Merge branch 'master_xma_local' into master_xma_test

dev_chengFeng
JieLing 2020-11-23 20:56:09 +08:00
commit 8e787f65c0
60 changed files with 1761 additions and 221 deletions

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@ -1089,12 +1089,17 @@ end
function this.IsQualifiled(type)
-- 相同类型活动解锁类型相同,所以只判断第一个
local data = ConfigManager.GetConfigDataByKey(ConfigName.GlobalActivity,"Type",type)
if not data then return false end
if not data then
return false
end
-- 当前玩家等级
local qualifiled = false
local playerLv = PlayerManager.level
local openRule = data.OpenRules
if not data.OpenRules or #data.OpenRules < 2 then
return true
end
if openRule[1] == 1 then -- 关卡开启
qualifiled = FightPointPassManager.IsFightPointPass(openRule[2])
elseif openRule[1] == 2 then -- 等级开启

View File

@ -281,8 +281,8 @@ function SkillCaster:CheckFullSceenSkill(combat, skill)
local tv = self.owner.RootPanel.GetRoleView(target)
if tv then
local offset = combat.Offset and Vector3.New(combat.Offset[1], combat.Offset[2], 0) or Vector3.zero
local sortingOrder = tv.role.camp == 0 and tv.GameObject:GetComponent("Canvas").sortingOrder + 21 or nil
local sortingOrder = self.effectRoot:GetComponent("Canvas").sortingOrder
local go2 = BattleManager.LoadAsset(combat.Bullet, sortingOrder)
go2.transform:SetParent(tv.GameObject.transform.parent)
-- 检测特效旋转
@ -324,8 +324,8 @@ function SkillCaster:CheckFullSceenSkill(combat, skill)
local tv = self.owner.RootPanel.GetRoleView(target)
if tv then
local offset = combat.Offset and Vector3.New(combat.Offset[1], combat.Offset[2], 0) or Vector3.zero
local sortingOrder = tv.role.camp == 0 and tv.GameObject:GetComponent("Canvas").sortingOrder + 21 or nil
local sortingOrder = self.effectRoot:GetComponent("Canvas").sortingOrder
local go2 = BattleManager.LoadAsset(combat.Bullet, sortingOrder)
go2.transform:SetParent(tv.GameObject.transform.parent)
-- 检测特效旋转
@ -341,7 +341,7 @@ function SkillCaster:CheckFullSceenSkill(combat, skill)
local targetPos = go2.transform.localPosition
local startPos = targetPos + Vector3.New(0, 800, 0)
go2.transform.localPosition = startPos
go2.transform:DOLocalMove(targetPos, 1, false)
go2.transform:DOLocalMove(targetPos, combat.KeyFrame/1000, false)
BattleManager.AddDelayRecycleRes(combat.Bullet, go2, combat.KeyFrame/1000)
end
@ -356,8 +356,8 @@ function SkillCaster:CheckFullSceenSkill(combat, skill)
local tv = self.owner.RootPanel.GetRoleView(target)
if tv then
local offset = combat.Offset and Vector3.New(combat.Offset[1], combat.Offset[2], 0) or Vector3.zero
local sortingOrder = BattleManager.GetBattleSorting() + 40
local sortingOrder = self.effectRoot:GetComponent("Canvas").sortingOrder
local go2 = BattleManager.LoadAsset(combat.Bullet, sortingOrder)
go2.transform:SetParent(self.owner.GameObject.transform.parent)

View File

@ -181,6 +181,9 @@ function this.SetScroll(i)
break
end
end
if CarbonManager.IsDailyCarbonPass(curData[#curData].Id) then
curMaxOpenId = #curData
end
this.scrollView:SetIndex(curMaxOpenId - 2 < 1 and 1 or (curMaxOpenId - 2))
end

