【四灵试炼】手动下阵神将,神将状态不会变,还是“已上阵”状态
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db6c53a113
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95d7c4cfea
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@ -239,22 +239,10 @@ function this:OnOpen(_panelType,...)
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SoundManager.PlaySound(SoundConfig.Sound_BattleStart_01)
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end
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function this:SetCampIcon()
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if panelType == FORMATION_TYPE.FOUR_ELEMENT then
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this.opView.SetCampIconByCurType(tabs,this.selectBtn)
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else
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for i = 0 , #tabs do
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Util.SetGray(tabs[i],false)
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tabs[i]:GetComponent("Button").enabled = true
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end
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end
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end
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function this:OnShow()
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this.ElementalResonanceView:OnOpen({sortOrder=self.sortingOrder})
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this.SetDrawLevel()
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this.RefreshFormation(true,true)
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this:SetCampIcon()
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end
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function this:OnClose()
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@ -507,10 +495,6 @@ end
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--点击筛选
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function this.OnClickTabBtn(_proId, isTop,isAni)
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local heros
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this.selectBtn:SetActive(proId ==_proId)
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this.selectBtn.transform:SetParent(tabs[_proId].transform)
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this.selectBtn.transform:DOAnchorPos(Vector3.zero,0)
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this.selectBtn.transform:DOScale(Vector3.one,0)
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if this.curFormationIndex == FormationTypeDef.EXPEDITION then
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if _proId == ProIdConst.All then
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heros = HeroManager.GetAllHeroDatas(limitLevel)
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@ -530,6 +514,19 @@ function this.OnClickTabBtn(_proId, isTop,isAni)
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end
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this.empty:SetActive(#heros<=0)
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this.SetRoleList(heros, isTop,isAni)
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if panelType == FORMATION_TYPE.FOUR_ELEMENT then
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this.opView.SetCampIconByCurType(tabs,this.selectBtn)
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else
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for i = 0 , #tabs do
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Util.SetGray(tabs[i],false)
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tabs[i]:GetComponent("Button").enabled = true
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end
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this.selectBtn:SetActive(proId ==_proId)
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this.selectBtn.transform:SetParent(tabs[_proId].transform)
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this.selectBtn.transform:DOAnchorPos(Vector3.zero,0)
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this.selectBtn.transform:DOScale(Vector3.one,0)
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end
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end
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--设置英雄列表数据
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@ -867,7 +864,7 @@ function this.OnEndDrag(Pointgo,data)--结束拖动
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end
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this.line.gameObject:SetActive(false)
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this.SetCardsData()
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--this.OnClickTabBtn(proId)
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this.OnClickTabBtn(proId)
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end
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function this.OnDrag(Pointgo,data)--拖动中
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if data.pointerEnter==nil then--拖到屏幕外
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