【四灵试炼】预设提交

dev_chengFeng
jiaoyangna 2020-12-08 17:01:53 +08:00
parent a446b83908
commit 8b7a227a54
20 changed files with 10882 additions and 2 deletions

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@ -1897,6 +1897,8 @@ GENERAL_POPUP_TYPE={
--大号通用弹窗
YiJingBaoKu = 30,--易经宝库
YiJingBaoKuRewardPreview = 32,--易经宝库奖励预览
FourElementReturnLook = 33,--四灵试炼回放界面
FourElementHelpFight = 34,--四灵试炼助战
}
--抽卡类型
@ -2118,6 +2120,7 @@ EXPEDITON_POPUP_TYPE={
Monster=3,--普通 精英 boss
Trail=4,--试炼
Greed = 5,--贪婪
FourElementMonster = 6,--贪婪
}

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@ -13,6 +13,7 @@ local contentScripts = {
[4]= {view=require("Modules/Expedition/View/ExpeditionMonsterInfo_Trail"),panelName="ExpeditionMonsterInfo_Trail",type=EXPEDITON_POPUP_TYPE.Trail},
--贪婪
[5]= {view=require("Modules/Expedition/View/ExpeditionMonsterInfo_Greed"),panelName="ExpeditionMonsterInfo_Greed",type=EXPEDITON_POPUP_TYPE.Greed},
[6]= {view=require("Modules/Expedition/View/MonsterFormationInfo"),panelName="ExpeditionMonsterInfo_Monster",type = EXPEDITON_POPUP_TYPE.FourElementMonster},
}
--子模块预设
local contentPrefabs={}