View File

@ -43,8 +43,8 @@ local tabs = {
default = "x_xuanjimiaosuan_icon2", lock = "x_xuanjimiaosuan_icon2", select = "x_xuanjimiaosuan_icon1",
rpType = RedPointType.DynamicActTask,panelType = PanelType.Main,ActType = ActivityTypeDef.DynamicAct
},
[10] = { --第十一周
default = "s_shibukedang_bicon1", lock = "s_shibukedang_bicon1", select = "s_shibukedang_bicon2",
[10] = { --第十一周 降龙伏虎
default = "x_xianglongfuhu_icon2", lock = "x_xianglongfuhu_icon2", select = "x_xianglongfuhu_icon1",
rpType = RedPointType.DynamicActTask,panelType = PanelType.Main,ActType = ActivityTypeDef.DynamicAct
},
[11] = { --社稷大典
@ -224,20 +224,17 @@ function this.PageTabAdapter(tab, index, status)
this.BindPageRedpot(index, redpot)
end
local id = ActivityGiftManager.IsActivityTypeOpen(tabs[index].ActType)
if id and id > 0 and ActivityGiftManager.IsQualifiled(tabs[index].ActType) then
if GlobalActConfig[id].ShowArt and GlobalActConfig[id].ShowArt > 0 then
tab:SetActive(GlobalActConfig[id].ShowArt == index)
else
tab.gameObject:SetActive(true)
end
if id and id > 0 and ActivityGiftManager.IsQualifiled(tabs[index].ActType) then
if GlobalActConfig[id].Type == ActivityTypeDef.DynamicAct then
if GlobalActConfig[id].ShowArt and GlobalActConfig[id].ShowArt > 0 then
tab:SetActive(GlobalActConfig[id].ShowArt == index)
end
--限时兑换特殊处理
if GlobalActConfig[id].Type == ActivityTypeDef.LimitExchange then
elseif GlobalActConfig[id].Type == ActivityTypeDef.LimitExchange then
tab.gameObject:SetActive(GlobalActConfig[id].ShowArt ~= 1)
end
--累计充值特殊处理
if GlobalActConfig[id].Type == ActivityTypeDef.AccumulativeRechargeExper then
elseif GlobalActConfig[id].Type == ActivityTypeDef.AccumulativeRechargeExper then
if GlobalActConfig[id] and GlobalActConfig[id].ShowArt ~= 1 then
tab.gameObject:SetActive(true)
else
@ -245,6 +242,8 @@ function this.PageTabAdapter(tab, index, status)
end
elseif GlobalActConfig[id].Type == ActivityTypeDef.DynamicAct_recharge then
tab.gameObject:SetActive(true)
else
tab.gameObject:SetActive(true)
end
else
tab.gameObject:SetActive(false)

View File

@ -15,6 +15,7 @@ local bannerType = {
[7] = {compent = "bg1",titilebg1 = "y_yunchouweiwo_banner"},
[8] = {compent = "bg1",titilebg1 = "y_yishandaohai_banner"},
[9] = {compent = "bg1",titilebg1 = "x_xuanjimiaosuan_banner"},
[10] = {compent = "bg1",titilebg1 = "x_xianglongfuhu_banner"},
}
local GlobalActConfig = ConfigManager.GetConfig(ConfigName.GlobalActivity)
function DynamicTaskPage:ctor(mainPanel, gameObject)

View File

@ -56,6 +56,7 @@ function LingShouBaoGe:InitComponent(gameObject)
this.detail.gameObject:SetActive(false)
this.grid = Util.GetGameObject(this.gameObject, "aniRoot")
this.title = Util.GetGameObject(this.gameObject, "Bg/title"):GetComponent("Image")
--mid
this.progressValue = Util.GetGameObject(this.gameObject, "mid/progress/value"):GetComponent("Image")--fillAmount
@ -118,11 +119,15 @@ function LingShouBaoGe:Refresh()
this:SetData()--加载界面数据立绘+进度条
end
local PositionList = {
[20007] = {pos = 176,title = "l_lingshou_fenghuang"},
[20006] = {pos = 70,title = "l_lingshou_baize"}
}
function LingShouBaoGe:SetData()
rewardData={}
showData={}
rewardData,showData,curScore = DynamicActivityManager.LingShouBuildData()
this.title.sprite = Util.LoadSprite(PositionList[showData.monsterId].title)
--设置立绘
bgName = artConfig[SpiritAnimalConfig[showData.monsterId].Live].Name
local pos = SpiritAnimalConfig[showData.monsterId].Position
@ -130,7 +135,7 @@ function LingShouBaoGe:SetData()
if Live then
poolManager:UnLoadLive(bgName, Live)
end
Live = poolManager:LoadLive(bgName, this.grid.transform, Vector3.one*scale*0.8, Vector2.New(pos[1],pos[2]+176))
Live = poolManager:LoadLive(bgName, this.grid.transform, Vector3.one*scale*0.8, Vector2.New(pos[1],pos[2]+PositionList[showData.monsterId].pos))
local RoleLiveGOGraphic = Live:GetComponent("SkeletonGraphic")
RoleLiveGOGraphic.AnimationState:SetAnimation(0, "idle", true)

View File

@ -118,6 +118,17 @@ local activityType = {
title = "x_xuanjimiaosuan_zi",
helptype = HELP_TYPE.TimeLimitedCall
},
--降龙伏虎 限时召唤
[4310] = {
bg = "Bg2",
hero = {
[1]={name="Bg2/hero1",id=10012,hero="x_xianglongfuhu_shenjiang1"}, --降龙
[2]={name="Bg2/hero2",id=10015,hero="x_xianglongfuhu_shenjiang2"}, --伏虎
[3]={name="Bg2/hero3",id=10017,hero="x_xianglongfuhu_shenjiang3"}, --嫦娥
},
title = "x_xianglongfuhu_zi",
helptype = HELP_TYPE.TimeLimitedCall
},
}
--type与lotterySetting表中的id对应
local btns={ [bType.Btn1]={name="btngroup/once",isInfo=Language[10644]}, [bType.Btn10]={name="btngroup/ten",isInfo=Language[12182]}}

