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1, b: 1, a: 1} + m_RaycastTarget: 1 + m_OnCullStateChanged: + m_PersistentCalls: + m_Calls: [] + m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI, + Version=1.0.0.0, Culture=neutral, PublicKeyToken=null + m_Sprite: {fileID: 21300000, guid: 4feb8ae3aaeefa14f82f19657d72a005, type: 3} + m_Type: 0 + m_PreserveAspect: 0 + m_FillCenter: 1 + m_FillMethod: 4 + m_FillAmount: 1 + m_FillClockwise: 1 + m_FillOrigin: 0 + m_UseSpriteMesh: 0 --- !u!1 &9148329339075791396 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/ManagedResources/~Lua/Data/ConfigData.lua b/Assets/ManagedResources/~Lua/Data/ConfigData.lua index faea166300..a9885f293f 100644 --- a/Assets/ManagedResources/~Lua/Data/ConfigData.lua +++ b/Assets/ManagedResources/~Lua/Data/ConfigData.lua @@ -304,6 +304,7 @@ ConfigName = { SoldiersLotteryConfig="SoldiersLotteryConfig", SoldiersQualityConfig="SoldiersQualityConfig", SoldiersSetting="SoldiersSetting", + SoldierStageConfig="SoldierStageConfig", } require "Framework/GameDataBase" diff --git a/Assets/ManagedResources/~Lua/Message/MapInfoProto_pb.lua b/Assets/ManagedResources/~Lua/Message/MapInfoProto_pb.lua index 40565b1dca..1973186d0e 100644 --- a/Assets/ManagedResources/~Lua/Message/MapInfoProto_pb.lua +++ b/Assets/ManagedResources/~Lua/Message/MapInfoProto_pb.lua @@ -276,6 +276,7 @@ UPSOLDIERLEVELRESPONSE = protobuf.Descriptor(); UPSOLDIERLEVELRESPONSE_UPLVENDTIME_FIELD = protobuf.FieldDescriptor(); SOLDIERFIGHTCHECKREQUEST = protobuf.Descriptor(); SOLDIERFIGHTCHECKRESPONSE = protobuf.Descriptor(); +SOLDIERFIGHTCHECKRESPONSE_RESULT_FIELD = protobuf.FieldDescriptor(); SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD = protobuf.FieldDescriptor(); HEROINFO_HEROID_FIELD.name = "heroId" @@ -2802,10 +2803,20 @@ SOLDIERFIGHTCHECKREQUEST.enum_types = {} SOLDIERFIGHTCHECKREQUEST.fields = {} SOLDIERFIGHTCHECKREQUEST.is_extendable = false SOLDIERFIGHTCHECKREQUEST.extensions = {} +SOLDIERFIGHTCHECKRESPONSE_RESULT_FIELD.name = "result" +SOLDIERFIGHTCHECKRESPONSE_RESULT_FIELD.full_name = ".rpc.protocols.SoldierFightCheckResponse.result" +SOLDIERFIGHTCHECKRESPONSE_RESULT_FIELD.number = 1 +SOLDIERFIGHTCHECKRESPONSE_RESULT_FIELD.index = 0 +SOLDIERFIGHTCHECKRESPONSE_RESULT_FIELD.label = 1 +SOLDIERFIGHTCHECKRESPONSE_RESULT_FIELD.has_default_value = false +SOLDIERFIGHTCHECKRESPONSE_RESULT_FIELD.default_value = 0 +SOLDIERFIGHTCHECKRESPONSE_RESULT_FIELD.type = 5 +SOLDIERFIGHTCHECKRESPONSE_RESULT_FIELD.cpp_type = 1 + SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD.name = "drop" SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD.full_name = ".rpc.protocols.SoldierFightCheckResponse.drop" -SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD.number = 1 -SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD.index = 0 +SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD.number = 2 +SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD.index = 1 SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD.label = 1 SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD.has_default_value = false SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD.default_value = nil @@ -2817,7 +2828,7 @@ SOLDIERFIGHTCHECKRESPONSE.name = "SoldierFightCheckResponse" SOLDIERFIGHTCHECKRESPONSE.full_name = ".rpc.protocols.SoldierFightCheckResponse" SOLDIERFIGHTCHECKRESPONSE.nested_types = {} SOLDIERFIGHTCHECKRESPONSE.enum_types = {} -SOLDIERFIGHTCHECKRESPONSE.fields = {SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD} +SOLDIERFIGHTCHECKRESPONSE.fields = {SOLDIERFIGHTCHECKRESPONSE_RESULT_FIELD, SOLDIERFIGHTCHECKRESPONSE_DROP_FIELD} SOLDIERFIGHTCHECKRESPONSE.is_extendable = false