Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev

dev_chengFeng
jiaoyangna 2021-11-10 13:24:05 +08:00
commit 908e068f23
6 changed files with 154 additions and 77 deletions

View File

@ -233,6 +233,7 @@ ConfigName = {
RidingSwardResult = "RidingSwardResult",
RidingSwardSence = "RidingSwardSence",
WeekcardConfig = "WeekcardConfig",
GuideBattleConfig = "GuideBattleConfig",
}
require "Framework/GameDataBase"
@ -323,6 +324,16 @@ function ConfigManager.TryGetConfigDataByThreeKey(cfgType, key1, value1, key2, v
return configData
end
---获取某个key值为value的所有条目
function ConfigManager.TryGetAllConfigsDataByKey(cfgType, key, value)
local expectList = {}
for _, configInfo in ConfigPairs(ConfigManager.GetConfig(cfgType)) do
if configInfo[key] == value then
table.insert(expectList, configInfo)
end
end
return expectList
end
---获取某个key值为value的所有条目
function ConfigManager.GetAllConfigsDataByKey(cfgType, key, value)
local expectList = {}
for _, configInfo in ConfigPairs(ConfigManager.GetConfig(cfgType)) do

View File

@ -652,28 +652,48 @@ end
-- 从monsterGroup中获取灵兽数据
function this.GetMonsterDataFromGroup(gId, camp)
local list = {}
-- 灵兽
local Monsters = MonsterGroup[gId].Animal
if not Monsters then
return list
end
for i = 1, #Monsters do
local monster = Monsters[i]
local id = monster[1]
local star = monster[2]
local level = monster[3]
if Monsters then
for i = 1, #Monsters do
local monster = Monsters[i]
local id = monster[1]
local star = monster[2]
local level = monster[3]
local mUnit = {
unitId = id,
position = i,
star = star,
playerSex = 0,
forceScore = 0
}
local pros = this.GetMonsterPros(id, level, star)
mUnit.property = pros
local mSkill = ConfigManager.GetConfigDataByDoubleKey(ConfigName.SpiritAnimalSkill, "SpiritAnimalMatch", id, "StarMatch", star)
mUnit.unitSkillIds = mSkill.Id
list[i] = this.PokemonUnitAdapter(mUnit, camp)
end
end
-- 主角
local RoleSkills = MonsterGroup[gId].Role
if RoleSkills and #RoleSkills > 0 then
local mUnit = {
unitId = id,
position = i,
star = star,
playerSex = 0,
forceScore = 0
unitId = 20100,
position = 100,
star = 1,
playerSex = NameManager.roleSex,
forceScore = 0,
property = {}
}
local pros = this.GetMonsterPros(id, level, star)
mUnit.property = pros
local mSkill = ConfigManager.GetConfigDataByDoubleKey(ConfigName.SpiritAnimalSkill, "SpiritAnimalMatch", id, "StarMatch", star)
mUnit.unitSkillIds = mSkill.Id
list[i] = this.PokemonUnitAdapter(mUnit, camp)
for _, id in ipairs(RoleSkills) do
if not mUnit.unitSkillIds then
mUnit.unitSkillIds = id
else
mUnit.unitSkillIds = mUnit.unitSkillIds .. "#" .. id
end
end
list[#list+1] = this.PokemonUnitAdapter(mUnit, camp)
end
return list
end

View File

@ -413,6 +413,7 @@ function this.InitBattleEvent()
BattleLogic.Event:AddEvent(BattleEventName.BattleOrderChange, this.BattleOrderChange)
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, this.BattleRoundChange)
BattleLogic.Event:AddEvent(BattleEventName.RoleTurnStart, this.RoleTurnChange)
BattleLogic.Event:AddEvent(BattleEventName.BattleStart, this.OnBattleStart)
end
-- 清除战斗数据
@ -426,6 +427,7 @@ function this.ClearBattleEvent()
BattleLogic.Event:RemoveEvent(BattleEventName.BattleOrderChange, this.BattleOrderChange)
BattleLogic.Event:RemoveEvent(BattleEventName.BattleRoundChange, this.BattleRoundChange)
BattleLogic.Event:RemoveEvent(BattleEventName.RoleTurnStart, this.RoleTurnChange)
BattleLogic.Event:RemoveEvent(BattleEventName.BattleStart, this.OnBattleStart)
end
--敌军出现的表现
@ -489,6 +491,14 @@ function this.EnemyAppear(isStart)
end
end
-- 战斗开始回调
function this.OnBattleStart()
-- 回调UI层
if this.root.OnBattleStart then
this.root.OnBattleStart()
end
end
-- 角色轮转回调(不出手的位置不会回调)
function this.RoleTurnChange(role)
-- 回调UI层