View File

@ -514,6 +514,7 @@ function ExpeditionMainPanel:SingleLayNodeShow(go,layNodeListData)
end
--刷新倒计时显示
function ExpeditionMainPanel:RemainTimeDown(_timeTextExpertgo,_timeTextExpert,timeDown)
timeDown = timeDown - (ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,FUNCTION_OPEN_TYPE.EXPEDITION).SeasonInterval*60)
if timeDown > 0 then
_timeTextExpertgo:SetActive(true)
_timeTextExpert.text = Language[10028]..self:TimeStampToDateString(timeDown)

View File

@ -867,9 +867,6 @@ end
function this.SetOneKeyGo()
--获取需要上阵的位置
local posArr=this.GetPosList()
-- for i = 1, #posArr do
-- Log("可上阵位置索引"..posArr[i])
-- end
if #posArr==0 then
PopupTipPanel.ShowTip(Language[10692])
return
@ -878,32 +875,12 @@ function this.SetOneKeyGo()
local heros = HeroManager.GetAllHeroDatas(limitLevel)
--按战力从大到小排序
table.sort(heros,function(a,b)
-- local aWarPower = HeroManager.CalculateHeroAllProValList(1,a.dynamicId,false)[HeroProType.WarPower]
-- local bWarPower = HeroManager.CalculateHeroAllProValList(1,b.dynamicId,false)[HeroProType.WarPower]
-- if aWarPower==bWarPower then
-- return a.id>b.id
-- else
-- return aWarPower>bWarPower
-- end
if a.warPower == b.warPower then
return a.id>b.id
else
return a.warPower > b.warPower
end
end)
--遍历英雄 去除已上阵英雄
-- for j = 1, #this.choosedList do
-- for k, v in ipairs(heros) do
-- if HeroManager.GetSingleHeroData(v.dynamicId).id== HeroManager.GetSingleHeroData(this.choosedList[j].heroId).id then
-- table.remove(heros,k)
-- break
-- end
-- end
-- end
-- if #heros == 0 then
-- return
-- end
--修改 upHeroSidTable 静态id 存储 有则跳过
local upHeroSidTable = {}
this.order = 0
@ -927,12 +904,72 @@ function this.SetOneKeyGo()
end
end
end
this.SetCardsData()
this.OnClickTabBtn(proId)
end
--缺几个空位 就上几个空位
-- for n = 1, #posArr do
-- table.insert(this.choosedList, {heroId = heros[n].dynamicId, position=posArr[n]})
-- end
-- this.order=this.order+#posArr
--设置轩辕宝镜一键上阵
function this.SetOneKeyGoWithCondition(Rules)
local rulesType = Rules[1][1]
local rulesNum = Rules[1][2]
local curNum = 0
--获取需要上阵的位置
local posArr=this.GetPosList()
if #posArr==0 then
PopupTipPanel.ShowTip(Language[10692])
return
end
local heros = HeroManager.GetAllHeroDatas(limitLevel)
--按战力从大到小排序
table.sort(heros,function(a,b)
if a.warPower == b.warPower then
return a.id>b.id
else
return a.warPower > b.warPower
end
end)
--修改 upHeroSidTable 静态id 存储 有则跳过
local upHeroSidTable = {}
this.order = 0
this.choosedList = {}
for j = 1, #this.choosedList do
local curSingleherodata = HeroManager.GetSingleHeroData(this.choosedList[j].heroId)
upHeroSidTable[curSingleherodata.id] = curSingleherodata.id
end
for k, v in ipairs(heros) do
local curSingleherodata = HeroManager.GetSingleHeroData(v.dynamicId)
if not upHeroSidTable[curSingleherodata.id] then
-- LogGreen("this.choosedList "..#this.choosedList)
if #this.choosedList < 6 then
for n = 1, #posArr do
if rulesType == v.heroConfig.PropertyName and curNum < rulesNum then
curNum = curNum + 1
upHeroSidTable[curSingleherodata.id] = curSingleherodata.id
table.insert(this.choosedList, {heroId = v.dynamicId, position=posArr[n]})
table.remove(posArr,n)
this.order = this.order + 1
break
end
end
end
end
end
for k, v in ipairs(heros) do
local curSingleherodata = HeroManager.GetSingleHeroData(v.dynamicId)
if not upHeroSidTable[curSingleherodata.id] then
-- LogGreen("this.choosedList "..#this.choosedList)
if #this.choosedList < 6 then
for n = 1, #posArr do
upHeroSidTable[curSingleherodata.id] = curSingleherodata.id
table.insert(this.choosedList, {heroId = v.dynamicId, position=posArr[n]})
table.remove(posArr,n)
this.order = this.order + 1
break
end
end
end
end
this.SetCardsData()
this.OnClickTabBtn(proId)
end

