挂机战斗修改提交
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a18efd9a1f
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@ -10814,7 +10814,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 159, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 68.95}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1240811747
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@ -11139,7 +11139,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 301.5, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 68.95}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1596169479
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@ -41131,7 +41131,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 50, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 100, y: 61.48}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &7481411220995830971
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@ -41963,7 +41963,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 50, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 100, y: 217.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1473222624206509369
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@ -97089,7 +97089,7 @@ 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: 1
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m_IsActive: 0
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--- !u!224 &1685841925491652605
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RectTransform:
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m_ObjectHideFlags: 0
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@ -127679,7 +127679,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 50, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 100, y: 100}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &109213283015355470
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@ -139435,7 +139435,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 355, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 69.49}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &7203306409298755909
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@ -115,7 +115,7 @@ function FightPointPassMainPanel:InitComponent()
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this.red_light:SetActive(false)
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this.red_wei = Util.GetGameObject(self.gameObject, "Bg/red_light/wei")
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this.hookSkillBtn=Util.GetGameObject(self.gameObject, "Bg/red_light/skillBtn")
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this.hookSkillBtn.gameObject:SetActive(false)
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if not this.playerInfoView then
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this.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, this.transform)
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@ -573,7 +573,10 @@ function FightPointPassMainPanel:OnShow()
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--
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this.battleUpLvTip:SetActive(false)
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this.RefreshBattleUpLvTip(true)
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if fightLevelConfig[curFightId].Hang>0 then
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this.hookSkillBtn.gameObject:SetActive(false)
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local hangArr= fightLevelConfig[curFightId].Hang
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if hangArr and hangArr[1]>0 then
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maxKillNum=hangArr[2]
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this.btnFight.gameObject:SetActive(false)
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this.hookKill.gameObject:SetActive(true)
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curKillNum=0
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@ -835,13 +838,12 @@ function this.ExcuteBattle()
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this.SetInitAnim()
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end)
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end
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end
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function this.RefreshFightBtnShow()
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local curFightId = FightPointPassManager.curOpenFight
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if fightLevelConfig[curFightId].Hang > 0 then
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local hangArr=fightLevelConfig[curFightId].Hang
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if hangArr and hangArr[1]> 0 then
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curKillNum=curKillNum+1
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this.hookKillText.text=string.format("%s/%s",curKillNum,maxKillNum)
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if curKillNum>=maxKillNum then
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@ -97,7 +97,11 @@ end
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function this:Init()
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this.isClose = false
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this.isCanUseIconList = 0
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this.fightType= ConfigManager.GetConfigData(ConfigName.MainLevelConfig, FightPointPassManager.curOpenFight).Hang
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this.fightType= 0
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local hangArr=ConfigManager.GetConfigData(ConfigName.MainLevelConfig, FightPointPassManager.curOpenFight).Hang
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if hangArr then
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this.fightType=hangArr[1]
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end
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-- 初始化加载地图块数据
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this:LoadMapData()
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-- 加载一个小人
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