一键探索修改提交
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@ -11,7 +11,7 @@ GameObject:
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- component: {fileID: 1209305863515043212}
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- component: {fileID: 114728435147945542}
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m_Layer: 0
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m_Name: SingleFightPlayerView
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m_Name: SingleExplorePlayerView
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@ -81353,7 +81353,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 0
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m_IsActive: 1
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--- !u!224 &6552475919043407751
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RectTransform:
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m_ObjectHideFlags: 0
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File diff suppressed because it is too large
Load Diff
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@ -6159,8 +6159,8 @@ MonoBehaviour:
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m_Alignment: 4
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m_AlignByGeometry: 0
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m_RichText: 1
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m_HorizontalOverflow: 0
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m_VerticalOverflow: 0
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m_HorizontalOverflow: 1
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m_VerticalOverflow: 1
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m_LineSpacing: 1
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m_Text: 999
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--- !u!1 &971532537699919563
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@ -90,6 +90,7 @@ function this.UpdateFormationData(team)
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this.UpdateMapFormationData(this.FormationData[team.teamId].mapId,team.teamId,-1)
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this.FormationData[team.teamId].mapId = 0
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else
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this.FormationData[team.teamId].mapId = team.mapId
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this.FormationData[team.teamId].state = 1
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if this.FormationData[team.teamId].hp <= 0 then
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this.FormationData[team.teamId].state = 2
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@ -104,6 +105,17 @@ function this.UpdateFormationData(team)
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CheckRedPointStatus(RedPointType.ExploreFunc)
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end
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function this.ResetTeamByTeamId(teamId)
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if this.FormationData[teamId] then
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this.FormationData[teamId].hp = 0
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this.FormationData[teamId].exploreTime = 0
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this.FormationData[teamId].dropReward = {}
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this.FormationData[teamId].state = 0
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this.UpdateMapFormationData(this.FormationData[teamId].mapId,teamId,-1)
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this.FormationData[teamId].mapId = 0
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end
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end
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-- 刷新地图编队
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function this.UpdateMapFormationData(mapId,teamId,updateType)
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if not this.ExploreMapData[mapId] then
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@ -148,8 +160,30 @@ function this.GetExploreMapTipData(mapId)
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return data1
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end
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function this.InitMapUserInfosData(data)
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function this.InitMapUserInfosData(data,mapId)
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local datas = {}
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for i = 1,#data do
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local singleUserData = {}
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singleUserData.userName = data[i].name
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singleUserData.sex = data[i].gender
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singleUserData.uid = data[i].uid
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singleUserData.userSkin = data[i].userSkin
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singleUserData.userTitle = data[i].userTitle
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singleUserData.userMount = data[i].userMount
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singleUserData.precticelevel = data[i].practiceLevel
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singleUserData.lv = data[i].level
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singleUserData.formationId = i
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singleUserData.hp = 0
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table.insert(datas,singleUserData)
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end
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for k,v in pairs(this.ExploreMapData[mapId.Id].formations) do
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for i = 1,#datas do
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if datas[i].uid == PlayerManager.uid then
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datas[i].formationId = k
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end
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end
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end
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return datas
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end
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--index 1 有未开启的返回一个未开启的 0返回 所有已开启的
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@ -66,7 +66,6 @@ local m_parent
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this.isClose = false
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--root FightPointPassMainPanel.gameObject FightPointPassMainPanel脚本
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function this:InitComponent(root, parent)
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Log("初始化地图资源")
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m_orginLayer = 0
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m_parent = parent
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-- 地图点击拖动
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@ -74,8 +73,6 @@ function this:InitComponent(root, parent)
