探索地图修改提交

dev_chengFeng
jiaoyangna 2021-12-29 16:05:16 +08:00
parent 4318b37891
commit 89c298f593
14 changed files with 535 additions and 43 deletions

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@ -219,7 +219,7 @@ function ExploreMainPanel:SetMapState()
end
local s = function()
for k,v in pairs(self.mapList) do
if v.data.state > 0 then
if LengthOfTable(v.data.formations) > 0 then
v.exploreIma.gameObject:SetActive(true)
local index = 0
for i = 1,#self.mapList[k].exploreList do

View File

@ -77,6 +77,7 @@ end
--刷新编队
function this.UpdateFormationData(team)
LogGreen("team.teamId:"..team.teamId.." team.hp:"..team.hp)
if this.FormationData[team.teamId] then
this.FormationData[team.teamId].hp = team.hp
this.FormationData[team.teamId].exploreTime = team.exploreTime
@ -101,6 +102,7 @@ function this.UpdateFormationData(team)
this.UpdateMapFormationData(team.mapId,team.teamId,1)
end
end
LogGreen("this.FormationData[team.teamId].hp:"..this.FormationData[team.teamId].hp)
Game.GlobalEvent:DispatchEvent(GameEvent.Explore.UpdateSingleFormation,team.teamId)
else
LogGreen(string.format("%s编队不属于探索玩法",team.teamId))

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@ -26,6 +26,7 @@ end
--添加事件监听(用于子类重写)
function ExplorePanel:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Explore.UpdateFormation,this.OnShow)
fightMap:AddListener()
end
--移除事件监听(用于子类重写)

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@ -82,11 +82,39 @@ function this:InitComponent(root, parent)
end
function this:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Explore.UpdateSingleFormation,this.Refresh)
end
function this:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Explore.UpdateSingleFormation,this.Refresh)
end
function this.Refresh(teamId)
LogGreen("teamId:"..teamId)
this.playerViews[teamId]:RefreshHp()
if ExploreManager.FormationData[teamId].state < 1 then
SubUIManager.Close(this.playerViews[this.playerViews[teamId].formationId])
if this.playerViews[0].formationId == teamId then
this.playerViews[0] = nil
this.playerViews[this.playerViews[0].formationId] = nil
end
end
if not this.playerViews[0] then
for k,v in pairs(this.playerViews) do
if v.formationId > 3100 then
this.playerViews[0] = v
if not this.playerViews[0] then
this.playerViews[v.formationId]:RefreshIsSelf(true)
this.playerViews[0] = this.playerViews[v.formationId]
end
end
end
end
-- 设置相机初始化位置
local v4 = this.playerViews[0].transform.localPosition
v4.z = -50
TileMapView.SetCameraPos(v4)
end
function this:Init()
@ -95,7 +123,6 @@ function this:Init()
-- 初始化加载地图块数据
this:LoadMapData()
-- 加载一个小人
local tempconfig = ConfigManager.GetConfigData(ConfigName.ChallengeMapConfig,m_parent.mapData.exploreMapId)
NetManager.ExplorerMapPlayerInfoRequest(m_parent.mapData.mapId,function(msg)
local NPCList = ExploreManager.InitMapUserInfosData(msg,m_parent.mapData.mapId)
local area = monsterArea[m_parent.mapData.exploreMapId]
@ -109,14 +136,17 @@ function this:Init()
if v.formationId > 3100 then
if not this.playerViews[0] then
this.playerViews[v.formationId]:SetData((index3 == 1 and index1 or index2),index4,true,v)
this.playerViews[v.formationId]:RefreshIsSelf(true)
this.playerViews[0] = this.playerViews[v.formationId]
else
this.playerViews[v.formationId]:SetData((index3 == 1 and index1 or index2),index4,false,v)
this.playerViews[v.formationId]:RefreshIsSelf(false)
end
else
this.playerViews[v.formationId]:SetData((index3 == 1 and index1 or index2),index4,false,v)
this.playerViews[v.formationId]:RefreshIsSelf(false)
end
this.playerViews[v.formationId]:SetData((index3 == 1 and index1 or index2),index4,v)
this.playerViews[v.formationId]:RefreshHp(v.formationId)
this.playerViews[v.formationId]:Run()
end
-- 设置相机初始化位置
local v4 = this.playerViews[0].transform.localPosition
@ -124,7 +154,7 @@ function this:Init()
TileMapView.SetCameraPos(v4)
-- 初始化两个地图标志
this.LoadMapIcon()
this.SetPlayerViewWalk()
--this.SetPlayerViewWalk()
end)
end
@ -442,6 +472,7 @@ function this.OnGameOver()
end
function this:OnClose()
this:RemoveListener()
-- Log("关闭挂机OnClose")
if this.startTimer then
this.startTimer:Stop()

View File

@ -1090,6 +1090,7 @@ function this.ExplorerMapIndicationResponse(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.ExplorerMapIndicationResponse()
msg:ParseFromString(data)
LogGreen("收到了刷新探索编队的indication")
ExploreManager.UpdateFormationData(msg.exploreInfo)
Game.GlobalEvent:DispatchEvent(GameEvent.Explore.UpdateFormation)
end