View File

@ -15,7 +15,12 @@ function this.GetFormationIndex()
return FormationTypeDef.FORMATION_ARENA_DEFEND
end
--- 提交按钮点击事件
function this.On_Btn1_Click()
this.root.SetOneKeyGo()
end
function this.On_Btn2_Click()
local formation = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ARENA_DEFEND)
if #formation.teamHeroInfos == 0 then
PopupTipPanel.ShowTip(Language[10711])
@ -39,7 +44,9 @@ end
function this.InitView()
this.root.bg:SetActive(true)
this.root.btn_1:SetActive(true)
this.root.btn_1_lab.text = Language[10712]
this.root.btn_1_lab.text = Language[10743]
this.root.btn_2:SetActive(true)
this.root.btn_2_lab.text = Language[10712]
this.root.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Arena })

View File

@ -18,7 +18,12 @@ function this.GetFormationIndex()
return FormationTypeDef.ARENA_TOM_MATCH
end
--- 提交按钮点击事件
---
function this.On_Btn1_Click()
this.root.SetOneKeyGo()
end
function this.On_Btn2_Click()
--保存编队
if not hadClick then
hadClick = true
@ -53,7 +58,9 @@ end
function this.InitView()
this.root.bg:SetActive(true)
this.root.btn_1:SetActive(true)
this.root.btn_1_lab.text = Language[10508]
this.root.btn_1_lab.text = Language[10743]
this.root.btn_2:SetActive(true)
this.root.btn_2_lab.text = Language[10508]
hadClick = false
-- 没开启或者开启没参赛都属于未参赛
local isOpen = ArenaTopMatchManager.IsTopMatchActive()

