diff --git a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua index 9bca525fb6..6320aef6d4 100644 --- a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua +++ b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua @@ -3082,7 +3082,7 @@ rankKingList={ [1] = { bgImage = "r_zjm_paihangbang_banner004_zh", name = "星 [35] = { bgImage = "", name = "" ,rankType = RANK_TYPE.GUILD_CAR_DELEAY_SINGLE,activiteId = 0,isRankingMainPanelShow = 4,RankingListMainSortId = 0}, [36] = { bgImage = "", name = "" ,rankType = RANK_TYPE.GUILD_CAR_DELEAY_GUILD,activiteId = 0,isRankingMainPanelShow = 4,RankingListMainSortId = 0}, [37] = { bgImage = "", name = "探索排行" ,rankType = RANK_TYPE.ExploreRank,activiteId = 0,isRankingMainPanelShow = false}, - [38] = { bgImage = "r_zjm_paihangbang_banner04_zh", name = Language[12096] ,rankType = RANK_TYPE.FIGHT_LEVEL_RANK,activiteId = 0,isRankingMainPanelShow = 0,RankingListMainSortId = 1}, + [38] = { bgImage = "r_zjm_paihangbang_banner04_zh", name = Language[12096] ,rankType = RANK_TYPE.FIGHT_LEVEL_RANK,activiteId = 0,isRankingMainPanelShow = 1,RankingListMainSortId = 1}, [39] = { bgImage = "", name = "升星排行" ,rankType = RANK_TYPE.UpStar,activiteId = 0,isRankingMainPanelShow = 4,RankingListMainSortId = 0}, [40] = { bgImage = "", name = "装备排行" ,rankType = RANK_TYPE.EquipRank,activiteId = 0,isRankingMainPanelShow = 4,RankingListMainSortId = 0}, [41] = { bgImage = "", name = "魂印排行" ,rankType = RANK_TYPE.SoulSign,activiteId = 0,isRankingMainPanelShow = 4,RankingListMainSortId = 0}, diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/FloatNode.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/FloatNode.lua index e686a474cb..dcc1bdcbfa 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/FloatNode.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/FloatNode.lua @@ -251,5 +251,46 @@ function FloatNode:ArtFloating(type, color, value,frameColor) end +function FloatNode:ArtFloatingOnHook(type, color, value,frameColor) + local go = BattleManager.LoadAsset(floatingEffect) + go.transform:SetParent(self.RootPanel.transform) + go.transform.localScale = Vector3.one * 0.5 + go.transform.position = self.GameObject.transform.position + go:SetActive(true) + if Time.realtimeSinceStartup - self.LastFloatingTime < BattleLogic.GameDeltaTime then + self.FloatingCount = self.FloatingCount + 1 + else + self.FloatingCount = 0 + end + self.LastFloatingTime = Time.realtimeSinceStartup + local v2 = go:GetComponent("RectTransform").anchoredPosition + --v2 = v2 + Vector2.New(0, self.owner.role.camp * 100 + 100) + --go:GetComponent("RectTransform").anchoredPosition = v2 + Vector2.New(0, 50) * (self.FloatingCount+1) + local x = Random.RangeInt(-250,250) + local y = Random.RangeInt(150,350) + go:GetComponent("RectTransform").anchoredPosition = v2 + Vector2.New(x, y) + local sp, text = self:GetArtText(type, color, value) + local anim = Util.GetGameObject(go, "anim") + -- 伤害文字 + local img = Util.GetGameObject(anim, "Image"):GetComponent("Image") + if sp and sp ~= "" then + img.sprite = self.spLoader:LoadSprite(sp) + img.gameObject:SetActive(true) + else + img.gameObject:SetActive(false) + end + -- 伤害数值 + local animTxt = Util.GetGameObject(go, "anim/anim") + local animTxtC = animTxt:GetComponent("Text") + animTxtC.text = text + --主要用于给白色字体染色成其他颜色,color 参数只能填白色 + + + -- 层级和动画 + anim:GetComponent("Canvas").sortingOrder = BattleManager.GetBattleSorting() + 100 + anim:GetComponent("Animator"):Play(ArtFloatingAnim[type]) + + BattleManager.AddDelayRecycleRes(floatingEffect, go, 2) +end return FloatNode \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassMainPanel.lua b/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassMainPanel.lua index a993a0c436..ff0bf694a2 100644 --- a/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassMainPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassMainPanel.lua @@ -11,6 +11,7 @@ local fightLevelConfig = ConfigManager.GetConfig(ConfigName.MainLevelConfig) local fightLevelSetConfig = ConfigManager.GetConfig(ConfigName.MainLevelSettingConfig) local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) local aaa=ConfigManager.GetConfigData(ConfigName.SpecialConfig,180).Value + local roleConfig=ConfigManager.GetConfig(ConfigName.RoleConfig) local curSoliderStageConfig local cost=string.split(aaa,"#") @@ -57,10 +58,14 @@ local fightAnim = { [4] = "bnoss", [1] = "idle", } --- local mapNpc = "live2d_npc_map" --- local mapNpc2 = "live2d_npc_map_nv" --- local npc + local heroSpineList={} +local timeStamp=4 +local specialConfig=ConfigManager.GetConfigData(ConfigName.SpecialConfig,179) +if specialConfig and specialConfig.Value then + timeStamp=tonumber(specialConfig.Value) +end + --初始化组件(用于子类重写) function FightPointPassMainPanel:InitComponent() @@ -134,8 +139,8 @@ function FightPointPassMainPanel:InitComponent() --this.funcBtnList[16] = invadeMonster.btnRewardOnline --this.funcBtnList[19] = invadeMonster.btnRewrdChapter - this.funcBtnList[12] = this.btnDailyMission - + --this.funcBtnList[12] = this.btnDailyMission + this.btnDailyMission:SetActive(false) -- 主线任务显示 this.mainTask = Util.GetGameObject(self.gameObject, "Bg/RightDown/mainTask") this.goVipButton = Util.GetGameObject(self.gameObject, "Bg/RightDown/mainTask/progressLayout") @@ -549,7 +554,7 @@ function this.ShowBattleInfo() cd=cd+1 --每隔三秒攻击一次 - if cd==3 then + if cd==timeStamp then --英雄攻击 for i=1,6 do if this.heroList[i].spine then @@ -567,7 +572,7 @@ function this.ShowBattleInfo() --LogError("prolist[2]==============="..proList[2]) --for i=1,5 do bossHp=bossHp-proList[2] - this.Floater:ArtFloating(ArtFloatingType.Damage,ArtFloatingColor.White,proList[2]) + this.Floater:ArtFloatingOnHook(ArtFloatingType.Damage,ArtFloatingColor.White,proList[2]) --end isHit=true if isHit then @@ -599,7 +604,7 @@ function this.ShowBattleInfo() --LogError("aaa.data.attributes[2].value=="..aaa.data.attributes[2].value) local attack=math.floor(aaa.data.attributes[2].value*(1+add)) bossHp=bossHp-attack - this.Floater:ArtFloating(ArtFloatingType.Damage,ArtFloatingColor.White,attack) + this.Floater:ArtFloatingOnHook(ArtFloatingType.Damage,ArtFloatingColor.White,attack) -- end end) --end @@ -640,6 +645,8 @@ function this.ShowBattleInfo() this.bossLiveGO.transform.localScale=Vector3.one * roleConfig[curSoliderStageConfig.Hero].enemy_liveScale*0.5 bossSpine=this.bossLiveGO:GetComponent("SkeletonGraphic") end + --刷新挂机奖励 + this.IntiReward() end this.timer:Start() cd=0 @@ -986,7 +993,8 @@ function this.BtnsIsOpen() local isOpen = ActTimeCtrlManager.SingleFuncState(i) v:SetActive(isOpen) end - this.btnRank.gameObject:SetActive(ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.ALLRANKING)) + --this.btnRank.gameObject:SetActive(ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.ALLRANKING)) + this.btnRank.gameObject:SetActive(false) end function this.IntiReward()