SOLDIERFIGHTCHECKRESPONSE.extensions = {} diff --git a/Assets/ManagedResources/~Lua/Message/PlayerInfoProto_pb.lua b/Assets/ManagedResources/~Lua/Message/PlayerInfoProto_pb.lua index d5a91c6481..42d5accfe1 100644 --- a/Assets/ManagedResources/~Lua/Message/PlayerInfoProto_pb.lua +++ b/Assets/ManagedResources/~Lua/Message/PlayerInfoProto_pb.lua @@ -405,6 +405,8 @@ GETMAINLEVELINFORESPONSE_STATE_FIELD = protobuf.FieldDescriptor(); GETMAINLEVELINFORESPONSE_DURATION_FIELD = protobuf.FieldDescriptor(); GETMAINLEVELINFORESPONSE_ADVENTUREBOSSINFO_FIELD = protobuf.FieldDescriptor(); GETMAINLEVELINFORESPONSE_REWARD_FIELD = protobuf.FieldDescriptor(); +GETMAINLEVELINFORESPONSE_SOLDIERLAYERID_FIELD = protobuf.FieldDescriptor(); +GETMAINLEVELINFORESPONSE_SOLDIERSTARTTIME_FIELD = protobuf.FieldDescriptor(); QUICKBUYTREASURELEVELREQUEST = protobuf.Descriptor(); QUICKBUYTREASURELEVELREQUEST_LEVEL_FIELD = protobuf.FieldDescriptor(); TREASUREREFRESHINDICATION = protobuf.Descriptor(); @@ -4544,11 +4546,31 @@ GETMAINLEVELINFORESPONSE_REWARD_FIELD.default_value = "" GETMAINLEVELINFORESPONSE_REWARD_FIELD.type = 9 GETMAINLEVELINFORESPONSE_REWARD_FIELD.cpp_type = 9 +GETMAINLEVELINFORESPONSE_SOLDIERLAYERID_FIELD.name = "soldierLayerId" +GETMAINLEVELINFORESPONSE_SOLDIERLAYERID_FIELD.full_name = ".rpc.protocols.GetMainLevelInfoResponse.soldierLayerId" +GETMAINLEVELINFORESPONSE_SOLDIERLAYERID_FIELD.number = 6 +GETMAINLEVELINFORESPONSE_SOLDIERLAYERID_FIELD.index = 5 +GETMAINLEVELINFORESPONSE_SOLDIERLAYERID_FIELD.label = 1 +GETMAINLEVELINFORESPONSE_SOLDIERLAYERID_FIELD.has_default_value = false +GETMAINLEVELINFORESPONSE_SOLDIERLAYERID_FIELD.default_value = 0 +GETMAINLEVELINFORESPONSE_SOLDIERLAYERID_FIELD.type = 5 +GETMAINLEVELINFORESPONSE_SOLDIERLAYERID_FIELD.cpp_type = 1 + +GETMAINLEVELINFORESPONSE_SOLDIERSTARTTIME_FIELD.name = "soldierStartTime" +GETMAINLEVELINFORESPONSE_SOLDIERSTARTTIME_FIELD.full_name = ".rpc.protocols.GetMainLevelInfoResponse.soldierStartTime" +GETMAINLEVELINFORESPONSE_SOLDIERSTARTTIME_FIELD.number = 7 +GETMAINLEVELINFORESPONSE_SOLDIERSTARTTIME_FIELD.index = 6 +GETMAINLEVELINFORESPONSE_SOLDIERSTARTTIME_FIELD.label = 1 +GETMAINLEVELINFORESPONSE_SOLDIERSTARTTIME_FIELD.has_default_value = false +GETMAINLEVELINFORESPONSE_SOLDIERSTARTTIME_FIELD.default_value = 0 +GETMAINLEVELINFORESPONSE_SOLDIERSTARTTIME_FIELD.type = 5 +GETMAINLEVELINFORESPONSE_SOLDIERSTARTTIME_FIELD.cpp_type = 1 + GETMAINLEVELINFORESPONSE.name = "GetMainLevelInfoResponse" GETMAINLEVELINFORESPONSE.full_name = ".rpc.protocols.GetMainLevelInfoResponse" GETMAINLEVELINFORESPONSE.nested_types = {} GETMAINLEVELINFORESPONSE.enum_types = {} -GETMAINLEVELINFORESPONSE.fields = {GETMAINLEVELINFORESPONSE_FIGHTID_FIELD, GETMAINLEVELINFORESPONSE_STATE_FIELD, GETMAINLEVELINFORESPONSE_DURATION_FIELD, GETMAINLEVELINFORESPONSE_ADVENTUREBOSSINFO_FIELD, GETMAINLEVELINFORESPONSE_REWARD_FIELD} +GETMAINLEVELINFORESPONSE.fields = {GETMAINLEVELINFORESPONSE_FIGHTID_FIELD, GETMAINLEVELINFORESPONSE_STATE_FIELD, GETMAINLEVELINFORESPONSE_DURATION_FIELD, GETMAINLEVELINFORESPONSE_ADVENTUREBOSSINFO_FIELD, GETMAINLEVELINFORESPONSE_REWARD_FIELD, GETMAINLEVELINFORESPONSE_SOLDIERLAYERID_FIELD, GETMAINLEVELINFORESPONSE_SOLDIERSTARTTIME_FIELD} GETMAINLEVELINFORESPONSE.is_extendable = false GETMAINLEVELINFORESPONSE.extensions = {} QUICKBUYTREASURELEVELREQUEST_LEVEL_FIELD.name = "level" diff --git a/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassMainPanel.lua b/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassMainPanel.lua index 3d74a0cf1b..a993a0c436 100644 --- a/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassMainPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassMainPanel.lua @@ -6,11 +6,13 @@ local invadeMonster = require("Modules/Fight/View/InvadeMonsterView") -- 小人行动 --local roleWalkView = require("Modules/Fight/View/RoleShowView") -- 小地图 -local fightMap = require("Modules/Fight/View/FightPointMapView") +--local fightMap = require("Modules/Fight/View/FightPointMapView") local fightLevelConfig = ConfigManager.GetConfig(ConfigName.MainLevelConfig) local fightLevelSetConfig = ConfigManager.GetConfig(ConfigName.MainLevelSettingConfig) local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) local aaa=ConfigManager.GetConfigData(ConfigName.SpecialConfig,180).Value +local roleConfig=ConfigManager.GetConfig(ConfigName.RoleConfig) +local curSoliderStageConfig local cost=string.split(aaa,"#") local points = {} local isCounting = false @@ -58,14 +60,14 @@ local fightAnim = { -- local mapNpc = "live2d_npc_map" -- local mapNpc2 = "live2d_npc_map_nv" -- local npc - +local heroSpineList={} --初始化组件(用于子类重写) function FightPointPassMainPanel:InitComponent() invadeMonster:InitComponent(self.gameObject, this) this.spLoader = SpriteLoader.New() isAnimActive = false - fightMap:InitComponent(self.gameObject, this) + --fightMap:InitComponent(self.gameObject, this) -- 通关豪礼入口 this.pgBtn=Util.GetGameObject(self.gameObject,"LeftUp/box/passGift") this.pgFrame=Util.GetGameObject(this.pgBtn,"frame"):GetComponent("Image") @@ -216,9 +218,7 @@ function FightPointPassMainPanel:InitComponent() this.btnFightLevel:SetActive(false) -- this.funcBtnList[FUNCTION_OPEN_TYPE.FIGHTLEVEL] = this.btnFightLevel -- this.btnFightLevelRedPoint = Util.GetGameObject(this.btnFightLevel, "redPoint") - this.bossObj=Util.GetGameObject(self.gameObject, "Bg/battleObj/boss") - this.playerPos=Util.GetGameObject(self.gameObject, "Bg/battleObj/player") - this.playerList={} + --小兵系统 this.btn_lv=Util.GetGameObject(self.gameObject, "soldierObj/btn_lv") this.lvTxt=Util.GetGameObject(self.gameObject, "soldierObj/btn_lv/Text"):GetComponent("Text") @@ -242,9 +242,34 @@ function FightPointPassMainPanel:InitComponent() this.soliderList[i].type=Util.GetGameObject(go, "type"):GetComponent("Text") this.soliderList[i].lock=Util.GetGameObject(go, "Image") end + --战斗部分 + this.battlePanel=Util.GetGameObject(self.gameObject, "Bg/battlePanel") + this.enemyPos=Util.GetGameObject(self.gameObject, "battlePanel/enemyPos/pos") + local aaa={} + aaa.role={} + aaa.role.camp=1 + this.Floater = FloatNode.New(aaa, this.enemyPos, this.enemyPos) + this.heroList={} + for i=1,6 do + this.heroList[i]={} + local obj=Util.GetGameObject(self.gameObject, "battlePanel/heroPos/hero1 (".. i ..")") + this.heroList[i].go=obj + this.heroList[i].pos=Util.GetGameObject(this.heroList[i].go, "pos") + this.heroList[i].effect = poolManager:LoadAsset("c_xy_0012_skeff_slidesk_ballistic", PoolManager.AssetType.GameObject) + this.heroList[i].effect.transform:SetParent(this.heroList[i].pos.transform) + this.heroList[i].effect.transform.localScale = Vector3.one + this.heroList[i].effect.transform.localPosition = Vector3.New(0, 0, 0) + this.heroList[i].effect:SetActive(false) + end + this.soliderGrid=Util.GetGameObject(self.gameObject, "battlePanel/soliderPos") + this.soliderPre=Util.GetGameObject(self.gameObject, "battlePanel/soliderPre") + this.timeTxt=Util.GetGameObject(self.gameObject, "battlePanel/timeTxt"):GetComponent("Text") + this.hpTxt=Util.GetGameObject(self.gameObject, "battlePanel/hpTxt"):GetComponent("Text") - + this.bossObj=Util.GetGameObject(self.gameObject, "battlePanel/bossObj") + this.bossImg=Util.GetGameObject(self.gameObject, "battlePanel/bossObj/icon"):GetComponent("Image") + this.bossNum=Util.GetGameObject(self.gameObject, "battlePanel/bossObj/num"):GetComponent("Text") end --绑定事件(用于子类重写) @@ -374,9 +399,30 @@ end