View File

@ -15,17 +15,13 @@ this.IsNeedChangeFormation = true
--- 逻辑初始化
function this.Init(root, curMapId)
this.root = root
-- if CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
this.curMapId = EndLessMapManager.openMapId
-- else
-- this.curMapId = curMapId
-- end
this.curMapId = EndLessMapManager.openMapId
this.InitView()
end
--- 获取需要显示的编队id
function this.GetFormationIndex()
local index = 0
if CarbonManager.difficulty == 4 then
if CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
index = FormationTypeDef.FORMATION_ENDLESS_MAP
else
FormationManager.curFormationIndex = FormationTypeDef.FORMATION_NORMAL
@ -37,131 +33,131 @@ end
-- 扫荡按钮
--- btn1点击回调事件
function this.On_Btn1_Click()
if CarbonManager.difficulty == 4 and MapManager.Mapping then
if this.root.order>=1 then
--保存编队
FormationManager.RefreshFormation(this.root.curFormationIndex, this.root.choosedList,
FormationManager.formationList[this.root.curFormationIndex].teamPokemonInfos)
PopupTipPanel.ShowTip(Language[10713])
else
PopupTipPanel.ShowTip(Language[10714])
end
return
end
-- 刷新扫荡数据
this.root.ShowStartMopUpInfoData()
-- 显示扫荡界面
this.root.mopUpGo:SetActive(true)
PlayUIAnim( this.root.mopUpGo)
this.root.SetOneKeyGo()
--以前的换成的一键上阵
-- if CarbonManager.difficulty == CARBON_TYPE.ENDLESS and MapManager.Mapping then
-- if this.root.order>=1 then
-- --保存编队
-- FormationManager.RefreshFormation(this.root.curFormationIndex, this.root.choosedList,
-- FormationManager.formationList[this.root.curFormationIndex].teamPokemonInfos)
-- PopupTipPanel.ShowTip(Language[10713])
-- else
-- PopupTipPanel.ShowTip(Language[10714])
-- end
-- return
-- end
-- 刷新扫荡数据--应该是没了
-- this.root.ShowStartMopUpInfoData()
-- -- 显示扫荡界面
-- this.root.mopUpGo:SetActive(true)
-- PlayUIAnim( this.root.mopUpGo)
end
--- btn2点击回调事
local itemType = {
[1] = 27,
[3] = 28,
}
-- local itemType = {
-- [1] = 27,
-- [3] = 28,
-- }
-- 进入地图
function this.On_Btn2_Click()
--保存编队
if this.root.order>=1 then
--保存编队
FormationManager.RefreshFormation(this.root.curFormationIndex, this.root.choosedList,
FormationManager.formationList[this.root.curFormationIndex].teamPokemonInfos)
this.root:ClosePanel()
else
PopupTipPanel.ShowTip(string.format(Language[10701], 1))
PopupTipPanel.ShowTip(Language[10714])
return
end
-- 判断当前选择的副本类型
local itemId = itemType[CarbonManager.difficulty]
-- 无尽副本
if CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
if #FormationManager.GetFormationByID(401).teamHeroInfos == 0 then
PopupTipPanel.ShowTip(Language[10714])
return
end
else
if #FormationManager.formationList[FormationManager.curFormationIndex].teamHeroInfos == 0 then
Log(Language[10715])
PopupTipPanel.ShowTip(Language[10714])
return
if MapManager.Mapping then--在地图里
if this.root.order>=1 then
FormationManager.RefreshFormation(this.root.curFormationIndex, this.root.choosedList,
FormationManager.formationList[this.root.curFormationIndex].teamPokemonInfos)
PopupTipPanel.ShowTip(Language[10713])
else
PopupTipPanel.ShowTip(Language[10714])
end
else
Log("进入的副本difficulty:"..CarbonManager.difficulty)
this.EnterMapbyType(CarbonManager.difficulty)--, itemId)
end
end
--+=======================================
-- if this.root.order>=1 then
-- --保存编队
-- FormationManager.RefreshFormation(this.root.curFormationIndex, this.root.choosedList,
-- FormationManager.formationList[this.root.curFormationIndex].teamPokemonInfos)
-- else
-- PopupTipPanel.ShowTip(string.format(Language[10701], 1))
-- return
-- end
-- -- 判断当前选择的副本类型
-- local itemId = itemType[CarbonManager.difficulty]
-- 无尽副本
-- if CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
-- if #FormationManager.GetFormationByID(401).teamHeroInfos == 0 then
-- PopupTipPanel.ShowTip(Language[10714])
-- return
-- end
-- else
-- if #FormationManager.formationList[FormationManager.curFormationIndex].teamHeroInfos == 0 then
-- Log(Language[10715])
-- PopupTipPanel.ShowTip(Language[10714])
-- return
-- end
-- end
-- 判断挑战次数
if CarbonManager.difficulty == 1 then -- 普通副本
if BagManager.GetItemCountById(itemId) <= 0 and CarbonManager.GetNormalState(this.curMapId)then
PopupTipPanel.ShowTip(Language[10716])
return
end
elseif CarbonManager.difficulty == 3 then -- 英雄副本
if BagManager.GetItemCountById(itemId) <= 0 then
PopupTipPanel.ShowTip(Language[10717])
UIManager.OpenPanel(UIName.QuickPurchasePanel, { type = UpViewRechargeType.EliteCarbonTicket })
return
end
-- elseif CarbonManager.difficulty == 2 then -- 失恋副本
-- Log("即将进入试炼副本!")
end
if CarbonManager.difficulty == 1 or CarbonManager.difficulty == 3 then
-- 战斗力判断
if this.root.formationPower <CarbonManager.recommendFightAbility[this.curMapId] then
MsgPanel.ShowTwo(Language[10718], function()
end, function()
-- 开始挑战
this.EnterMapbyType(CarbonManager.difficulty, itemId)
end, Language[10719], Language[10720]
)
else
this.EnterMapbyType(CarbonManager.difficulty, itemId)
end
else
LogGreen("进入的副本difficulty:"..CarbonManager.difficulty.." itemId: "..tostring(itemId))
MapManager.endlessEnter = true
this.EnterMapbyType(CarbonManager.difficulty, itemId)
end
-- if CarbonManager.difficulty == CARBON_TYPE.NORMAL then -- 普通副本
-- if BagManager.GetItemCountById(itemId) <= 0 and CarbonManager.GetNormalState(this.curMapId)then
-- PopupTipPanel.ShowTip(Language[10716])
-- return
-- end
-- elseif CarbonManager.difficulty == CARBON_TYPE.HERO then -- 英雄副本
-- if BagManager.GetItemCountById(itemId) <= 0 then
-- PopupTipPanel.ShowTip(Language[10717])
-- UIManager.OpenPanel(UIName.QuickPurchasePanel, { type = UpViewRechargeType.EliteCarbonTicket })
-- return
-- end
-- end
-- if CarbonManager.difficulty == CARBON_TYPE.NORMAL or CarbonManager.difficulty == CARBON_TYPE.HERO then