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this.dragCtrl = Util.GetGameObject(root, "Ctrl")
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this.effectRoot = Util.GetGameObject(root, "effectRoot")
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this.buffTip = Util.GetGameObject(this.effectRoot, "money")
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-- 箱子
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this.boxEffect = Util.GetGameObject(root, "boxRoot/UI_effect_GuaJi_Box_BaoDian")
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this.playerViews = {}
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local str = ConfigManager.GetConfigData(ConfigName.SpecialConfig,111).Value
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@ -101,28 +98,29 @@ function this:Init()
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this:LoadMapData()
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-- 加载一个小人
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local tempconfig = ConfigManager.GetConfigData(ConfigName.ChallengeMapConfig,m_curMapId)
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NetManager.ExplorerMapPlayerInfoRequest(this.mapData.mapId,function(msg)
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local NPCList = ExploreManager.InitMapUserInfosData(msg,this.mapData.mapId)
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local area = monsterArea[m_curMapId]
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local suv = startUV[m_curMapId]
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for k,v in pairs(NPCList) do
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local index1 = math.random(area.x_pos.min,suv.u - 3)
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local index2 = math.random(suv.u + 3,area.x_pos.max)
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local index3 = math.random(1,2)
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local index4 = math.random(area.y_pos.min,area.y_pos.max)
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this.playerViews[v.formationId] = SubUIManager.Open(SubUIConfig.SingleExplorePlayerView,this.mapRoot.transform,this)
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this.playerViews[v.formationId]:SetData((index3 == 1 and index1 or index2),index4,false,v)
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if v.formationId > 3000 then
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this.playerViews
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end
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end
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end)
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if not this.playerViews[0] then
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--Log(m_curMapId)
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if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.guajigongneng) then
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iconNum = 20
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local randomNum = 8--math.random(2,3)
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PlayerManager.GetFightMapPlayerNPCData(randomNum,function(NPCList)
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if this.isClose then
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return
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end
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--Log("NPCList:"..LengthOfTable(NPCList))
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local index = 1
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local area = monsterArea[m_curMapId]
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local suv = startUV[m_curMapId]
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for k,v in pairs(NPCList) do
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local index1 = math.random(area.x_pos.min,suv.u - 3)
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local index2 = math.random(suv.u + 3,area.x_pos.max)
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local index3 = math.random(1,2)
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local index4 = math.random(area.y_pos.min,area.y_pos.max)
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this.playerViews[index] = SubUIManager.Open(SubUIConfig.SingleExplorePlayerView,this.mapRoot.transform,this)
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this.playerViews[index]:SetData((index3 == 1 and index1 or index2),index4,false,v)
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index = index + 1
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end
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end)
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else
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iconNum = 4
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@ -173,18 +171,7 @@ function this:LoadMapData()
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-- 设置不点击
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this.dragCtrl:SetActive(false)
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-- 挂机特效
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this.moneyEffect = poolManager:LoadAsset(effectPath, PoolManager.AssetType.GameObject)
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this.moneyEffect.transform:SetParent(this.effectRoot.transform)
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this.moneyEffect.transform.localScale = Vector3.one
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this.moneyEffect.transform.localPosition = Vector3.New(0, 0, 0)
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this.moneyEffect:SetActive(false)
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Util.AddParticleSortLayer(this.moneyEffect, m_parent.sortingOrder - m_orginLayer)
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Util.AddParticleSortLayer(this.boxEffect, m_parent.sortingOrder - m_orginLayer)
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m_orginLayer = m_parent.sortingOrder
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this.boxEffect:SetActive(false)
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end
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--加载图标icon
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@ -374,8 +361,6 @@ end
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---------------------------------------------------------------------------------------------设置特效层级
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function this:OnSortingOrderChange(orginLayer)
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if this.moneyEffect then
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Util.AddParticleSortLayer(this.moneyEffect, m_parent.sortingOrder - m_orginLayer)
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Util.AddParticleSortLayer(this.boxEffect, m_parent.sortingOrder - m_orginLayer)
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for k,v in pairs(this.playerViews) do
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v:OnSortingOrderChange(m_parent.sortingOrder)
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end
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@ -45,7 +45,6 @@ function this:OnOpen(_parent,...)
