挂机战斗修改提交
parent
344270edab
commit
96258981ad
File diff suppressed because it is too large
Load Diff
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@ -304,6 +304,7 @@ ConfigName = {
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SoldiersLotteryConfig="SoldiersLotteryConfig",
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SoldiersQualityConfig="SoldiersQualityConfig",
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SoldiersSetting="SoldiersSetting",
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SoldierStageConfig="SoldierStageConfig",
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}
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require "Framework/GameDataBase"
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@ -276,6 +276,7 @@ UPSOLDIERLEVELRESPONSE = protobuf.Descriptor();
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UPSOLDIERLEVELRESPONSE_UPLVENDTIME_FIELD = protobuf.FieldDescriptor();
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SOLDIERFIGHTCHECKREQUEST = protobuf.Descriptor();
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SOLDIERFIGHTCHECKRESPONSE = protobuf.Descriptor();
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SOLDIERFIGHTCHECKRESPONSE_RESULT_FIELD = protobuf.FieldDescriptor();
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SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD = protobuf.FieldDescriptor();
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HEROINFO_HEROID_FIELD.name = "heroId"
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@ -2802,10 +2803,20 @@ SOLDIERFIGHTCHECKREQUEST.enum_types = {}
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SOLDIERFIGHTCHECKREQUEST.fields = {}
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SOLDIERFIGHTCHECKREQUEST.is_extendable = false
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SOLDIERFIGHTCHECKREQUEST.extensions = {}
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SOLDIERFIGHTCHECKRESPONSE_RESULT_FIELD.name = "result"
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SOLDIERFIGHTCHECKRESPONSE_RESULT_FIELD.full_name = ".rpc.protocols.SoldierFightCheckResponse.result"
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SOLDIERFIGHTCHECKRESPONSE_RESULT_FIELD.number = 1
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SOLDIERFIGHTCHECKRESPONSE_RESULT_FIELD.index = 0
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SOLDIERFIGHTCHECKRESPONSE_RESULT_FIELD.label = 1
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SOLDIERFIGHTCHECKRESPONSE_RESULT_FIELD.has_default_value = false
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SOLDIERFIGHTCHECKRESPONSE_RESULT_FIELD.default_value = 0
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SOLDIERFIGHTCHECKRESPONSE_RESULT_FIELD.type = 5
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SOLDIERFIGHTCHECKRESPONSE_RESULT_FIELD.cpp_type = 1
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SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD.name = "drop"
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SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD.full_name = ".rpc.protocols.SoldierFightCheckResponse.drop"
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SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD.number = 1
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SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD.index = 0
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SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD.number = 2
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SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD.index = 1
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SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD.label = 1
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SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD.has_default_value = false
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SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD.default_value = nil
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@ -2817,7 +2828,7 @@ SOLDIERFIGHTCHECKRESPONSE.name = "SoldierFightCheckResponse"
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SOLDIERFIGHTCHECKRESPONSE.full_name = ".rpc.protocols.SoldierFightCheckResponse"
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SOLDIERFIGHTCHECKRESPONSE.nested_types = {}
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SOLDIERFIGHTCHECKRESPONSE.enum_types = {}
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SOLDIERFIGHTCHECKRESPONSE.fields = {SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD}
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SOLDIERFIGHTCHECKRESPONSE.fields = {SOLDIERFIGHTCHECKRESPONSE_RESULT_FIELD, SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD}
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SOLDIERFIGHTCHECKRESPONSE.is_extendable = false
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SOLDIERFIGHTCHECKRESPONSE.extensions = {}
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@ -405,6 +405,8 @@ GETMAINLEVELINFORESPONSE_STATE_FIELD = protobuf.FieldDescriptor();
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GETMAINLEVELINFORESPONSE_DURATION_FIELD = protobuf.FieldDescriptor();
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GETMAINLEVELINFORESPONSE_ADVENTUREBOSSINFO_FIELD = protobuf.FieldDescriptor();
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GETMAINLEVELINFORESPONSE_REWARD_FIELD = protobuf.FieldDescriptor();
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GETMAINLEVELINFORESPONSE_SOLDIERLAYERID_FIELD = protobuf.FieldDescriptor();
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GETMAINLEVELINFORESPONSE_SOLDIERSTARTTIME_FIELD = protobuf.FieldDescriptor();
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QUICKBUYTREASURELEVELREQUEST = protobuf.Descriptor();
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QUICKBUYTREASURELEVELREQUEST_LEVEL_FIELD = protobuf.FieldDescriptor();
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TREASUREREFRESHINDICATION = protobuf.Descriptor();
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@ -4544,11 +4546,31 @@ GETMAINLEVELINFORESPONSE_REWARD_FIELD.default_value = ""
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GETMAINLEVELINFORESPONSE_REWARD_FIELD.type = 9
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GETMAINLEVELINFORESPONSE_REWARD_FIELD.cpp_type = 9
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GETMAINLEVELINFORESPONSE_SOLDIERLAYERID_FIELD.name = "soldierLayerId"
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GETMAINLEVELINFORESPONSE_SOLDIERLAYERID_FIELD.full_name = ".rpc.protocols.GetMainLevelInfoResponse.soldierLayerId"
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GETMAINLEVELINFORESPONSE_SOLDIERLAYERID_FIELD.number = 6
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GETMAINLEVELINFORESPONSE_SOLDIERLAYERID_FIELD.index = 5
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GETMAINLEVELINFORESPONSE_SOLDIERLAYERID_FIELD.label = 1
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GETMAINLEVELINFORESPONSE_SOLDIERLAYERID_FIELD.has_default_value = false
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GETMAINLEVELINFORESPONSE_SOLDIERLAYERID_FIELD.default_value = 0
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GETMAINLEVELINFORESPONSE_SOLDIERLAYERID_FIELD.type = 5
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GETMAINLEVELINFORESPONSE_SOLDIERLAYERID_FIELD.cpp_type = 1
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GETMAINLEVELINFORESPONSE_SOLDIERSTARTTIME_FIELD.name = "soldierStartTime"