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@ -0,0 +1,187 @@
----- 远征怪节点弹窗 -----
local this = {}
--传入父脚本模块
local parent
--传入特效层级
local sortingOrder=0
local fun
--item容器
local itemList = {}
local heroListGo = {}
local monsterData = {}
local rewardData = {}
local type = 1 --1 前往 2 放弃
local liveNodes = {}
local liveNames = {}
local curNodeConFig
local roleConfig=ConfigManager.GetConfig(ConfigName.RoleConfig)
function this:InitComponent(gameObject)
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.power = Util.GetGameObject(gameObject, "Power/Value"):GetComponent("Text")
this.sureBtn=Util.GetGameObject(gameObject,"sureBtn")
this.sureBtnText=Util.GetGameObject(gameObject,"sureBtn/Text"):GetComponent("Text")
--滚动条根节点
this.root = Util.GetGameObject(gameObject, "Root")
for i = 1, 6 do
heroListGo[i] = Util.GetGameObject(gameObject, "RoleGrid/Bg"..i.."/Hero"..i)
end
this.backBtn=Util.GetGameObject(gameObject,"BackBtn")
end
function this:BindEvent()
Util.AddClick(this.sureBtn, function()
this:BtnClickEvent()
end)
Util.AddClick(this.backBtn, function()
parent:ClosePanel()
end)
end
function this:BtnClickEvent()
if type == 1 then
parent:ClosePanel()
elseif type == 2 then
parent:ClosePanel()
end
end
function this:AddListener()
end
function this:RemoveListener()
end
function this:OnShow(_parent,...)
parent=_parent
sortingOrder = _parent.sortingOrder
--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
local args = {...}
monsterData = args[1]
type = args[2]
fun = args[3]
--组数据
rewardData = {}
local curRewardData = {}
--curNodeConFig = ConfigManager.TryGetConfigData(ConfigName.ExpeditionNodeConfig,monsterData.type)
local Reward --= ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.ExpeditionFloorConfig,"Floor",ExpeditionManager.expeditionLeve,"FloorLay",monsterData.lay - 1)
if Reward and Reward.Reward and #Reward.Reward > 0 then
for i = 1, #Reward.Reward do
local rewardGroupConfig = ConfigManager.TryGetConfigData(ConfigName.RewardGroup,Reward.Reward[i])
if rewardGroupConfig and #rewardGroupConfig.ShowItem > 0 then
for j = 1, #rewardGroupConfig.ShowItem do
local v = rewardGroupConfig.ShowItem[j]
if curRewardData[v[1]] then
curRewardData[v[1]] = {v[1],curRewardData[v[1]][2] + v[2]}
else
curRewardData[v[1]] = {v[1],v[2]}
end
end
end
end
end
for i, v in pairs(curRewardData) do
if curNodeConFig and curNodeConFig.Reward and curNodeConFig.Reward > 0 then
v = {v[1],math.floor(v[2] * curNodeConFig.Reward)}
end
table.insert(rewardData,v)
end
this:FormationAdapter()
end
-- 编队数据匹配
function this:FormationAdapter()
if type == 1 then
this.sureBtnText.text = Language[10508]
elseif type == 2 then
this.sureBtnText.text = Language[10512]
end
this.titleText.text=Language[10513]
if monsterData == nil then LogError(Language[10511]) return end
this.power.text = monsterData.bossTeaminfo.totalForce
for i = 1, #heroListGo do
heroListGo[i]:SetActive(false)
end
for i = 1, #heroListGo do
if(monsterData.bossTeaminfo.hero[i]) then
local pos = monsterData.bossTeaminfo.hero[i].position
this.SetCardSingleData(heroListGo[pos],monsterData.bossTeaminfo.hero[i],pos)
heroListGo[pos]:SetActive(true)
end
end
FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,5,1,sortingOrder,false,rewardData)
end
function this.OnSortingOrderChange()
for i = 1, #heroListGo do
Util.AddParticleSortLayer(heroListGo[i], self.sortingOrder - sortingOrder)
end
sortingOrder = self.sortingOrder
end
--设置单个上阵英雄信息
function this.SetCardSingleData(o,monsterId, _pos)
o.transform.parent:GetComponent("Image").sprite=Util.LoadSprite("bd_xinkapaifan")
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, monsterId.heroTid)
local bg=Util.GetGameObject(o,"Bg1"):GetComponent("Image")
local fg=Util.GetGameObject(o,"Bg2"):GetComponent("Image")
-- local live=Util.GetGameObject(o,"Mask/Live")
local lv=Util.GetGameObject(o,"lv/Text"):GetComponent("Text")
local pro=Util.GetGameObject(o,"Pro/Image"):GetComponent("Image")
local starGrid=Util.GetGameObject(o,"StarGrid")
local name=Util.GetGameObject(o,"Name/Text"):GetComponent("Text")
-- local pos=Util.GetGameObject(o,"Pos"):GetComponent("Image")
local yuanImage=Util.GetGameObject(o,"yuanImage")
local hp = Util.GetGameObject(o,"hpProgress/hp"):GetComponent("Image")
local hpPass = Util.GetGameObject(o,"hpProgress/hpPass"):GetComponent("Image")
local rage = Util.GetGameObject(o,"rageProgress/rage"):GetComponent("Image")
local live = Util.GetGameObject(o, "Mask/icon"):GetComponent("RawImage")
local liveName = GetResourcePath(heroConfig.Live)
local roleConfig = ConfigManager.GetConfigData(ConfigName.RoleConfig, heroConfig.Id)
local scale = roleConfig.play_liveScale
local livePos = Vector3.New(roleConfig.offset[1], roleConfig.offset[2], 0)
live.texture = CardRendererManager.GetSpineTexture(_pos, liveName, Vector3.one * scale, livePos, true)
live.transform.localScale = Vector3.one
live.transform.localPosition = Vector3.zero
local zs = Util.GetGameObject(o, "zs")
local zsName = GetHeroCardStarZs[heroConfig.Star]
if zsName == "" then
zs:SetActive(false)
else
zs:SetActive(true)
zs:GetComponent("Image").sprite = Util.LoadSprite(zsName)
end
yuanImage:SetActive(false)
lv.text=monsterId.level
bg.sprite = Util.LoadSprite(GetHeroCardStarBg[heroConfig.Star])
fg.sprite = Util.LoadSprite(GetHeroCardStarFg[heroConfig.Star])
pro.sprite=Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
SetCardStars(starGrid,heroConfig.Star)
if heroConfig.Star > 9 then
Util.GetGameObject(o,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(true)
else
Util.GetGameObject(o,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(false)
end
name.text=heroConfig.ReadingName
end
function this:OnClose()
if fun then
fun()
fun = nil
end
for i, v in pairs(liveNodes) do
if v then
poolManager:UnLoadLive(liveNames[i],v)
liveNames[i]= nil
end
end
end
function this:OnDestroy()
end
return this