function this.RefreshLvInfo() end - +local levelList={} +--刷新boss信息显示 +function this.RefreshBossInfo() + levelList={} + local curFight=FightPointPassManager.curOpenFight + --LogError("curfight==========================================================="..curFight) + for k,v in ConfigPairs(fightLevelConfig) do + if k>=curFight then + if v.OpenRule and (v.OpenRule[1][1]==9 or v.OpenRule[1][1]==0 )and SmallSoldierManager.level>=v.OpenRule[1][2] then + LogError("k==================================="..k) + table.insert(levelList,k) + end + end + end + if #levelList>0 then + this.bossObj:SetActive(true) + this.bossNum.text=#levelList + else + this.bossObj:SetActive(false) + end +end --刷新小兵信息 function this.RefreshSoliderInfo() + this.RefreshBossInfo() this.lvTxt.text=SmallSoldierManager.level local lotteryConfig=ConfigManager.GetConfigData(ConfigName.SoldiersLotteryConfig,SmallSoldierManager.level) this.lvBarTxt.text=string.format("兵力:%s/%s",BagManager.GetItemCountById(lotteryConfig.Soldiers[1]),lotteryConfig.Soldiers[2]) @@ -389,6 +435,7 @@ function this.RefreshSoliderInfo() this.costTxt.text=BagManager.GetItemCountById(tonumber(cost[1])) local openList=lotteryConfig.SoldierType local dataList=SmallSoldierManager.soldierList + LogError("dataList=========================================================="..#dataList) for i=1,#this.soliderList do --如果这个位置有小兵 if dataList[i] then @@ -412,10 +459,199 @@ function this.RefreshSoliderInfo() -- this.soliderList[i].lock:SetActive(CheckListIsContainValue1(openList,i)==false) end + this.ShowBattleInfo() end +local soliderPreList={} +local bossSpine +function this.ShowBattleInfo() + --显示boss + + curSoliderStageConfig=ConfigManager.GetConfigData(ConfigName.SoldierStageConfig,FightPointPassManager.soldierLayerId) + local heroData = ConfigManager.GetConfigData(ConfigName.HeroConfig,curSoliderStageConfig.Hero) + local bossName=GetResourcePath(heroData.Live) + + if bossName~=this.bossLiveName then + --poolManager:UnLoadLive(this.bossLiveName, this.bossLiveGO, PoolManager.AssetType.GameObject) + this.bossLiveName=bossName + 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 + + local team=FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL) + for i=1,6 do + --如果这个位置有英雄 + if team.teamHeroInfos[i] then + + local heroData = HeroManager.GetSingleHeroData(team.teamHeroInfos[i].heroId) + local sId=heroData.id + local roleLiveGO=nil + if heroSpineList[heroData.live]==nil then + roleLiveGO= poolManager:LoadLive(heroData.live,this.heroList[i].pos.transform, Vector3.one, Vector3.zero) + else + roleLiveGO=heroSpineList[heroData.live] + end + roleLiveGO.transform:SetParent(this.heroList[i].pos.transform) + roleLiveGO.transform.localPosition = Vector2.New(0, 0) + roleLiveGO.transform.localScale=Vector3.one * roleConfig[sId].enemy_liveScale*0.2 -- * 0.75--* 1.5 + if i<=3 then + if heroData.heroConfig.Toward==1 then + SetHEeroLiveToward(roleLiveGO,1) + end + else + if heroData.heroConfig.Toward==2 then + SetHEeroLiveToward(roleLiveGO,1) + end + end + this.heroList[i].spine=roleLiveGO:GetComponent("SkeletonGraphic") + this.heroList[i].data=heroData + heroSpineList[heroData.live]=roleLiveGO + end + end + --小兵显示 + local aaa=SmallSoldierManager.soldierList + LogError("dataList=======len==========="..