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GETMAINLEVELINFORESPONSE_SOLDIERSTARTTIME_FIELD.full_name = ".rpc.protocols.GetMainLevelInfoResponse.soldierStartTime"
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GETMAINLEVELINFORESPONSE_SOLDIERSTARTTIME_FIELD.number = 7
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GETMAINLEVELINFORESPONSE_SOLDIERSTARTTIME_FIELD.index = 6
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GETMAINLEVELINFORESPONSE_SOLDIERSTARTTIME_FIELD.label = 1
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GETMAINLEVELINFORESPONSE_SOLDIERSTARTTIME_FIELD.has_default_value = false
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GETMAINLEVELINFORESPONSE_SOLDIERSTARTTIME_FIELD.default_value = 0
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GETMAINLEVELINFORESPONSE_SOLDIERSTARTTIME_FIELD.type = 5
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GETMAINLEVELINFORESPONSE_SOLDIERSTARTTIME_FIELD.cpp_type = 1
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GETMAINLEVELINFORESPONSE.name = "GetMainLevelInfoResponse"
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GETMAINLEVELINFORESPONSE.full_name = ".rpc.protocols.GetMainLevelInfoResponse"
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GETMAINLEVELINFORESPONSE.nested_types = {}
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GETMAINLEVELINFORESPONSE.enum_types = {}
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GETMAINLEVELINFORESPONSE.fields = {GETMAINLEVELINFORESPONSE_FIGHTID_FIELD, GETMAINLEVELINFORESPONSE_STATE_FIELD, GETMAINLEVELINFORESPONSE_DURATION_FIELD, GETMAINLEVELINFORESPONSE_ADVENTUREBOSSINFO_FIELD, GETMAINLEVELINFORESPONSE_REWARD_FIELD}
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GETMAINLEVELINFORESPONSE.fields = {GETMAINLEVELINFORESPONSE_FIGHTID_FIELD, GETMAINLEVELINFORESPONSE_STATE_FIELD, GETMAINLEVELINFORESPONSE_DURATION_FIELD, GETMAINLEVELINFORESPONSE_ADVENTUREBOSSINFO_FIELD, GETMAINLEVELINFORESPONSE_REWARD_FIELD, GETMAINLEVELINFORESPONSE_SOLDIERLAYERID_FIELD, GETMAINLEVELINFORESPONSE_SOLDIERSTARTTIME_FIELD}
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GETMAINLEVELINFORESPONSE.is_extendable = false
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GETMAINLEVELINFORESPONSE.extensions = {}
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QUICKBUYTREASURELEVELREQUEST_LEVEL_FIELD.name = "level"
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@ -6,11 +6,13 @@ local invadeMonster = require("Modules/Fight/View/InvadeMonsterView")
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-- 小人行动
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--local roleWalkView = require("Modules/Fight/View/RoleShowView")
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-- 小地图
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local fightMap = require("Modules/Fight/View/FightPointMapView")
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--local fightMap = require("Modules/Fight/View/FightPointMapView")
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local fightLevelConfig = ConfigManager.GetConfig(ConfigName.MainLevelConfig)
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local fightLevelSetConfig = ConfigManager.GetConfig(ConfigName.MainLevelSettingConfig)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local aaa=ConfigManager.GetConfigData(ConfigName.SpecialConfig,180).Value
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local roleConfig=ConfigManager.GetConfig(ConfigName.RoleConfig)
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local curSoliderStageConfig
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local cost=string.split(aaa,"#")
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local points = {}
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local isCounting = false
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@ -58,14 +60,14 @@ local fightAnim = {
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-- local mapNpc = "live2d_npc_map"
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-- local mapNpc2 = "live2d_npc_map_nv"
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-- local npc
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local heroSpineList={}
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--初始化组件(用于子类重写)
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function FightPointPassMainPanel:InitComponent()
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invadeMonster:InitComponent(self.gameObject, this)
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this.spLoader = SpriteLoader.New()
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isAnimActive = false
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fightMap:InitComponent(self.gameObject, this)
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--fightMap:InitComponent(self.gameObject, this)
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-- 通关豪礼入口
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this.pgBtn=Util.GetGameObject(self.gameObject,"LeftUp/box/passGift")
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this.pgFrame=Util.GetGameObject(this.pgBtn,"frame"):GetComponent("Image")
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@ -216,9 +218,7 @@ function FightPointPassMainPanel:InitComponent()
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this.btnFightLevel:SetActive(false)
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-- this.funcBtnList[FUNCTION_OPEN_TYPE.FIGHTLEVEL] = this.btnFightLevel
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-- this.btnFightLevelRedPoint = Util.GetGameObject(this.btnFightLevel, "redPoint")
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this.bossObj=Util.GetGameObject(self.gameObject, "Bg/battleObj/boss")
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this.playerPos=Util.GetGameObject(self.gameObject, "Bg/battleObj/player")
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this.playerList={}
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--小兵系统
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this.btn_lv=Util.GetGameObject(self.gameObject, "soldierObj/btn_lv")
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this.lvTxt=Util.GetGameObject(self.gameObject, "soldierObj/btn_lv/Text"):GetComponent("Text")
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@ -242,9 +242,34 @@ function FightPointPassMainPanel:InitComponent()
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this.soliderList[i].type=Util.GetGameObject(go, "type"):GetComponent("Text")
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this.soliderList[i].lock=Util.GetGameObject(go, "Image")
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end
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--战斗部分
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this.battlePanel=Util.GetGameObject(self.gameObject, "Bg/battlePanel")
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this.enemyPos=Util.GetGameObject(self.gameObject, "battlePanel/enemyPos/pos")
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local aaa={}
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aaa.role={}
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aaa.role.camp=1
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this.Floater = FloatNode.New(aaa, this.enemyPos, this.enemyPos)
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this.heroList={}
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for i=1,6 do
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this.heroList[i]={}
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local obj=Util.GetGameObject(self.gameObject, "battlePanel/heroPos/hero1 (".. i ..")")