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end
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function this:OnShow()
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LogGreen("刷新编队的请求")
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for i = 1,math.max(#this.itemList,#this.data) do
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if not this.data[i] then
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if this.itemList[i] then
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@ -99,6 +98,24 @@ function this:Refresh(_data,_item)
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_item.heroList[j].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(1))
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_item.heroList[j].hero:SetActive(false)
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_item.heroList[j].frame.gameObject:GetComponent("Button").onClick:RemoveAllListeners()
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_item.heroList[j].heroData = nil
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Util.AddOnceClick(_item.heroList[j].frame.gameObject,function()
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if this.typeIndex == 0 and _item.heroList[j].heroData then
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UIManager.OpenPanel(UIName.RoleGetInfoPopup,false,_item.heroList[j].heroData.id,_item.heroList[j].heroData.star)
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else
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if _data.state < 1 then
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ExploreManager.curFormationIndex = _data.formationId
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UIManager.OpenPanel(UIName.FormationPanelV2,FORMATION_TYPE.ExploreFunc)
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else
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PopupTipPanel.ShowTip(string.format("队伍正在探索%s,无法进行调整!",ExploreManager.ExploreMapData[_data.mapId].name))
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end
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end
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end)
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Util.AddLongPressClick(_item.heroList[j].frame.gameObject, function()
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if this.typeIndex ~= 0 and _item.heroList[j].heroData then
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UIManager.OpenPanel(UIName.RoleGetInfoPopup,false,_item.heroList[j].heroData.id,_item.heroList[j].heroData.star)
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end
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end, 0.5)
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end
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local formation = FormationManager.GetFormationByID(_data.formationId)
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for j, hero in ipairs(formation.teamHeroInfos) do
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@ -112,23 +129,7 @@ function this:Refresh(_data,_item)
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_item.heroList[j].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality,heroData.star))
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_item.heroList[j].icon.sprite = this.spLoader:LoadSprite(heroData.icon)
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_item.heroList[j].proIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
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Util.AddOnceClick(_item.heroList[j].frame.gameObject,function()
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if this.typeIndex == 0 then
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UIManager.OpenPanel(UIName.RoleGetInfoPopup,false,demonId,hero.star)
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else
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if _data.state < 1 then
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ExploreManager.curFormationIndex = _data.formationId
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UIManager.OpenPanel(UIName.FormationPanelV2,FORMATION_TYPE.ExploreFunc)
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else
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PopupTipPanel.ShowTip(string.format("队伍正在探索%s,无法进行调整!",ExploreManager.ExploreMapData[_data.mapId].name))
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end
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end
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end)
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Util.AddLongPressClick(_item.heroList[j].frame.gameObject, function()
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if this.typeIndex ~= 0 then
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UIManager.OpenPanel(UIName.RoleGetInfoPopup,false,demonId,hero.star)
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end
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end, 0.5)
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_item.heroList[j].heroData = heroData
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end
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_item.exploring.gameObject:SetActive(false)
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_item.updateFormationBtn.gameObject:SetActive(false)
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@ -144,7 +145,14 @@ function this:Refresh(_data,_item)
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end
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Util.AddOnceClick(_item.exploring,function()
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NetManager.ExplorerMapRewardRequest(0,_data.formationId,function(drop)
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UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function()
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_data.state = 0
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_data.exploreTime = 0
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_data.mapId = 0
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self:Refresh(_data,_item)
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end)
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end)
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end)
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Util.AddOnceClick(_item.updateFormationBtn,function()
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ExploreManager.curFormationIndex = _data.formationId
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@ -48,7 +48,13 @@ function this:BindEvent()
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elseif num > this.haveNum then
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PopupTipPanel.ShowTip(string.format("%s不足,请重新选择队伍和探索时间!",ItemConfig[Explore[1].Cost[1]].Name))
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else
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NetManager.ExplorerMapSendRequest(this.formationList,function()
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local datas = {}
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for k,v in pairs(this.formationList) do
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if v.select == 1 then
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table.insert(datas,v)
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end
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end
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NetManager.ExplorerMapSendRequest(datas,function()
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PopupTipPanel.ShowTip("一键探索成功!")
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end)
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end
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@ -6266,9 +6266,8 @@ function NetManager.ExplorerMapPlayerInfoRequest(mapId,fun)
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local data = buffer:DataByte()
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local msg = PlayerInfoProto_pb.ExplorerMapPlayerInfoResponse()
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msg:ParseFromString(data)
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ExploreManager.InitMapUserInfosData(msg.playerInfo)
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if fun then
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fun()
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fun(msg.playerInfo)
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end
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end)
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end
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@ -6298,15 +6297,16 @@ function NetManager.ExplorerMapSendRequest(_data,fun)
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end
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--typeId 0:停止探索 1:领取奖励
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function NetManager.ExplorerMapRewardRequest(typeId,mapId,teamId,time,fun)
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function NetManager.ExplorerMapRewardRequest(typeId,teamId,fun)
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local data = PlayerInfoProto_pb.ExplorerMapRewardRequest()
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data.type = typeId
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data.time = time
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data.teamId = teamId
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local msg = data:SerializeToString()
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Network:SendMessageWithCallBack(MessageTypeProto_pb.ExplorerMapRewardRequest, MessageTypeProto_pb.ExplorerMapRewardResponse, msg, function(buffer)
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local data = buffer:DataByte()
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local msg = PlayerInfoProto_pb.ExplorerMapRewardResponse()
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msg:ParseFromString(data)
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ExploreManager.ResetTeamByTeamId(teamId)
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if fun then
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fun(msg.drop)
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end
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