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@ -10,6 +10,8 @@ local contentScripts = {
[1] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_YiJingBaoKu"), panelName = "GeneralBigPopup_YiJingBaoKu",type=GENERAL_POPUP_TYPE.YiJingBaoKu},
--易经宝库奖励预览
[2] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_YiJingBaoKuRewardPreview"), panelName = "GeneralBigPopup_YiJingBaoKuRewardPreview",type=GENERAL_POPUP_TYPE.YiJingBaoKuRewardPreview},
--易经宝库奖励预览
[3] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_FourElementHelpFight"), panelName = "GeneralBigPopup_FourElementHelpFight",type=GENERAL_POPUP_TYPE.FourElementHelpFight},
}
--子模块预设
local contentPrefabs={}

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@ -0,0 +1,157 @@
----- 易经宝库弹窗 -----
local this = {}
--传入父脚本模块
local parent
--传入特效层级
local sortingOrder=0
local curId = nil--当前已选择的物品的Id
local ActData = {}
local itemList = {}--克隆预制体列表
local goList = {}--勾选按钮列表
local itemIconList={}--ItemView的List
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local _args
local func
function this:InitComponent(gameObject)
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.itemPre = Util.GetGameObject(gameObject, "itemPre")
this.ConfirmBtn = Util.GetGameObject(gameObject, "ConfirmBtn")
this.Scroll = Util.GetGameObject(gameObject, "Scroll")
local rootHight = this.Scroll.transform.rect.height
local width = this.Scroll.transform.rect.width
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.Scroll.transform,
this.itemPre, nil, Vector2.New(width, rootHight), 1, 2, Vector2.New(0, 0))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 2
end
function this:BindEvent()
Util.AddClick(this.ConfirmBtn,function()
if curId and curId ~= 0 then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.YiJingBaoKuConfirm,curId,function()
NetManager.SelectFinalRewardRequest(curId,ActData.activityId,function ()
if func then
func()
end
parent:ClosePanel()
end)
end)
else
PopupTipPanel.ShowTip(Language[11796])
end
end)
end
function this:AddListener()
end
function this:RemoveListener()
end
function this:OnShow(_parent,...)
itemList={}
parent=_parent
sortingOrder = _parent.sortingOrder
--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
_args = {...}
ActData = _args[1]
func = _args[2]
this.titleText.text = "选择最终奖励"
curId = ActData.selectId or nil
local RewardConfig = ConfigManager.GetAllConfigsDataByKey(ConfigName.BlessingRewardPoolNew,"PoolId",ActData.curFinalPool)
this.ScrollView:SetData(RewardConfig, function(index, go)
this:SetSingleData(index,go, RewardConfig[index])
end)
end
function this:SetSingleData(index,item,data)
itemList[index] = item
local icon = Util.GetGameObject(item,"icon")
local name = Util.GetGameObject(item,"name"):GetComponent("Text")
local num = Util.GetGameObject(item,"text"):GetComponent("Text")
local limit1 = Util.GetGameObject(item,"limit1"):GetComponent("Text")
local limit2 = Util.GetGameObject(item,"limit2"):GetComponent("Text")
local select = Util.GetGameObject(item,"select")
local go = Util.GetGameObject(item,"select/Go")
goList[index] = go
item:SetActive(true)
if not itemIconList[item] then
local view = SubUIManager.Open(SubUIConfig.ItemView, icon.transform)
itemIconList[item] = view
end
itemIconList[item]:OnOpen(false,data.Reward,0.9,false)
name.text = itemConfig[data.Reward[1]].Name
--判断是否选了该物品
if curId == data.Id then
go:SetActive(true)
else
go:SetActive(false)
end
--选择一个物品
Util.AddOnceClick(select,function()
if go.gameObject.activeSelf then
go:SetActive(false)
curId = nil
else
for index, value in ipairs(goList) do
goList[index]:SetActive(false)
end
go:SetActive(true)
curId = data.Id
end
end)
local t1 = true
local t2 = true
local t3 = true
--判断是否可以选择
if PlayerManager.level >= data.LevelLimit then
num.gameObject:SetActive(true)
limit1.gameObject:SetActive(false)
select:SetActive(true)
else
limit1.gameObject:SetActive(true)
limit1.text = data.LevelLimit.."级可选"
t1 = false
end
if ActData.curLevel >= data.FloorLimit then
num.gameObject:SetActive(true)
limit2.gameObject:SetActive(false)
select:SetActive(true)
else
limit2.gameObject:SetActive(true)
limit2.text = ""..data.FloorLimit.."层可选"
t2 = false
end
-- LogRed(ActData.allData[index].rewardId..""..tostring(ActData.allData[index].progress))
if ActData.allData[index].progress > data.InitializeNum then
t3 = false
elseif ActData.allData[index].progress == data.InitializeNum and ActData.curLevel > data.InitializeNum then
t3 = false
num.text = "<color=red>"..(data.InitializeNum-ActData.allData[index].progress).."/"..data.InitializeNum.."</color>"
else
t3 = true
num.text = (data.InitializeNum-ActData.allData[index].progress).."/"..data.InitializeNum
end
num.gameObject:SetActive(t1 and t2)
select:SetActive(t1 and t2 and t3)
end
function this:OnClose()
end
function this:OnDestroy()
itemIconList={}
end
return this