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this.heroList[i].go=obj
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this.heroList[i].pos=Util.GetGameObject(this.heroList[i].go, "pos")
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this.heroList[i].effect = poolManager:LoadAsset("c_xy_0012_skeff_slidesk_ballistic", PoolManager.AssetType.GameObject)
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this.heroList[i].effect.transform:SetParent(this.heroList[i].pos.transform)
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this.heroList[i].effect.transform.localScale = Vector3.one
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this.heroList[i].effect.transform.localPosition = Vector3.New(0, 0, 0)
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this.heroList[i].effect:SetActive(false)
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end
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this.soliderGrid=Util.GetGameObject(self.gameObject, "battlePanel/soliderPos")
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this.soliderPre=Util.GetGameObject(self.gameObject, "battlePanel/soliderPre")
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this.timeTxt=Util.GetGameObject(self.gameObject, "battlePanel/timeTxt"):GetComponent("Text")
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this.hpTxt=Util.GetGameObject(self.gameObject, "battlePanel/hpTxt"):GetComponent("Text")
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this.bossObj=Util.GetGameObject(self.gameObject, "battlePanel/bossObj")
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this.bossImg=Util.GetGameObject(self.gameObject, "battlePanel/bossObj/icon"):GetComponent("Image")
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this.bossNum=Util.GetGameObject(self.gameObject, "battlePanel/bossObj/num"):GetComponent("Text")
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end
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--绑定事件(用于子类重写)
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@ -374,9 +399,30 @@ end
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function this.RefreshLvInfo()
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end
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local levelList={}
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--刷新boss信息显示
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function this.RefreshBossInfo()
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levelList={}
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local curFight=FightPointPassManager.curOpenFight
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--LogError("curfight==========================================================="..curFight)
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for k,v in ConfigPairs(fightLevelConfig) do
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if k>=curFight then
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if v.OpenRule and (v.OpenRule[1][1]==9 or v.OpenRule[1][1]==0 )and SmallSoldierManager.level>=v.OpenRule[1][2] then
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LogError("k==================================="..k)
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table.insert(levelList,k)
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end
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end
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end
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if #levelList>0 then
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this.bossObj:SetActive(true)
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this.bossNum.text=#levelList
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else
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this.bossObj:SetActive(false)
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end
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end
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--刷新小兵信息
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function this.RefreshSoliderInfo()
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this.RefreshBossInfo()
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this.lvTxt.text=SmallSoldierManager.level
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local lotteryConfig=ConfigManager.GetConfigData(ConfigName.SoldiersLotteryConfig,SmallSoldierManager.level)
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this.lvBarTxt.text=string.format("兵力:%s/%s",BagManager.GetItemCountById(lotteryConfig.Soldiers[1]),lotteryConfig.Soldiers[2])
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@ -389,6 +435,7 @@ function this.RefreshSoliderInfo()
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this.costTxt.text=BagManager.GetItemCountById(tonumber(cost[1]))
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local openList=lotteryConfig.SoldierType
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local dataList=SmallSoldierManager.soldierList
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LogError("dataList=========================================================="..#dataList)
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for i=1,#this.soliderList do
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--如果这个位置有小兵
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if dataList[i] then
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@ -412,10 +459,199 @@ function this.RefreshSoliderInfo()
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--
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this.soliderList[i].lock:SetActive(CheckListIsContainValue1(openList,i)==false)
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end
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this.ShowBattleInfo()
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end
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local soliderPreList={}
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local bossSpine
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function this.ShowBattleInfo()