-- -- 战斗力判断
-- if this.root.formationPower <CarbonManager.recommendFightAbility[this.curMapId] then
-- MsgPanel.ShowTwo(Language[10718], function()
-- end, function()
-- -- 开始挑战
-- this.EnterMapbyType(CarbonManager.difficulty, itemId)
-- end, Language[10719], Language[10720]
-- )
-- else
-- this.EnterMapbyType(CarbonManager.difficulty, itemId)
-- end
-- else
-- LogGreen("进入的副本difficulty:"..CarbonManager.difficulty.." itemId: "..tostring(itemId))
-- this.EnterMapbyType(CarbonManager.difficulty, itemId)
-- end
end
-- 根据不同的副本类型进入地图
function this.EnterMapbyType(type, itemId)
if type == 1 or type == 3 or type == 4 then
function this.EnterMapbyType(type)--, itemId)
if type == CARBON_TYPE.NORMAL or type == CARBON_TYPE.HERO or type == CARBON_TYPE.ENDLESS then
MapManager.curMapId = this.curMapId
-- elseif type == 2 then
-- MapManager.curMapId = trialMapData[MapTrialManager.curTowerLevel].MapId
end
local index = CarbonManager.difficulty == 4 and 401 or FormationManager.curFormationIndex
local index = CarbonManager.difficulty == CARBON_TYPE.ENDLESS and FormationTypeDef.FORMATION_ENDLESS_MAP or FormationManager.curFormationIndex
NetManager.MapInfoRequest(MapManager.curCarbonType, function()
MapManager.curAreaId = this.root.curFormationIndex
-- ======== 副本额外的设置 =================================
-- 普通副本解锁后第一次进图
if not CarbonManager.GetNormalState(MapManager.curMapId) and CarbonManager.difficulty == 1 then
-- 更新一次本地值
CarbonManager.playedMapId[MapManager.curMapId] = MapManager.curMapId
PopupTipPanel.ShowTip(Language[10721])
-- 普通、精英副本正常进图
elseif CarbonManager.difficulty == 3 or CarbonManager.difficulty == 1 then
--BagManager.UpdateItemsNum(itemId, 1)
--Log("扣除一次进入副本券, ID是 " .. itemId)
-- 试炼副本
-- elseif CarbonManager.difficulty == 2 then
-- MapTrialManager.firstEnter = true
elseif CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
-- 是否已经开放
-- if not ActTimeCtrlManager.SingleFuncState(46) then
-- PopupTipPanel.ShowTip(Language[10722])
-- return
-- end
end
-- ===========================================================
MapManager.isReloadEnter = false
SwitchPanel.OpenPanel(UIName.MapPanel)
end)
end
@ -173,52 +169,51 @@ end
-- 初始化界面显示
function this.InitView()
if CarbonManager.difficulty == 2 then
if CarbonManager.difficulty == CARBON_TYPE.TRIAL then
this.TrialCarbon()
elseif CarbonManager.difficulty == 1 or CarbonManager.difficulty == 3 then
this.NormalCarbon()
elseif CarbonManager.difficulty == 4 then
-- elseif CarbonManager.difficulty == CARBON_TYPE.NORMAL or CarbonManager.difficulty == CARBON_TYPE.HERO then
-- this.NormalCarbon()
elseif CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
this.EndLessCarbon()
end
-- 初始化编队数据
this.IniFormationSet(CarbonManager.difficulty)
this.root.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = _PanelType[CarbonManager.difficulty] })
this.root.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main})--_PanelType[CarbonManager.difficulty] })
end
--
function this.IniFormationSet(type)
this.IsNeedChangeFormation = type ~= 4
this.IsNeedChangeFormation = type ~= CARBON_TYPE.ENDLESS
end
-- 普通,精英副本设置
function this.NormalCarbon()
this.root.bg:SetActive(true)
this.root.btn_1:SetActive(true)
this.root.btn_2:SetActive(true)
this.root.btn_1_lab.text = Language[10723]
this.root.btn_2_lab.text = Language[10724]
-- 进入副本显示设置
MapManager.isCarbonEnter = true
-- function this.NormalCarbon()
-- this.root.bg:SetActive(true)
-- this.root.btn_1:SetActive(true)
-- this.root.btn_2:SetActive(true)
-- this.root.btn_1_lab.text = Language[10723]
-- this.root.btn_2_lab.text = Language[10724]
-- -- 进入副本显示设置
-- MapManager.isCarbonEnter = true
-- 设置扫荡条件
local canSweep = CarbonManager.GetMapSweepState(this.curMapId)
local rgbValue = canSweep and 1 or 0.5
Util.SetColor(this.root.btn_1, Color.New(rgbValue, rgbValue, rgbValue, 1))
this.root.btn_1:GetComponent("Button").enabled = canSweep
this.SetTipShowByType(CarbonManager.difficulty, canSweep)
end
-- -- 设置扫荡条件
-- local canSweep = CarbonManager.GetMapSweepState(this.curMapId)
-- local rgbValue = canSweep and 1 or 0.5
-- Util.SetColor(this.root.btn_1, Color.New(rgbValue, rgbValue, rgbValue, 1))
-- this.root.btn_1:GetComponent("Button").enabled = canSweep
-- this.SetTipShowByType(CarbonManager.difficulty, canSweep)
-- end
-- 设置精英副本跟普通副本的提示显示
function this.SetTipShowByType(type, canSweep)
local isEliteCarbon = type == 3
this.root.mobTip:SetActive(not canSweep and not isEliteCarbon)
this.root.eliteTip:SetActive(not canSweep and isEliteCarbon)
-- 普通-精英副本得到的地图ID this.curMapId
this.root.eliteNumNeed.text = CarbonManager.EliteSweepCondition(this.curMapId)
end
-- -- 设置精英副本跟普通副本的提示显示
-- function this.SetTipShowByType(type, canSweep)
-- local isEliteCarbon = type == 3
-- this.root.mobTip:SetActive(not canSweep and not isEliteCarbon)
-- this.root.eliteTip:SetActive(not canSweep and isEliteCarbon)
-- -- 普通-精英副本得到的地图ID this.curMapId
-- this.root.eliteNumNeed.text = CarbonManager.EliteSweepCondition(this.curMapId)
-- end
-- 试炼副本设置
function this.TrialCarbon()
@ -236,13 +231,14 @@ function this.EndLessCarbon()
if MapManager.Mapping then
this.root.bg:SetActive(true)
this.root.btn_1:SetActive(true)
this.root.btn_2:SetActive(false)
this.root.btn_1_lab.text = Language[10726]
this.root.btn_2:SetActive(true)
this.root.btn_1_lab.text = Language[10743]
this.root.btn_2_lab.text = Language[10726]
else
this.root.bg:SetActive(true)
this.root.btn_1:SetActive(false)
this.root.btn_1:SetActive(true)
this.root.btn_2:SetActive(true)
this.root.btn_1_lab.text = Language[10723]
this.root.btn_1_lab.text = Language[10743]
this.root.btn_2_lab.text = Language[10724]
-- 进入副本显示设置
MapManager.isCarbonEnter = true