View File

@ -1,66 +1,42 @@
local GuideBattleLogic = {}
-- 引导节点配置
local _GuideConfig = {
-- 轮数 = {阵营 = { 释放位置 = 对话id}}} 新手引导假战斗
[BattleGuideType.FakeBattle] = {
[-1] = {
-- [0] = {}, -- 战斗开始时
[1] = 300012, -- 战斗结束时
},
[1] = {
[0] = {
[2] = 300008,
[3] = 300010,
},
[1] = {
[1] = 300001,
},
},
-- [2] = {
-- [0] = {
-- [1] = 300001,
-- [2] = 300014,
-- [3] = 300016,
-- }
-- }
},
[BattleGuideType.QuickFight] = {
-- 轮数 = {阵营 = { 释放位置 = 引导id}}}
[1] = {
[0] = {
[1] = 200000,
}
},
}
}
function GuideBattleLogic:Init(guideType)
if not guideType then
return
end
self.guideType = guideType
self.configList = ConfigManager.TryGetAllConfigsDataByKey(ConfigName.GuideBattleConfig, "GuideGroup", self.guideType)
end
function GuideBattleLogic:RoleTurnChange(curRound, role)
local curCamp = role.camp
local curPos = role.position
local _config = _GuideConfig[self.guideType]
if not _config
or not _config[curRound]
or not _config[curRound][curCamp]
or not _config[curRound][curCamp][curPos]
then
-- 没有就不引导了
if not self.configList or #self.configList <= 0 then
return
end
local _config = nil
for _, con in ipairs(self.configList) do
if con.Round == curRound and con.Camp == curCamp and con.Turn == curPos then
_config = con
break
end
end
if not _config then
return
end
-- 对话形式的引导
if self.guideType == BattleGuideType.FakeBattle then
if _config.TriggerType == 1 then
BattleManager.SetGuidePause(true)
local storyId = _config[curRound][curCamp][curPos]
local storyId = _config.TriggerId
StoryManager.EventTrigger(storyId, function()
BattleManager.SetGuidePause(false)
end)
-- 引导形式的引导
elseif self.guideType == BattleGuideType.QuickFight then
elseif _config.TriggerType == 2 then
BattleManager.SetGuidePause(true)
local guideId = _config[curRound][curCamp][curPos]
local guideId = _config.TriggerId
GuideManager.ShowGuide(guideId)
local function _onGuideDone()
Game.GlobalEvent:RemoveEvent(GameEvent.Guide.BattleGuideDone, _onGuideDone)
@ -70,17 +46,64 @@ function GuideBattleLogic:RoleTurnChange(curRound, role)
end
end
function GuideBattleLogic:OnBattleEnd(func)
local _config = _GuideConfig[self.guideType]
if not _config
or not _config[-1]
or not _config[-1][1] then
return
function GuideBattleLogic:OnBattleStart(func)
-- 没有就不引导了
if not self.configList or #self.configList <= 0 then
if func then
func()
end
return
end
local _config = nil
for _, con in ipairs(self.configList) do
if con.Round == -2 then -- 战前
_config = con
break
end
end
if not _config then
if func then
func()
end
return
end
-- 对话形式的引导
if self.guideType == BattleGuideType.FakeBattle then
if _config.TriggerType == 1 then
BattleManager.SetGuidePause(true)
local storyId = _config[-1][1]
local storyId = _config.TriggerId
StoryManager.EventTrigger(storyId, function()
BattleManager.SetGuidePause(false)
if func then
func()
end
end)
end
end
function GuideBattleLogic:OnBattleEnd(func)
-- 没有就不引导了
if not self.configList or #self.configList <= 0 then
if func then
func()
end
return
end
local _config = nil
for _, con in ipairs(self.configList) do
if con.Round == -1 then -- 战后
_config = con
break
end
end
if not _config then
if func then
func()
end
return
end
-- 对话形式的引导
if _config.TriggerType == 1 then
BattleManager.SetGuidePause(true)
local storyId = _config.TriggerId
StoryManager.EventTrigger(storyId, function()
BattleManager.SetGuidePause(false)
if func then

View File

@ -86,7 +86,11 @@ function this:OnOpen(_fightData, _endFunc, guideType)
endFunc = _endFunc
fightType = BATTLE_TYPE.Test --判定战斗类型
this.BG:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_zhandou_changjing_1005")
if guideType == 1 then
this.BG:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_zhandou_changjing_1005")
else
this.BG:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_zhandou_changjing_2")
end
this.BtnGM:SetActive(true)
this.ButtonLock:SetActive(false)
@ -159,6 +163,11 @@ function this.BattleEnd(result)
end)
end
function this.OnBattleStart(order)
--显示波次
GuideBattleLogic:OnBattleStart()
end
function this.OnOrderChanged(order)
--显示波次

View File

@ -51,22 +51,22 @@ function this.EventTrigger(eventId, callBack)
elseif showType == 10 then -- 起名字界面
UIManager.OpenPanel(UIName.CreateNamePopup, showType, eventId, showValues, options)
elseif showType == 14 then -- 引导战斗
local fdata, fseed = BattleManager.GetFakeBattleData(1017)
local fdata, fseed = BattleManager.GetFakeBattleData(options[1])
local testFightData = {
fightData = fdata,
fightSeed = fseed,
fightType = 0,
fightType = BATTLE_SERVER_TYPE.StoryFight,
maxRound = 20
}
local panel = UIManager.OpenPanel(UIName.GuideBattlePanel, testFightData, function()
StoryManager.EventTrigger(100004)
end, BattleGuideType.FakeBattle)
StoryManager.StoryJumpType(options[3])
end, options[2])
elseif showType == 15 then -- 播放转场特效
SwitchPanel.PlayTransEffect(function()
this.StoryJumpType(options[1])
this.StoryJumpType(options[1], nil, callBack)
end)
end
else
@ -97,7 +97,7 @@ function this.DialogueTrigger(eventId, callback)
end
-- 剧情跳转
function this.StoryJumpType(optionId, panel,callBack)
function this.StoryJumpType(optionId, panel, callBack)
local jumpType = chapterOptionData[optionId].JumpType
if jumpType then
if jumpType == 4 then -- 关闭所有界面,结束对话
@ -107,6 +107,10 @@ function this.StoryJumpType(optionId, panel,callBack)
if UIManager.IsOpen(UIName.StoryDialoguePanel) then
UIManager.ClosePanel(UIName.StoryDialoguePanel)
end
--
if callBack then
callBack()
end
elseif jumpType == 5 then
-- 打开主城
PatFaceManager.isLogin = true