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--显示boss
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curSoliderStageConfig=ConfigManager.GetConfigData(ConfigName.SoldierStageConfig,FightPointPassManager.soldierLayerId)
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local heroData = ConfigManager.GetConfigData(ConfigName.HeroConfig,curSoliderStageConfig.Hero)
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local bossName=GetResourcePath(heroData.Live)
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if bossName~=this.bossLiveName then
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--poolManager:UnLoadLive(this.bossLiveName, this.bossLiveGO, PoolManager.AssetType.GameObject)
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this.bossLiveName=bossName
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this.bossLiveGO= poolManager:LoadLive(this.bossLiveName,this.enemyPos.transform, Vector3.one, Vector3.zero)
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this.bossLiveGO.transform:SetParent(this.enemyPos.transform)
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this.bossLiveGO.transform.localPosition = Vector2.New(0, 0)
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this.bossLiveGO.transform.localScale=Vector3.one * roleConfig[curSoliderStageConfig.Hero].enemy_liveScale*0.5
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bossSpine=this.bossLiveGO:GetComponent("SkeletonGraphic")
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end
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local team=FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
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for i=1,6 do
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--如果这个位置有英雄
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if team.teamHeroInfos[i] then
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local heroData = HeroManager.GetSingleHeroData(team.teamHeroInfos[i].heroId)
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local sId=heroData.id
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local roleLiveGO=nil
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if heroSpineList[heroData.live]==nil then
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roleLiveGO= poolManager:LoadLive(heroData.live,this.heroList[i].pos.transform, Vector3.one, Vector3.zero)
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else
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roleLiveGO=heroSpineList[heroData.live]
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end
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roleLiveGO.transform:SetParent(this.heroList[i].pos.transform)
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roleLiveGO.transform.localPosition = Vector2.New(0, 0)
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roleLiveGO.transform.localScale=Vector3.one * roleConfig[sId].enemy_liveScale*0.2 -- * 0.75--* 1.5
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if i<=3 then
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if heroData.heroConfig.Toward==1 then
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SetHEeroLiveToward(roleLiveGO,1)
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end
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else
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if heroData.heroConfig.Toward==2 then
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SetHEeroLiveToward(roleLiveGO,1)
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end
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end
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this.heroList[i].spine=roleLiveGO:GetComponent("SkeletonGraphic")
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this.heroList[i].data=heroData
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heroSpineList[heroData.live]=roleLiveGO
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end
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end
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--小兵显示
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local aaa=SmallSoldierManager.soldierList
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LogError("dataList=======len==========="..#SmallSoldierManager.soldierList)
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local index=0
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for k, v in pairs(aaa) do
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index=index+1
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if not soliderPreList[index] then
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local obj=newObjToParent(this.soliderPre,this.soliderGrid)
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soliderPreList[index]={}
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soliderPreList[index].go=obj
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soliderPreList[index].pos=Util.GetGameObject(obj, "pos")
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soliderPreList[index].effect = poolManager:LoadAsset("c_xy_0012_skeff_slidesk_ballistic", PoolManager.AssetType.GameObject)
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soliderPreList[index].effect.transform:SetParent(soliderPreList[index].pos.transform)
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soliderPreList[index].effect.transform.localScale = Vector3.one
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soliderPreList[index].effect.transform.localPosition = Vector3.New(0, 0, 0)
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soliderPreList[index].data=v
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soliderPreList[index].effect:SetActive(false)
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Util.SetParticleSortLayer(soliderPreList[index].effect, orginLayer+2)
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else
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end
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end
