
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end)
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end)
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Util.AddClick(Util.GetGameObject(this.btnClose, "tip/zhaomu"), function ()
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Util.AddClick(Util.GetGameObject(this.btnClose, "tip/zhaomu"), function ()
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