【御剑行】增加开始动画
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@ -1053,7 +1053,13 @@ function this:TabBtnAction(id,actType,data)
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elseif id == ActivityTypeDef.lingLongBaoJing then
|
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UIManager.OpenPanel(UIName.ActivityMainPanel,id)
|
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elseif id == ActivityTypeDef.YuJianXing then
|
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UIManager.OpenPanel(UIName.YuJianXingPanel,id)
|
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--检查当前活动是否开启
|
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local id = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.YuJianXing)
|
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NetManager.RidingSwardActivityRequest(id.activityId,function()
|
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if YuJianXingManager.curState == 1 or YuJianXingManager.curState == 2 then
|
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UIManager.OpenPanel(UIName.YuJianXingPanel,id)
|
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end
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end)
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end
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elseif actType == 2 then
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if id == FUNCTION_OPEN_TYPE.SERVER_START_GIFT then
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|
|
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@ -128,7 +128,7 @@ end
|
|||
|
||||
--设置单个玩家上下飘动
|
||||
function RiceSinglePlayerView:ResetSinglePlayerPosVertical()
|
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local y = math.random(0,100)
|
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local y = math.random(-100,0)
|
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self.playerRoot.transform:DOLocalMove(Vector3.New(0,y,0), 2, false):SetEase(Ease.Linear)
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end
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@ -5,7 +5,8 @@ local bgList = {"y_yujianxing_bg","y_yujianxing_bg","y_yujianxing_bg","y_yujianx
|
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|
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function this.Initialize()
|
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this.curState = 0 --当前比赛状态
|
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this.nextTime = 0 --下轮开始时间
|
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this.nextTimeCount = 0 --下轮开始时间
|
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this.activityTimeCount = 0 --活动倒计时
|
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this.nextSession = 0 --当前比赛场次
|
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this.curResultId = 1 --当前剧本Id
|
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this.curRecordList = 0 --当前纪录数据
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|
@ -37,8 +38,9 @@ end
|
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--更新服务器界面信息
|
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function this.UpdataServerPanelData(msg,func)
|
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this.curState = msg.state--当前状态
|
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this.nextTime = msg.time - GetTimeStamp()--下一场倒计时
|
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this.nextTime = msg.time--下一场倒计时
|
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this.modelList = msg.modelInfo--玩家模板信息
|
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this.activityTimeCount = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.YuJianXing).endTime
|
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if func then
|
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func()
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end
|
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|
|
@ -18,13 +18,24 @@ function YuJianXingPanel:InitComponent()
|
|||
self.canBetTime = Util.GetGameObject(self.gameObject, "Bgs/Up/Board/time3"):GetComponent("Text")
|
||||
--Bg
|
||||
self.bg = Util.GetGameObject(self.gameObject, "Bgs/Bg")
|
||||
--count
|
||||
self.countFrame = Util.GetGameObject(self.gameObject, "StartAni")
|
||||
self.countFrame:SetActive(false)
|
||||
self.countmask = Util.GetGameObject(self.countFrame, "mask")
|
||||
self.countbg = Util.GetGameObject(self.countFrame, "bg")
|
||||
self.countText1 = Util.GetGameObject(self.countFrame, "Text1")
|
||||