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if this.timer then
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this.timer:Stop()
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this.timer = nil
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end
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local cd=0
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local battleTime=curSoliderStageConfig.Time
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local bossHp=curSoliderStageConfig.Hp
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local isHit=false
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LogError("curSoliderStageConfig.Time===="..curSoliderStageConfig.Time.." curSoliderStageConfig.Hp=="..curSoliderStageConfig.Hp)
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this.timer = Timer.New(function()
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cd=cd+1
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--每隔三秒攻击一次
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if cd==3 then
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--英雄攻击
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for i=1,6 do
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if this.heroList[i].spine then
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this.heroList[i].effect.transform.position =this.heroList[i].pos.transform.position
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this.heroList[i].spine.AnimationState:SetAnimation(0, "touch", true)
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Util.ClearTrailRender(this.heroList[i].effect)
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this.heroList[i].effect:SetActive(true)
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this.heroList[i].effect:GetComponent("RectTransform"):DOMove(this.enemyPos.transform.position, 0.6, false):OnComplete(function ()
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if this.heroList[i].effect then
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this.heroList[i].effect:SetActive(false)
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end
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this.heroList[i].spine.AnimationState:SetAnimation(0, "idle", true)
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--LogError("this.heroList[i].data.attack=="..this.heroList[i].data.attack)
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local proList=HeroPropManager.GetHeroProp(this.heroList[i].data.dynamicId, FormationTypeDef.FORMATION_NORMAL)
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--LogError("prolist[2]==============="..proList[2])
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--for i=1,5 do
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bossHp=bossHp-proList[2]
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this.Floater:ArtFloating(ArtFloatingType.Damage,ArtFloatingColor.White,proList[2])
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--end
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isHit=true
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if isHit then
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--LogError("boss被攻击======================================")
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bossSpine.AnimationState:SetAnimation(0, "hit",false)
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isHit=false
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end
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end)
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end
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end
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local lotteryConfig=ConfigManager.GetConfigData(ConfigName.SoldiersLotteryConfig,SmallSoldierManager.level)
|
||||
local add=lotteryConfig.SoldiersUP/10000
|
||||
--小兵攻击
|
||||
for i=1,#soliderPreList do
|
||||
local aaa=soliderPreList[i]
|
||||
--if aaa.spine then
|
||||
aaa.effect.transform.position =aaa.pos.transform.position
|
||||
--aaa.spine.AnimationState:SetAnimation(0, "touch", true)
|
||||
Util.ClearTrailRender(aaa.effect)
|
||||
aaa.effect:SetActive(true)
|
||||
aaa.effect:GetComponent("RectTransform"):DOMove(this.enemyPos.transform.position, 0.6, false):OnComplete(function ()
|
||||
if aaa.effect then
|
||||
aaa.effect:SetActive(false)
|
||||
end
|
||||
|
||||
--aaa.spine.AnimationState:SetAnimation(0, "idle", true)
|
||||
-- for i=1,5 do
|
||||
--LogError("aaa.data.attributes[2].value=="..aaa.data.attributes[2].value)
|
||||
local attack=math.floor(aaa.data.attributes[2].value*(1+add))
|
||||
bossHp=bossHp-attack
|
||||
this.Floater:ArtFloating(ArtFloatingType.Damage,ArtFloatingColor.White,attack)
|
||||
-- end
|
||||
end)
|
||||
--end
|
||||
end
|
||||
|
||||
cd=0
|
||||
end
|
||||
bossSpine.AnimationState:SetAnimation(0, "idle", true)
|
||||
battleTime=battleTime-1
|
||||
this.timeTxt.text=battleTime
|
||||
this.hpTxt.text=bossHp
|
||||
--战斗时间到了,重头开始打
|
||||
if battleTime<=0 then
|
||||
LogError("战斗结束")
|
||||
this.timer:Stop()
|
||||
cd=0
|
||||
battleTime=curSoliderStageConfig.Time
|
||||
bossHp=curSoliderStageConfig.Hp
|
||||
this.timer:Start()
|
||||
end
|
||||
if bossHp<=0 then
|
||||
LogError("boss被击败")
|
||||
this.timer:Stop()
|
||||
NetManager.SoldierFightCheckRequest(function(msg)
|
||||
--战斗成功
|
||||
if msg.result==1 then
|
||||
FightPointPassManager.soldierLayerId=curSoliderStageConfig.NextId
|
||||
curSoliderStageConfig=ConfigManager.GetConfigData(ConfigName.SoldierStageConfig,FightPointPassManager.soldierLayerId)
|
||||
local heroData = ConfigManager.GetConfigData(ConfigName.HeroConfig,curSoliderStageConfig.Hero)
|
||||
local name=GetResourcePath(heroData.Live)
|
||||
--换boss了
|
||||
if name~=this.bossLiveName then
|
||||
poolManager:UnLoadLive(this.bossLiveName, this.bossLiveGO, PoolManager.AssetType.GameObject)
|
||||
this.bossLiveName=name
|
||||
this.bossLiveGO= poolManager:LoadLive(this.bossLiveName,this.enemyPos.transform, Vector3.one, Vector3.zero)
|
||||