View File

@ -136,14 +136,18 @@ function SingleExplorePlayerView:OnOpen(parent)
end
function SingleExplorePlayerView:SetData(u,v,isSelf,data)
self.data = data
self.isclose = false
self._PlayTimeStamp = 0
function SingleExplorePlayerView:RefreshIsSelf(isSelf)
if isSelf then
self.ui:GetComponent("Canvas").worldCamera = TileMapView.GetCamera()
end
self.isSelf = isSelf
end
function SingleExplorePlayerView:SetData(u,v,data)
sortingorder = self.parent.GetCurLayer()
self.data = data
self.isclose = false
self._PlayTimeStamp = 0
local v3 = TileMapView.GetLiveTilePos(u, v)
self.gameObject.transform.localPosition = Vector3(v3.x, v3.y, v3.z - 10)
@ -167,16 +171,6 @@ function SingleExplorePlayerView:SetData(u,v,isSelf,data)
-- self.PracticeIcon:SetActive(true)
-- PracticeManager.SetPracticeIcon(self.PracticeIcon,PracticeManager.PracticeLevel or 1)
-- end
self.blood:SetActive(true)
local hp = ExploreManager.GetHpById(data.formationId)
if hp <= 0 then
self.tip.gameObject:SetActive(true)
self.bloodSlider.gameObject:SetActive(false)
else
self.bloodSlider.fillAmount = hp/FormationManager.GetFormationPower(data.formationId)
self.bloodSlider.gameObject:SetActive(true)
self.tip.gameObject:SetActive(false)
end
else
npc = data.sex == ROLE_SEX.BOY and npc1 or npc2
scale = data.sex == ROLE_SEX.BOY and 1 or 0.5
@ -201,11 +195,11 @@ function SingleExplorePlayerView:SetData(u,v,isSelf,data)
-- self.PracticeIcon:SetActive(true)
-- PracticeManager.SetPracticeIcon(self.PracticeIcon,data.practiceLevel)
-- end
self.blood:SetActive(false)
end
self.playerLiveView:OnOpen(GetPlayerRoleSingleConFig().Scale2)
self.playerLiveView:OnSortingOrderChange(sortingorder)
if isSelf then
if self.isSelf then
self.playerLiveView:SetSelfTag()
self.playerLiveView:SetEffectScale(2)
end
@ -216,27 +210,62 @@ function SingleExplorePlayerView:SetData(u,v,isSelf,data)
-- LogWarn(self.roleCurPos.u.."||"..self.roleCurPos.v)
self.bLeaderIsIdle = true
self:SetWalkDir(WALK_DIR.LAUCH)
self:HideSomeTrash()
self:OnSortingOrderChange(self.parent.GetCurLayer())
self:OnSortingOrderChange(sortingorder)
--当前状态
self.state = 0
self.activeState = 0
PlayUIAnim(self.gameObject)
end
function SingleExplorePlayerView:OnSortingOrderChange(orginLayer)
Util.AddParticleSortLayer(self.hitEffect, orginLayer - sortingorder)
if #self.hurtNum > 0 then -- 初始化完成
for i = 1, 3 do
Util.GetGameObject(self.hurtNum[i], "anim"):GetComponent("Canvas").sortingOrder = orginLayer - sortingorder
end
end
sortingorder = orginLayer
end
function SingleExplorePlayerView:HideSomeTrash()
for i = 1, 3 do
self.buffTipList[i]:SetActive(false)
end
end
function SingleExplorePlayerView:Run()
self:SetWalkDir(WALK_DIR.LAUCH)
end
function SingleExplorePlayerView:RefreshHp()
if self.data.formationId > 3100 then
self.blood:SetActive(true)
local hp = ExploreManager.GetHpById(self.data.formationId)
if hp <= 0 then
if hp <= 0 then
self.tip.gameObject:SetActive(true)
self.bloodSlider.gameObject:SetActive(false)
if self.activeState == 1 then
self.activeState = 0
self:RoleWalkEnd(nil)
end
self.activeState = 0
else
self.bloodSlider.fillAmount = hp/FormationManager.GetFormationPower(self.data.formationId)
self.bloodSlider.gameObject:SetActive(true)
self.tip.gameObject:SetActive(false)
if self.activeState == 0 then
self.activeState = 1
self:RoleWalkEnd(nil)
end
self.activeState = 1
end
else
self.activeState = 1
self.blood:SetActive(false)
self:RoleWalkEnd(nil)
end
end
@ -250,22 +279,6 @@ function SingleExplorePlayerView:SetBattleState(state)
self.buffEffectRoot.gameObject:SetActive(state)
end
function SingleExplorePlayerView:HideSomeTrash()
for i = 1, 3 do
self.buffTipList[i]:SetActive(false)
end
end
function SingleExplorePlayerView:OnSortingOrderChange(orginLayer)
Util.AddParticleSortLayer(self.hitEffect, orginLayer - sortingorder)
if #self.hurtNum > 0 then -- 初始化完成
for i = 1, 3 do
Util.GetGameObject(self.hurtNum[i], "anim"):GetComponent("Canvas").sortingOrder = orginLayer - sortingorder
end
end
sortingorder = orginLayer
end
-- 撞击事件结束后的回调
function SingleExplorePlayerView:hitCallBack(pos)
self:SetWalkDir(WALK_DIR.IDLE_FRONT)
@ -288,6 +301,10 @@ end
-- 随机一个位置给大爷走走
function SingleExplorePlayerView:SetRoleHitTarget()
LogGreen("self.activeState:"..self.activeState)
if self.activeState == 0 then
return
end
if self.thread then
coroutine.stop(self.thread)
self.thread=nil