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@ -0,0 +1,68 @@
require("Base/BasePanel")
MonsterCampMainPanel = Inherit(BasePanel)
local this = MonsterCampMainPanel
local orginLayer
local monsterGroup = ConfigManager.GetConfig(ConfigName.MonsterGroup)
local monsterConfig = ConfigManager.GetConfig(ConfigName.MonsterConfig)
--初始化组件(用于子类重写)
function MonsterCampMainPanel:InitComponent()
orginLayer = 0
this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
this.waveNum = Util.GetGameObject(self.gameObject, "Bg/waveImg/wave"):GetComponent("Text")
this.nextWave = Util.GetGameObject(self.gameObject, "Bg/btnWave")
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
end
--绑定事件(用于子类重写)
function MonsterCampMainPanel:BindEvent()
Util.AddClick(this.btnBack, function ()
-- UIManager.OpenPanel(UIName.MainPanel)
PlayerManager.carbonType = 1
UIManager.OpenPanel(UIName.CarbonTypePanelV2)
self:ClosePanel()
end)
Util.AddClick(this.nextWave, function ()
JumpManager.GoJump(1011)
end)
end
--添加事件监听(用于子类重写)
function MonsterCampMainPanel:AddListener()
end
--移除事件监听(用于子类重写)
function MonsterCampMainPanel:RemoveListener()
end
--界面打开时调用(用于子类重写)
function MonsterCampMainPanel:OnOpen(...)
SoundManager.PlayMusic(SoundConfig.BGM_Carbon)
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.MonsterCamp })
this.waveNum.text =MonsterCampManager.monsterWave
end
function MonsterCampMainPanel:OnSortingOrderChange()
end
--界面关闭时调用(用于子类重写)
function MonsterCampMainPanel:OnClose()
end
--界面销毁时调用(用于子类重写)
function MonsterCampMainPanel:OnDestroy()
SubUIManager.Close(this.UpView)
end
return MonsterCampMainPanel

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@ -0,0 +1,97 @@
require("Base/BasePanel")
FourElementMonsterCampPanel = Inherit(BasePanel)
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local this = FourElementMonsterCampPanel
this.monsterInfoList = {}
this.rewardList = {}
this.grid = {}
local callBack
--初始化组件(用于子类重写)
function FourElementMonsterCampPanel:InitComponent()
this.btnBack = Util.GetGameObject(self.gameObject, "infoRoot/btnBack")
this.pre = Util.GetGameObject(self.gameObject, "infoRoot/pre")
end
--绑定事件(用于子类重写)
function FourElementMonsterCampPanel:BindEvent()
Util.AddClick(this.btnBack, function ()
self:ClosePanel()
if callBack then callBack() end
end)
end
--添加事件监听(用于子类重写)
function FourElementMonsterCampPanel:AddListener()
end
--移除事件监听(用于子类重写)
function FourElementMonsterCampPanel:RemoveListener()
end
--界面打开时调用(用于子类重写)
function FourElementMonsterCampPanel:OnOpen(func)
this.InitShowReward()
this.InitMonsterShow()
if func then
callBack = func
end
end
-- 初始化奖励显示
function this.InitShowReward()
for i = 1, 5 do
this.monsterInfoList[i]:SetActive(false)
if not this.rewardList[i] then
this.rewardList[i] = {}
for j = 1, 6 do
this.rewardList[i][j] = SubUIManager.Open(SubUIConfig.ItemView, this.grid[i].transform)
this.rewardList[i][j].gameObject:SetActive(false)
end
end
end
end
function this.InitMonsterShow()
local monsterInfo = MonsterCampManager.GetNextWaveMonsterInfo()
local curWave = MonsterCampManager.monsterWave
for i = 1, 5 do -- 5 只妖怪
if not monsterInfo[i + curWave] then Log(Language[11576])
return
end
local waveNum = Util.GetGameObject(this.monsterInfoList[i], "bg/num"):GetComponent("Text")
local icon = Util.GetGameObject(this.monsterInfoList[i], "bg/frame/icon"):GetComponent("Image")
local name = Util.GetGameObject(this.monsterInfoList[i], "bg/nameFrame/name"):GetComponent("Text")
local rewardData = monsterInfo[i + curWave].rewardShow
waveNum.text = Language[10311] ..curWave + i .. Language[10316]
icon.sprite = monsterInfo[i + curWave].icon
name.text = monsterInfo[i + curWave].name
-- 显示奖励
for j = 1, #rewardData do
local item = {}
local itemId = rewardData[j][1]
item[#item + 1] = itemId
item[#item + 1] = rewardData[j][2]
this.rewardList[i][j]:OnOpen(false, item, 0.9)
this.rewardList[i][j].gameObject:SetActive(true)
end
this.monsterInfoList[i]:SetActive(true)
end
end
--界面关闭时调用(用于子类重写)
function FourElementMonsterCampPanel:OnClose()
end
--界面销毁时调用(用于子类重写)
function FourElementMonsterCampPanel:OnDestroy()
this.monsterInfoList = {}
this.rewardList = {}
end
return FourElementMonsterCampPanel