this.bossLiveGO.transform:SetParent(this.enemyPos.transform)
|
||||
this.bossLiveGO.transform.localPosition = Vector2.New(0, 0)
|
||||
this.bossLiveGO.transform.localScale=Vector3.one * roleConfig[curSoliderStageConfig.Hero].enemy_liveScale*0.5
|
||||
bossSpine=this.bossLiveGO:GetComponent("SkeletonGraphic")
|
||||
end
|
||||
end
|
||||
this.timer:Start()
|
||||
cd=0
|
||||
battleTime=curSoliderStageConfig.Time
|
||||
bossHp=curSoliderStageConfig.Hp
|
||||
this.RefreshBossInfo()
|
||||
end)
|
||||
end
|
||||
end, 1, -1, true)
|
||||
this.timer:Start()
|
||||
end
|
||||
|
||||
function this.SetInitAnim()
|
||||
-- 隐藏界面特效
|
||||
-- count = 1
|
||||
|
|
@ -426,7 +662,7 @@ function this.SetInitAnim()
|
|||
-- fightSkeleton.AnimationState:SetAnimation(0, fightAnim[2], false)
|
||||
-- isAnimActive = true
|
||||
-- chooseAnim = FightPointPassManager.IsFightBoss() and 4 or 3
|
||||
fightMap.StopAction()
|
||||
--fightMap.StopAction()
|
||||
UIManager.OpenPanel(UIName.FightLevelSwitchPopup, true)
|
||||
end
|
||||
|
||||
|
|
@ -437,9 +673,9 @@ function this:PlayerKillAllSkill()
|
|||
go.transform.localScale = Vector3.one
|
||||
go.transform.localPosition =offset
|
||||
go:SetActive(true)
|
||||
this.skillTimer = Timer.New(function ()
|
||||
fightMap.AllBattleEnd()
|
||||
end,3)
|
||||
-- this.skillTimer = Timer.New(function ()
|
||||
-- fightMap.AllBattleEnd()
|
||||
-- end,3)
|
||||
this.skillTimer:Start()
|
||||
Timer.New(function ()
|
||||
destroy(go)
|
||||
|
|
@ -457,7 +693,7 @@ end
|
|||
function FightPointPassMainPanel:AddListener()
|
||||
|
||||
invadeMonster:AddListener()
|
||||
fightMap:AddListener()
|
||||
--fightMap:AddListener()
|
||||
Game.GlobalEvent:AddEvent(GameEvent.FunctionCtrl.OnFunctionOpen, this.BtnsIsOpen)
|
||||
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateFindTreasureMaterialNum)
|
||||
Game.GlobalEvent:AddEvent(GameEvent.FindTreasure.RefreshFindTreasureRedPot, this.RefreshFindTreasureRedPoint)
|
||||
|
|
@ -478,7 +714,7 @@ end
|
|||
function FightPointPassMainPanel:RemoveListener()
|
||||
|
||||
invadeMonster:RemoveListener()
|
||||
fightMap:RemoveListener()
|
||||
--fightMap:RemoveListener()
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.FunctionCtrl.OnFunctionOpen, this.BtnsIsOpen)
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, this.UpdateFindTreasureMaterialNum)
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.FindTreasure.RefreshFindTreasureRedPot, this.RefreshFindTre3asureRedPoint)
|
||||
|
|
@ -591,7 +827,7 @@ function FightPointPassMainPanel:OnShow()
|
|||
coroutine.start(function()
|
||||
-- coroutine.wait(0.01)
|
||||
if UIManager.IsOpen(UIName.FightPointPassMainPanel) then
|
||||
fightMap:Init()
|
||||
--fightMap:Init()
|
||||
hasMap = true
|
||||
end
|
||||
end)
|
||||
|
|
@ -746,7 +982,7 @@ end
|
|||
--按钮开启限制
|
||||
function this.BtnsIsOpen()
|
||||
for i, v in pairs(this.funcBtnList) do
|
||||
LogError("i==="..i)
|
||||
--LogError("i==="..i)
|
||||
local isOpen = ActTimeCtrlManager.SingleFuncState(i)
|
||||
v:SetActive(isOpen)
|
||||
end
|
||||
|
|
@ -755,11 +991,12 @@ end
|
|||
|
||||
function this.IntiReward()
|
||||
local rewardData
|
||||
if FightPointPassManager.isOpenNewChapter then
|
||||
rewardData = fightLevelConfig[FightPointPassManager.curOpenFight].RewardShowMin
|
||||
else
|
||||
rewardData = fightLevelConfig[FightPointPassManager.lastPassFightId].RewardShowMin
|
||||
end
|
||||
rewardData = ConfigManager.GetConfigData(ConfigName.SoldierStageConfig,SmallSoldierManager.level).RewardShowMin
|
||||
-- if FightPointPassManager.isOpenNewChapter then
|
||||
-- rewardData = fightLevelConfig[FightPointPassManager.curOpenFight].RewardShowMin
|
||||
-- else
|
||||
-- rewardData = fightLevelConfig[FightPointPassManager.lastPassFightId].RewardShowMin
|
||||
-- end
|
||||
if rewardData then
|
||||
for i = 1, #rewardData do
|
||||
if not this.rewardList[i] then
|
||||
|
|
@ -864,15 +1101,31 @@ end
|
|||
function this.ExcuteBattle()
|
||||
if not FightPointPassManager.IsChapterClossState() then
|
||||
--fightMap.StopAction()
|
||||
if hasMap then
|
||||
LogGreen("关闭挂机")
|
||||
fightMap:OnClose()
|
||||
hasMap = false
|
||||
-- if hasMap then
|
||||
-- LogGreen("关闭挂机")
|
||||
-- fightMap:OnClose()
|
||||
-- hasMap = false
|
||||
-- end
|
||||
-- UIManager.OpenPanel(UIName.FightMiddleChoosePanel, FightPointPassManager.curOpenFight, true,function ()
|
||||
-- --- 临时代码
|
||||
-- --FightPointPassManager.SetChapterOpenState(false)
|
||||
-- end)
|
||||
-- 章节解锁时添加对话
|
||||
FightPointPassManager.SetChapterOpenState(false)
|
||||
LogError("FightPointPassManager.lastPassFightId=="..FightPointPassManager.lastPassFightId)
|
||||
LogError("FightPointPassManager.GetCurFightId()"..FightPointPassManager.GetCurFightId())
|
||||
local chapterId = math.floor(FightPointPassManager.lastPassFightId / 1000)
|
||||
LogError("chapterid==================="..chapterId)
|
||||
local curChapterId = fightLevelSetConfig[chapterId].EventId
|
||||
if curChapterId>0 then
|
||||
StoryManager.EventTrigger(curChapterId, function()
|
||||
LogGreen("打开挂机界面")
|
||||
UIManager.OpenPanel(UIName.FightPointPassMainPanel)
|
||||
end)
|
||||
else
|
||||
UIManager.OpenPanel(UIName.FightPointPassMainPanel)
|
||||
end
|
||||
UIManager.OpenPanel(UIName.FightMiddleChoosePanel, FightPointPassManager.curOpenFight, true,function ()
|
||||
--- 临时代码
|
||||
--FightPointPassManager.SetChapterOpenState(false)
|
||||
end)
|
||||
|
||||
return
|
||||
end
|
||||
|
||||
|
|
@ -900,7 +1153,17 @@ function this.ExcuteBattle()
|
|||
else
|
||||
-- 检测是否有前置引导
|
||||
GuideManager.BeforeFightCheck(curFightId, function()
|
||||
this.SetInitAnim()
|
||||
if #levelList<=0 then
|
||||
LogError("没有要打的boss关卡")
|
||||
return
|
||||
end
|
||||
--屏蔽弹怪追认的动画
|
||||
--this.SetInitAnim()
|
||||
local isBoss = FightPointPassManager.IsFightBoss()
|
||||
local sound = isBoss and SoundConfig.Sound_FightArea_Boss or SoundConfig.Sound_FightArea_Monster
|
||||
SoundManager.PlaySound(sound, AUDIO_FADE_TYPE.FADE_OUT_NOT_IN, AUDIO_RUN_TYPE.CONC, nil, 20)
|
||||
LogError("levelList[1]=================================="..levelList[1])