View File

@ -18,7 +18,12 @@ function this.GetFormationIndex()
return FormationTypeDef.EXPEDITION
end
--- btn1点击回调事件
function this.On_Btn1_Click()
this.root.SetOneKeyGo()
end
function this.On_Btn2_Click()
if not hadClick then
hadClick = true
if this.root.order>=1 then
@ -55,7 +60,9 @@ end
-- 初始化界面显示
function this.InitView()
this.root.btn_1:SetActive(true)
this.root.btn_1_lab.text = Language[10708]
this.root.btn_2:SetActive(true)
this.root.btn_1_lab.text = Language[10743]
this.root.btn_2_lab.text = Language[10708]
MapManager.isCarbonEnter = false
this.root.formTip:SetActive(true)
this.root.formTip:GetComponent("Text").text = Language[10727] ..20 .. Language[10728]

View File

@ -14,7 +14,12 @@ function this.GetFormationIndex()
return FormationTypeDef.GUILD_CAR_DELEAY
end
--- btn1点击回调事件
function this.On_Btn1_Click()
this.root.SetOneKeyGo()
end
function this.On_Btn2_Click()
if not hadClick then
hadClick = true
if this.root.order>=1 then
@ -51,7 +56,9 @@ end
-- 初始化界面显示
function this.InitView()
this.root.btn_1:SetActive(true)
this.root.btn_1_lab.text = Language[10708]
this.root.btn_1_lab.text = Language[10743]
this.root.btn_2:SetActive(true)
this.root.btn_2_lab.text = Language[10708]
MapManager.isCarbonEnter = false
this.root.formTip:SetActive(false)
local costTip = this.root.costTip

View File

@ -26,10 +26,16 @@ end
function this.InitView()
this.root.btn_1:SetActive(true)
this.root.btn_1_lab.text = Language[10512]
this.root.btn_1_lab.text = Language[10743]
this.root.btn_2:SetActive(true)
this.root.btn_2_lab.text = Language[10512]
end
function this.On_Btn1_Click()
this.root.SetOneKeyGo()
end
function this.On_Btn2_Click()
if this.root.order>=1 then
--保存编队
FormationManager.RefreshFormation(this.root.curFormationIndex, this.root.choosedList,

View File

@ -17,7 +17,12 @@ function this.GetFormationIndex()
return FormationTypeDef.GUILD_TRANSCRIPT
end
--- btn1点击回调事件
function this.On_Btn1_Click()
this.root.SetOneKeyGo()
end
function this.On_Btn2_Click()
if not hadClick then
hadClick = true
if this.root.order>=1 then
@ -35,26 +40,16 @@ function this.On_Btn1_Click()
hadClick = false
return
end
-- 战斗力判断
-- GetCurNodeInfo = ExpeditionManager.GetCurNodeInfo()
--if this.root.formationPower >= this.nodeData.bossTeaminfo.totalForce then
this.StartFight()
--else
-- MsgPanel.ShowTwo("当前队伍战力小于推荐战力,战斗可能会有失败风险。确定是否要继续战斗?", function()
-- hadClick = false
-- end, function()
-- this.StartFight()
-- end, "取消", "确定"
-- )
--end
this.StartFight()
end
end
-- 初始化界面显示
function this.InitView()
this.root.btn_1:SetActive(true)
this.root.btn_1_lab.text = Language[10708]
this.root.btn_1_lab.text = Language[10743]
this.root.btn_2:SetActive(true)
this.root.btn_2_lab.text = Language[10708]
MapManager.isCarbonEnter = false
this.root.formTip:SetActive(false)
local costTip = this.root.costTip

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@ -17,7 +17,7 @@ function this.GetFormationIndex()
end
--- btn1点击回调事件 -- lEFT
function this.On_Btn1_Click()
function this.On_Btn2_Click()
if this.root.order>=1 then
--保存编队
FormationManager.RefreshFormation(this.root.curFormationIndex, this.root.choosedList,
@ -44,16 +44,17 @@ function this.On_Btn1_Click()
this.StraightBattle()
end
--- btn2点击回调事件 --RIGHT
function this.On_Btn2_Click()
function this.On_Btn1_Click()
this.root.SetOneKeyGo()
end
function this.InitView()
this.root.bg:SetActive(true)
this.root.btn_1:SetActive(true)
this.root.btn_2:SetActive(false)
this.root.btn_2:SetActive(true)
-- this.root.failText:SetActive(true)
this.root.btn_1_lab.text = Language[10709]
this.root.btn_1_lab.text = Language[10743]
this.root.btn_2_lab.text = Language[10709]
this.root.passBattle0.gameObject:SetActive(false)
this.root.passBattle1.gameObject:SetActive(false)