#SmallSoldierManager.soldierList) + local index=0 + for k, v in pairs(aaa) do + index=index+1 + if not soliderPreList[index] then + local obj=newObjToParent(this.soliderPre,this.soliderGrid) + soliderPreList[index]={} + soliderPreList[index].go=obj + soliderPreList[index].pos=Util.GetGameObject(obj, "pos") + soliderPreList[index].effect = poolManager:LoadAsset("c_xy_0012_skeff_slidesk_ballistic", PoolManager.AssetType.GameObject) + soliderPreList[index].effect.transform:SetParent(soliderPreList[index].pos.transform) + soliderPreList[index].effect.transform.localScale = Vector3.one + soliderPreList[index].effect.transform.localPosition = Vector3.New(0, 0, 0) + soliderPreList[index].data=v + soliderPreList[index].effect:SetActive(false) + Util.SetParticleSortLayer(soliderPreList[index].effect, orginLayer+2) + else + + end + end + + if this.timer then + this.timer:Stop() + this.timer = nil + end + local cd=0 + local battleTime=curSoliderStageConfig.Time + local bossHp=curSoliderStageConfig.Hp + local isHit=false + LogError("curSoliderStageConfig.Time===="..curSoliderStageConfig.Time.." curSoliderStageConfig.Hp=="..curSoliderStageConfig.Hp) + this.timer = Timer.New(function() + cd=cd+1 + --每隔三秒攻击一次 + + if cd==3 then + --英雄攻击 + for i=1,6 do + if this.heroList[i].spine then + this.heroList[i].effect.transform.position =this.heroList[i].pos.transform.position + this.heroList[i].spine.AnimationState:SetAnimation(0, "touch", true) + Util.ClearTrailRender(this.heroList[i].effect) + this.heroList[i].effect:SetActive(true) + this.heroList[i].effect:GetComponent("RectTransform"):DOMove(this.enemyPos.transform.position, 0.6, false):OnComplete(function () + if this.heroList[i].effect then + this.heroList[i].effect:SetActive(false) + end + this.heroList[i].spine.AnimationState:SetAnimation(0, "idle", true) + --LogError("this.heroList[i].data.attack=="..this.heroList[i].data.attack) + local proList=HeroPropManager.GetHeroProp(this.heroList[i].data.dynamicId, FormationTypeDef.FORMATION_NORMAL) + --LogError("prolist[2]==============="..proList[2]) + --for i=1,5 do + bossHp=bossHp-proList[2] + this.Floater:ArtFloating(ArtFloatingType.Damage,ArtFloatingColor.White,proList[2]) + --end + isHit=true + if isHit then + --LogError("boss被攻击======================================") + bossSpine.AnimationState:SetAnimation(0, "hit",false) + + isHit=false + end + end) + end + end + 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) diff --git a/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassManager.lua b/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassManager.lua index 81fc4181f6..63d68f22ec 100644 --- a/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassManager.lua @@ -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 diff --git a/Assets/ManagedResources/~Lua/Modules/Gem/SmallSoldierManager.lua b/Assets/ManagedResources/~Lua/Modules/Gem/SmallSoldierManager.lua index 273249664d..768531b71b 100644 --- a/Assets/ManagedResources/~Lua/Modules/Gem/SmallSoldierManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Gem/SmallSoldierManager.lua @@ -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 \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Hero/PropFunc.lua b/Assets/ManagedResources/~Lua/Modules/Hero/PropFunc.lua index 2fea90d693..a3ac6c6cb2 100644 --- a/Assets/ManagedResources/~Lua/Modules/Hero/PropFunc.lua +++ b/Assets/ManagedResources/~Lua/Modules/Hero/PropFunc.lua @@ -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, } \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Login/LoginPanel.lua b/Assets/ManagedResources/~Lua/Modules/Login/LoginPanel.lua index cf190368e4..be4a6786e6 100644 --- a/Assets/ManagedResources/~Lua/Modules/Login/LoginPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Login/LoginPanel.lua @@ -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 diff --git a/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua b/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua index d0b294c4db..b49ba7f9e1 100644 --- a/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua @@ -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