|
||||
UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.STORY, levelList[1])
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
|
@ -933,7 +1196,7 @@ function FightPointPassMainPanel:OnSortingOrderChange()
|
|||
Util.AddParticleSortLayer(this.UI_Effect_MuBiaoJiangLi, self.sortingOrder - orginLayer)
|
||||
Util.SetParticleSortLayer(this.fightSaoGuang, self.sortingOrder + 1)
|
||||
Util.SetParticleSortLayer(this.fightGuideEffect, self.sortingOrder + 2)
|
||||
fightMap:OnSortingOrderChange(self.sortingOrder)
|
||||
--fightMap:OnSortingOrderChange(self.sortingOrder)
|
||||
|
||||
orginLayer = self.sortingOrder
|
||||
|
||||
|
|
@ -942,6 +1205,13 @@ function FightPointPassMainPanel:OnSortingOrderChange()
|
|||
if this.playerInfoView then
|
||||
this.playerInfoView:SetLayer(self.sortingOrder)
|
||||
end
|
||||
|
||||
|
||||
for i=1,6 do
|
||||
if this.heroList[i] then
|
||||
Util.SetParticleSortLayer(this.heroList[i].effect, self.sortingOrder+2)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--界面关闭时调用(用于子类重写)
|
||||
|
|
@ -950,10 +1220,10 @@ function FightPointPassMainPanel:OnClose()
|
|||
PlayerManager.StopBattleUpLvTipTime()
|
||||
hasLoad = false
|
||||
invadeMonster:OnClose()
|
||||
if hasMap then
|
||||
fightMap:OnClose()
|
||||
hasMap = false
|
||||
end
|
||||
-- if hasMap then
|
||||
-- fightMap:OnClose()
|
||||
-- hasMap = false
|
||||
-- end
|
||||
|
||||
if this.animTimer then
|
||||
this.animTimer:Stop()
|
||||
|
|
@ -1000,6 +1270,15 @@ function FightPointPassMainPanel:OnDestroy()
|
|||
this.playerInfoView = nil
|
||||
end
|
||||
points = {}
|
||||
for k, v in pairs(heroSpineList) do
|
||||
poolManager:UnLoadAsset(k,v,poolManager.AssetType.GameObject)
|
||||
end
|
||||
poolManager:UnLoadLive(this.bossLiveName, this.bossLiveGO, PoolManager.AssetType.GameObject)
|
||||
heroSpineList={}
|
||||
this.heroList={}
|
||||
soliderPreList={}
|
||||
this.bossLiveGO=nil
|
||||
this.bossLiveName=nil
|
||||
end
|
||||
--跳转显示新手提示圈
|
||||
function FightPointPassMainPanel.ShowGuideGo(btnIndex)
|
||||
|
|
|
|||
|
|
@ -5,6 +5,7 @@ local mainLevelConfig = ConfigManager.GetConfig(ConfigName.MainLevelConfig)
|
|||
local Huo_Dong_Diao_Luo = ConfigManager.GetConfig(ConfigName.ActivityDropReward)
|
||||
local rewardGroupConfig = ConfigManager.GetConfig(ConfigName.RewardGroup)
|
||||
local LevelTipsConfig = ConfigManager.GetConfig(ConfigName.LevelTips)
|
||||
local curSoliderConfig=nil
|
||||
this.talkingTime = 0 --对话时间
|
||||
-- 挂机物品栏位对应vip数值加成特权
|
||||
|
||||
|
|
@ -39,7 +40,9 @@ function this.Initialize()
|
|||
Game.GlobalEvent:AddEvent(GameEvent.Player.OnLevelChange, this.CheckFightRP)
|
||||
-- Game.GlobalEvent:AddEvent(GameEvent.Mission.OnOpenEnableFight, this.CheckFightRP)
|
||||
Game.GlobalEvent:AddEvent(GameEvent.Mission.OnOpenFight, this.CheckFightRP)
|
||||
|
||||
this.soldierLayerId=0
|
||||
this.soldierStartTime=0
|
||||
|
||||
end
|
||||
|
||||
function this.CheckFightRP()
|
||||
|
|
@ -55,6 +58,9 @@ function this.InitAllFightPointState(msg)
|
|||
|
||||
this.HangOnTime = msg.duration
|
||||
this.curOpenFight = msg.fightId
|
||||
this.soldierStartTime = msg.soldierStartTime
|
||||
this.soldierLayerId = msg.soldierLayerId
|
||||
LogError("msg.soldierLayerId========================================================="..msg.soldierLayerId)
|
||||
if mainLevelConfig[this.curOpenFight].SortId-1 > 0 then
|
||||
this.lastPassFightId = ConfigManager.GetConfigDataByKey(ConfigName.MainLevelConfig,"SortId", mainLevelConfig[this.curOpenFight].SortId-1).Id
|
||||
LogError("this.lastPassFightId=="..this.lastPassFightId)
|
||||
|
|
@ -63,7 +69,7 @@ function this.InitAllFightPointState(msg)
|
|||
this.curFightState = msg.state
|
||||
this.adventrueEnemyList=msg.adventureBossInfo
|
||||
this.HangOnReward=msg.reward
|
||||
Log()
|
||||
--Log()
|
||||
this.maxChapterNum = LengthOfTable(GameDataBase.SheetBase.GetKeys(ConfigManager.GetConfig(ConfigName.MainLevelSettingConfig)))
|
||||
end
|
||||
|
||||
|
|
@ -172,6 +178,7 @@ function this.RefreshFightId(msg)
|
|||
Game.GlobalEvent:DispatchEvent(GameEvent.Mission.OnPassFight, oldFight)
|
||||
|
||||
-- 服务器更新关卡状态
|
||||
LogError("服务器更新关卡状态---------------------------------------------------")
|
||||
this.curOpenFight = msg.fightId
|
||||
this.curFightState = msg.state
|
||||
|
||||
|
|
@ -204,33 +211,7 @@ function this.RefreshFightId(msg)
|
|||
|
||||
Log(" 更新关卡ID " .. this.curOpenFight)
|
||||
Log(" 关卡状态 " .. this.curFightState)
|
||||
-- 判断新解锁关卡的状态
|
||||
--if PlayerManager.level >= data.LevelLimit then
|
||||
-- this.curFightState = 1
|
||||
--if this.curFightState == 1 then
|
||||
-- -- 解锁一个可以打的新关卡, 发送新关卡ID
|
||||
-- Game.GlobalEvent:DispatchEvent(GameEvent.Mission.OnOpenEnableFight, data.NextLevel)
|
||||
--end
|
||||
--else
|
||||
-- this.curFightState = -1
|
||||
--end
|
||||
|
||||
|
||||
---- 章节开启
|
||||
--local isOpen = mainLevelConfig[this.curOpenFight].PicShow == 1
|
||||
----开启新章节的表现处理
|
||||
--if isOpen then
|
||||
-- this.SetChapterOpenState(true)
|
||||
--end
|
||||
|
||||
|
||||
--Log("~关卡已通关,id = "..oldFight)
|
||||
-- 发送关卡通关事件
|
||||
--[[ Game.GlobalEvent:DispatchEvent(GameEvent.Mission.OnOpenFight, oldFight)]]
|
||||
--else
|
||||
-- this.curFightState = 2
|
||||
--end
|
||||
--end
|
||||
|
||||
end
|
||||
function this.GetIsOpenRewardUpTip()
|
||||
return isOpenRewardUpTip
|
||||
|
|
|
|||
|
|
@ -1,34 +1,108 @@
|
|||
SmallSoldierManager = {}
|
||||
local this = SmallSoldierManager
|
||||
local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
|
||||
local settingConfig=ConfigManager.GetConfig(ConfigName.SoldiersSetting)
|
||||
this.level=1
|
||||
this.changeSolider=nil
|
||||
this.upEndTime=0
|
||||
|
||||
function this.Initialize()
|
||||
LogError("初始化============================================小兵管理器")
|
||||
|
||||
this.soldierList={}
|
||||
end
|
||||
|
||||
function this.InitData(msg)
|
||||
LogError("初始化============================================小兵管理器")
|
||||
this.soldierList={}
|
||||
this.level=msg.level
|
||||
this.upEndTime=msg.upLvEndTime
|
||||