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@ -21,8 +21,9 @@ end
-- 初始化界面显示
function this.InitView()
this.root.bg:SetActive(true)
this.root.btn_1:SetActive(false)
this.root.btn_1:SetActive(true)
this.root.btn_2:SetActive(true)
this.root.btn_1_lab.text = Language[10743]
this.root.btn_2_lab.text = Language[10709]
this.root.tip:SetActive(true)
this.root.exampleBtn:SetActive(false)
@ -36,6 +37,7 @@ end
--- btn1点击回调事件
function this.On_Btn1_Click()
this.root.SetOneKeyGoWithCondition(data.teamRules)
end
-- 进入地图

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@ -94,6 +94,7 @@ function this.SingleInfoDataShow(go,data)
sortNumTabs[i] = Util.GetGameObject(go, "SortNum/SortNum ("..i..")")
sortNumTabs[i]:SetActive(false)
end
LogRed("data.rank:"..data.rank)
if data.rank < 4 then
sortNumTabs[data.rank]:SetActive(true)
else

View File

@ -159,6 +159,9 @@ function this.GetBlood()
end
return blood
end
function this.SetCanSweep1()
canSweep = 0
end
function this.GetCanSweep()
return canSweep
end

View File

@ -59,6 +59,7 @@ local mainDynamicActivityIcon = {
[7] = "r_zjm_huodongicon-yunchouweiwo", ----运筹帷幄
[8] = "r_zjm_huodongicon-yishandaohai", ----移山倒海
[9] = "r_zjm_huodongicon-xuanjimiaosuan", ----玄机妙算
[10] = "r_zjm_huodongicon-xianglongfuhu", ----降龙伏虎
}
function this:AddFuncItem(btnGO, pos)
return {go = btnGO, open = Util.GetGameObject(btnGO, "open"), lock = Util.GetGameObject(btnGO, "lock"), pos = pos}

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@ -188,12 +188,14 @@ function this.RefreshUpdateIndication(buffer)
CheckRedPointStatus(RedPointType.Guild_AidMy)
LuckyTurnTableManager.SetTimes(msg.hadLuckTime,msg.hadAdvanceLuckyTime)
CheckRedPointStatus(RedPointType.Arena_Free)
--三个抽奖勾选重置
PlayerPrefs.SetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.Ten,0)
PlayerPrefs.SetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.TimeLimitTen,0)
PlayerPrefs.SetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.QianKunBoxTen,0)
PlayerPrefs.SetInt(PlayerManager.uid.."Trial",0)--森罗五点刷新重置红点
GuildTranscriptManager.SetCanSweep1()
end
--服务器推送红点信息

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@ -136,7 +136,17 @@ function this.GetGiftGoodsInfo(goodsType, Id)
end
function this.GetGiftGoodsInfoList(type)
return giftGoodsInfoList[type] and giftGoodsInfoList[type] or {}
-- return giftGoodsInfoList[type] and giftGoodsInfoList[type] or {}
if not giftGoodsInfoList[type] then
return {}
end
local newGiftGoodsInfoList = {}
for k,v in pairs(giftGoodsInfoList[type]) do
if rechargeConfig[v.goodsId] and PlayerManager.level >= rechargeConfig[v.goodsId].LevelLinit[1] and PlayerManager.level <= rechargeConfig[v.goodsId].LevelLinit[2] then
table.insert(newGiftGoodsInfoList,v)
end
end
return newGiftGoodsInfoList
end
function this.RefreshGiftGoodsBuyTimes(goodsType, goodsId, buyTimes)

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@ -145,6 +145,7 @@ function this:BindEvent()
this.isStartImage.sprite=Util.LoadSprite("x_xiaoyaoyou_tingzhi")
isAutoRun=true
end
this.btnBack:GetComponent("Button").enabled = false
XiaoYaoManager.StartXiaoYao()
end)
--开始游历
@ -270,6 +271,7 @@ function this.MoveTT(targetIndex,_data)
if isAutoRun then
if costNum>BagManager.GetItemCountById(UpViewRechargeType.YunYouVle) then
PopupTipPanel.ShowTip("云游值不足,休息一会吧!")
this.btnBack:GetComponent("Button").enabled = true
this.youliTag:SetActive(false)
this.isStart:SetActive(false)
this.startBtn:SetActive(true)
@ -288,6 +290,7 @@ function this.MoveTT(targetIndex,_data)
this.youliTag:SetActive(false)
this.isStart:SetActive(false)
this.startBtn:SetActive(true)
this.btnBack:GetComponent("Button").enabled = true
end
else
this.MoveTT(targetIndex,_data)