self.countText2 = Util.GetGameObject(self.countFrame, "Text2")
|
||||
self.countText3 = Util.GetGameObject(self.countFrame, "Text3")
|
||||
self.countText4 = Util.GetGameObject(self.countFrame, "Text4")
|
||||
|
||||
--testBtn
|
||||
self.start = Util.GetGameObject(self.gameObject, "Button (4)")
|
||||
self.speedUp = Util.GetGameObject(self.gameObject, "Button (3)")
|
||||
self.speedUp:SetActive(false)
|
||||
self.speedDown = Util.GetGameObject(self.gameObject, "Button (2)")
|
||||
self.speedDown:SetActive(false)
|
||||
self.reset = Util.GetGameObject(self.gameObject, "Button (1)")
|
||||
self.reset:SetActive(false)
|
||||
end
|
||||
|
||||
--绑定事件(用于子类重写)
|
||||
|
@ -55,14 +66,14 @@ function YuJianXingPanel:BindEvent()
|
|||
|
||||
-----test
|
||||
Util.AddOnceClick(self.start,function ()
|
||||
YuJianXingManager.SetGameState(true)
|
||||
end)
|
||||
Util.AddOnceClick(self.reset,function ()
|
||||
YuJianXingManager.SetGameState(false)
|
||||
end)
|
||||
Util.AddOnceClick(self.speedUp,function ()
|
||||
YuJianXingManager.ResetGame()
|
||||
self:StartAnimation()
|
||||
end)
|
||||
-- Util.AddOnceClick(self.reset,function ()
|
||||
-- YuJianXingManager.SetGameState(false)
|
||||
-- end)
|
||||
-- Util.AddOnceClick(self.speedUp,function ()
|
||||
-- YuJianXingManager.ResetGame()
|
||||
-- end)
|
||||
end
|
||||
|
||||
--添加事件监听(用于子类重写)
|
||||
|
@ -78,32 +89,86 @@ end
|
|||
|
||||
--界面打开时调用(用于子类重写)
|
||||
function YuJianXingPanel:OnOpen()
|
||||
--检查当前活动是否开启
|
||||
local id = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.YuJianXing)
|
||||
LogRed("御剑行Id:"..tostring(id.activityId))
|
||||
NetManager.RidingSwardActivityRequest(id.activityId,function()
|
||||
LogRed("御剑行state:"..tostring(uJianXingManager.state))
|
||||
if YuJianXingManager.state == 0 then
|
||||
self:ClosePanel()
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
-- 打开,重新打开时回调
|
||||
function YuJianXingPanel:OnShow()
|
||||
--开启地图
|
||||
YuJianXingManager.OpenMap()
|
||||
self:Refresh()
|
||||
end
|
||||
|
||||
function YuJianXingPanel:Refresh()
|
||||
--为小人在地图上下移动做处理
|
||||
self.count = 0
|
||||
self:SetTime()
|
||||
end
|
||||
|
||||
--比赛开始动画
|
||||
function YuJianXingPanel:StartAnimation()
|
||||
local thread = coroutine.start(function()
|
||||
self.countFrame:SetActive(true)
|
||||
self.countmask:SetActive(true)
|
||||
self.countbg:SetActive(true)
|
||||
self.countText1:SetActive(true)
|
||||
self.countText2:SetActive(false)
|
||||
self.countText3:SetActive(false)
|
||||
self.countText4:SetActive(false)
|
||||
PlayUIAnim(self.countmask)
|
||||
PlayUIAnim(self.countbg)
|
||||
PlayUIAnim(self.countText1)
|
||||
coroutine.wait(1)
|
||||
self.countText1:SetActive(false)
|
||||
self.countText2:SetActive(true)
|
||||
PlayUIAnim(self.countText2)
|
||||
coroutine.wait(1)
|
||||
self.countText2:SetActive(false)
|
||||
self.countText3:SetActive(true)
|
||||
PlayUIAnim(self.countText3)
|
||||
coroutine.wait(1)
|
||||
self.countText3:SetActive(false)
|
||||
self.countText4:SetActive(true)
|
||||
PlayUIAnim(self.countText4)
|
||||
coroutine.wait(1)
|
||||
self.countbg:SetActive(false)
|
||||
self.countText4:SetActive(false)
|
||||
self.countFrame:SetActive(false)
|
||||
-- coroutine.wait(0.3)
|
||||
YuJianXingManager.SetGameState(true)
|
||||
end)
|
||||
end
|
||||
|
||||
function YuJianXingPanel:SetTime()
|
||||
if self.timer then
|
||||
self.timer:Stop()
|
||||
self.timer = nil
|
||||
end
|
||||
local activityEnd = YuJianXingManager.activityTimeCount - GetTimeStamp()
|
||||
local roundEnd = YuJianXingManager.nextTimeCount - GetTimeStamp()
|
||||
self.curActTime.text = string.format("本期活动倒计时:%s",TimeToDHM(activityEnd))
|
||||
self.nextRoundTime.text = string.format("下一轮倒计时:%s",TimeToMS(roundEnd))
|
||||
self.timer = Timer.New(function ()
|
||||
--设置人物上下飘动2s重置一次
|
||||
if self.count % 2 == 0 then
|
||||
YuJianXingManager.ResetPlayerPosVertical()
|
||||
end
|
||||
self.count = self.count + 1
|
||||
--回合倒计时
|
||||
roundEnd = roundEnd - 1
|
||||
if YuJianXingManager.curState == 1 then
|
||||
self.nextRoundTime.text = string.format("下一轮倒计时:%s",TimeToMS(roundEnd))
|
||||
if roundEnd <= 0 then
|
||||
--开始游戏
|
||||
end
|
||||
elseif YuJianXingManager.curState == 2 then
|
||||
self.nextRoundTime.text = string.format("比赛进行中···")
|
||||
end
|
||||
--活动倒计时
|
||||
activityEnd = activityEnd - 1
|
||||
self.curActTime.text = string.format("本期活动倒计时:%s",TimeToDHM(activityEnd))
|
||||
if activityEnd <= 0 then
|
||||
self:ClosePanel()
|
||||
end
|
||||
end,1,-1)
|
||||
self.timer:Start()
|
||||
end
|
||||
|
|
Loading…
Reference in New Issue