--this.soldierList=msg.soldiers
|
||||
LogError("this.level============"..this.level.." endtime============"..this.upEndTime.." msg.soldiers len==="..#msg.soldiers)
|
||||
--LogError("this.level============"..this.level.." endtime============"..this.upEndTime.." msg.soldiers len==="..#msg.soldiers)
|
||||
if msg.soldiers then
|
||||
for i=1,#msg.soldiers do
|
||||
local v= msg.soldiers[i]
|
||||
LogError("position====================="..v.position)
|
||||
--LogError("position====================="..v.position)
|
||||
if v.position==-1 then
|
||||
this.changeSolider=v
|
||||
else
|
||||
this.soldierList[v.position] = v
|
||||
if v.position then
|
||||
this.soldierList[v.position] = v
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
for k, v in pairs(this.soldierList) do
|
||||
LogError("k============="..k)
|
||||
end
|
||||
--LogError("服务器发过来的小兵 this.soldierList=================len=="..#this.soldierList.." msg.soldiers===="..#msg.soldiers)
|
||||
HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Solider)
|
||||
end
|
||||
--获取所有的加成属性
|
||||
function this.GetAllAddPro()
|
||||
local allAddPro={}
|
||||
local list=FormationManager.GetAllMainFormationHeroId()
|
||||
-- LogError("获取所有加成属性============================= list len=="..#list)
|
||||
for key, value in pairs(list) do
|
||||
local id=key
|
||||
--LogError("id======================================"..id)
|
||||
local heroData=HeroManager.GetSingleHeroData(id)
|
||||
--便利队伍里每个英雄
|
||||
if heroData then
|
||||
--便利队伍里所有小兵给这个英雄加的属性
|
||||
local proList={}
|
||||
for k, v in pairs(this.soldierList) do
|
||||
local addPro=0
|
||||
--便利阵营
|
||||
for j=1, #settingConfig[v.id].PropertyName do
|
||||
local aaa=settingConfig[v.id].PropertyName[j]
|
||||
if aaa then
|
||||
if aaa[1]==0 then
|
||||
addPro=addPro+aaa[2]
|
||||
--LogError("111111111111111111111111111111")
|
||||
elseif heroData.heroConfig.PropertyName==aaa[1] then
|
||||
addPro=addPro+aaa[2]
|
||||
end
|
||||
end
|
||||
end
|
||||
for j=1, #settingConfig[v.id].Profession do
|
||||
local aaa=settingConfig[v.id].Profession[j]
|
||||
if aaa then
|
||||
if aaa[1]==0 then
|
||||
addPro=addPro+aaa[2]
|
||||
elseif heroData.heroConfig.Profession==aaa[1] then
|
||||
addPro=addPro+aaa[2]
|
||||
end
|
||||
end
|
||||
end
|
||||
-- for prok, prov in pairs(v.attributes) do
|
||||
|
||||
|
||||
-- end
|
||||
--LogError("addpro============================"..addPro)
|
||||
for j=1,#v.attributes do
|
||||
local prov=v.attributes[j]
|
||||
if proList[prov.id] then
|
||||
proList[prov.id]=proList[prov.id]+math.floor(prov.value*addPro/10000+0.5)
|
||||
else
|
||||
proList[prov.id]=math.floor(prov.value*addPro/10000+0.5)
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
allAddPro[heroData.dynamicId]=proList
|
||||
-- for k, v in pairs(proList) do
|
||||
-- LogError("k============"..k.." value======="..v.." herodata.name=="..heroData.heroConfig.ReadingName)
|
||||
-- end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
return allAddPro
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
return this
|
||||
|
|
@ -21,6 +21,7 @@ Func_Prop_Type = {
|
|||
Weapon =18, --神兵
|
||||
WeaponFetter=19, --神兵羁绊
|
||||
Gift =20, --礼物
|
||||
Solider = 21, --小兵
|
||||
}
|
||||
|
||||
-- 计算需要缓存数据的方法
|
||||
|
|
@ -146,7 +147,16 @@ Func_Prop_Func = {
|
|||
end
|
||||
return allPro
|
||||
end,
|
||||
}
|
||||
--小兵属性
|
||||
[Func_Prop_Type.Solider] = function()
|
||||
|
||||
local allPro = SmallSoldierManager.GetAllAddPro()
|
||||
-- for k, v in pairs(allPro) do
|
||||
-- LogError("k===================================="..k.." v.."..v)
|
||||
-- end
|
||||
return allPro
|
||||
end,
|
||||
}
|
||||
|
||||
|
||||
-- 功能属性针对个人的筛选器
|
||||
|
|
@ -249,5 +259,16 @@ Func_Prop_Filter = {
|
|||
[Func_Prop_Type.WeaponFetter] = function(funcData, heroData)
|
||||
return funcData
|
||||
end,
|
||||
--神兵羁绊属性加成
|
||||
[Func_Prop_Type.Solider] = function(funcData, heroData)
|
||||
--LogError("heroData.dId======================================="..heroData.dId)
|
||||
if funcData[heroData.dId] then
|
||||
-- for k, v in pairs(funcData[heroData.dId]) do
|
||||
-- --LogError("k==================================="..k.." v================="..v)
|
||||
-- end
|
||||
return funcData[heroData.dId]
|
||||
end
|
||||
return {}
|
||||
end,
|
||||
|
||||
}
|
||||
|
|
@ -671,7 +671,7 @@ function this.ExecuteLoading()
|
|||
--[[[3] = ]]function() NetManager.ItemInfoRequest(0, LoadingPanel.OnStep) end, -- 物品信息
|
||||
-- [[[4] = ]]function() NetManager.AllEquipRequest(0, LoadingPanel.OnStep) end, -- 装备(走背包了)
|
||||
--[[[5] = ]]function() NetManager.AllEquipTreasureRequest(0, LoadingPanel.OnStep) end, -- 宝物
|
||||
--[[[5] = ]]function() NetManager.GetAllFaXiangRequest(1, LoadingPanel.OnStep) end, -- 法相
|
||||
--[[[6] = ]]function() NetManager.GetAllFaXiangRequest(1, LoadingPanel.OnStep) end, -- 法相
|
||||
-- [[[6] = ]]function() NetManager.GetSoulPrintDataRequest(0, LoadingPanel.OnStep) end, -- 魂印(走背包了)
|
||||
--[[[7] = ]]function() NetManager.DiffMonsterRequest(0,LoadingPanel.OnStep) end, -- 异妖
|
||||
--[[[8] = ]]function() NetManager.HeroInfoRequest(0, LoadingPanel.OnStep) end, -- 神将信息
|
||||
|
|
|
|||
|
|
@ -7874,16 +7874,19 @@ function NetManager.UpSoldierLevelRequest(_pos, _func)
|
|||
end
|
||||
|
||||
--小兵战斗校验
|
||||
function NetManager.SoldierFightCheckRequest(_pos, _func)
|
||||
function NetManager.SoldierFightCheckRequest(_func)
|
||||
local data=MapInfoProto_pb.ReplaceSoldierRequest()
|
||||
data.operate=_pos
|
||||
--data.operate=_pos
|
||||
local msg = data:SerializeToString()
|
||||
Network:SendMessageWithCallBack(MessageTypeProto_pb.SoldierFightCheckRequest,MessageTypeProto_pb.SoldierFightCheckResponse,msg,function(buffer)
|
||||
local data = buffer:DataByte()
|
||||
local msg = MapInfoProto_pb.SoldierFightCheckResponse()
|
||||
msg:ParseFromString(data)
|
||||
if msg.drop then
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1)
|
||||
end
|
||||
if _func then
|
||||
_func()
|
||||
_func(msg)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
|
|
|||
Loading…
Reference in New Issue