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@ -63,7 +63,9 @@ local contentScripts = {
[30] = {view = require("Modules/Popup/View/GeneralPopup_YiJingBaoKuConfirm"), panelName = "GeneralPopup_YiJingBaoKuConfirm",type=GENERAL_POPUP_TYPE.YiJingBaoKuConfirm},
--灵兽宝阁选择神兽
[31] = {view = require("Modules/Popup/View/GeneralPopup_LingShouBaoGe"), panelName = "GeneralPopup_LingShouBaoGe",type=GENERAL_POPUP_TYPE.LingShouBaoGe},
}
--灵兽宝阁选择神兽
[32] = {view = require("Modules/Popup/View/GeneralPopup_FightReturnLookFourEle"), panelName = "GeneralPopup_FightReturnLookFourEle",type=GENERAL_POPUP_TYPE.FourElementReturnLook},
}
--子模块预设
local contentPrefabs={}
--打开弹窗类型

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@ -0,0 +1,80 @@
----- 归元弹窗 -----
local this = {}
--传入父脚本模块
local parent
--层级
local sortingOrder = 0
--传入不定参
local _args = {}
--传入选择英雄计算返回奖励数据列表
local dropList = {}
--item容器
local itemList = {}
--传入选择英雄
local selectHeroData
local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
function this:InitComponent(gameObject)
this.titleText = Util.GetGameObject(gameObject, "TitleText"):GetComponent("Text")
this.bodyText = Util.GetGameObject(gameObject, "BodyText"):GetComponent("Text")
this.cancelBtn = Util.GetGameObject(gameObject, "CancelBtn")
this.confirmBtn = Util.GetGameObject(gameObject, "ConfirmBtn")
--滚动条根节点
this.root = Util.GetGameObject(gameObject, "Root/Viewport/Content")
end
function this:BindEvent()
Util.AddClick(this.cancelBtn,function()
parent:ClosePanel()
end)
Util.AddClick(this.confirmBtn,function()
local data
for k,v in pairs(selectHeroData) do
data=v.dynamicId
break
end
NetManager.HeroRetureEvent(data, function(msg)
HeroManager.ResetHero(data)
PopupTipPanel.ShowTip(Language[12276])
parent:ClosePanel()
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function ()
ResolvePanel.SwitchView(2)
end,0,nil,nil,1)
end)
end)
end
function this:AddListener()
end
function this:RemoveListener()
end
function this:OnShow(_parent,...)
parent=_parent
sortingOrder =_parent.sortingOrder
local args = {...}
dropList = args[1]
selectHeroData=args[2]
this.root.transform:GetComponent("RectTransform"):DOAnchorPosX(0, 0)
this.titleText.text=Language[11645]
--返还比
local num=tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,34).Value)/100
this.bodyText.text = Language[11646]--string.format(Language[11646], num, "%")
local _data={}
for i=1,#dropList do
_data[i] = {dropList[i].id,dropList[i].num,nil,dropList[i].star}
end
FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,8,1,sortingOrder,false,_data)
end
function this:OnClose()
end
function this:OnDestroy()
end
return this

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