【山河筛选】添加职业呼吸效果

dev_chengFeng
gaoxin 2022-01-03 02:17:03 +08:00
parent 90d1971b25
commit 9b2057bede
4 changed files with 486 additions and 46 deletions

View File

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value: 3.2600002
objectReference: {fileID: 0}
- target: {fileID: 2320031819195525549, guid: e356d5948e4971f499cfe38db3551f59,
- target: {fileID: 2320031820207909310, guid: e356d5948e4971f499cfe38db3551f59,
type: 3}
propertyPath: m_AnchoredPosition.y
value: 3.2600002
@ -68510,7 +68756,7 @@ PrefabInstance:
propertyPath: m_IsActive
value: 0
objectReference: {fileID: 0}
- target: {fileID: 2320031818794305969, guid: e356d5948e4971f499cfe38db3551f59,
- target: {fileID: 2320031819195525549, guid: e356d5948e4971f499cfe38db3551f59,
type: 3}
propertyPath: m_AnchoredPosition.y
value: 3.2600002
@ -68535,12 +68781,12 @@ PrefabInstance:
propertyPath: m_AnchoredPosition.y
value: -16.999998
objectReference: {fileID: 0}
- target: {fileID: 2320031820207909310, guid: e356d5948e4971f499cfe38db3551f59,
- target: {fileID: 2320031818794305969, guid: e356d5948e4971f499cfe38db3551f59,
type: 3}
propertyPath: m_AnchoredPosition.y
value: 3.2600002
objectReference: {fileID: 0}
- target: {fileID: 2320031819195525549, guid: e356d5948e4971f499cfe38db3551f59,
- target: {fileID: 2320031820207909310, guid: e356d5948e4971f499cfe38db3551f59,
type: 3}
propertyPath: m_AnchoredPosition.y
value: 3.2600002
@ -68680,7 +68926,7 @@ PrefabInstance:
propertyPath: m_IsActive
value: 0
objectReference: {fileID: 0}
- target: {fileID: 2320031818794305969, guid: e356d5948e4971f499cfe38db3551f59,
- target: {fileID: 2320031819195525549, guid: e356d5948e4971f499cfe38db3551f59,
type: 3}
propertyPath: m_AnchoredPosition.y
value: 3.2600002
@ -68705,12 +68951,12 @@ PrefabInstance:
propertyPath: m_AnchoredPosition.y
value: -16.999998
objectReference: {fileID: 0}
- target: {fileID: 2320031820207909310, guid: e356d5948e4971f499cfe38db3551f59,
- target: {fileID: 2320031818794305969, guid: e356d5948e4971f499cfe38db3551f59,
type: 3}
propertyPath: m_AnchoredPosition.y
value: 3.2600002
objectReference: {fileID: 0}
- target: {fileID: 2320031819195525549, guid: e356d5948e4971f499cfe38db3551f59,
- target: {fileID: 2320031820207909310, guid: e356d5948e4971f499cfe38db3551f59,
type: 3}
propertyPath: m_AnchoredPosition.y
value: 3.2600002
@ -68850,7 +69096,7 @@ PrefabInstance:
propertyPath: m_IsActive
value: 0
objectReference: {fileID: 0}
- target: {fileID: 2320031818794305969, guid: e356d5948e4971f499cfe38db3551f59,
- target: {fileID: 2320031819195525549, guid: e356d5948e4971f499cfe38db3551f59,
type: 3}
propertyPath: m_AnchoredPosition.y
value: 3.2600002
@ -68875,12 +69121,12 @@ PrefabInstance:
propertyPath: m_AnchoredPosition.y
value: -16.999998
objectReference: {fileID: 0}
- target: {fileID: 2320031820207909310, guid: e356d5948e4971f499cfe38db3551f59,
- target: {fileID: 2320031818794305969, guid: e356d5948e4971f499cfe38db3551f59,
type: 3}
propertyPath: m_AnchoredPosition.y
value: 3.2600002
objectReference: {fileID: 0}
- target: {fileID: 2320031819195525549, guid: e356d5948e4971f499cfe38db3551f59,
- target: {fileID: 2320031820207909310, guid: e356d5948e4971f499cfe38db3551f59,
type: 3}
propertyPath: m_AnchoredPosition.y
value: 3.2600002

View File

@ -1252,6 +1252,8 @@ UIColor = {
YELLOW = Color.New(232 / 255, 181 / 255, 70 / 255, 1),
NOT_ENOUGH_RED = Color.New(198/255, 27/255, 33/255, 1),
BTN_TEXT = Color.New(50/255, 50/255, 50/255, 1),
PERPLE = Color.New(155/255, 20/255, 255/255, 1),
BLUE = Color.New(20/255, 128/255, 255/255, 1),
}
UIColorStr = {
RED = "#e25b58",

View File

@ -285,6 +285,13 @@ function this:OnShow()
this.CheckCondition()
end
-- update方法
function this:Update()
if this.opView.Update then
this.opView.Update()
end
end
function this:OnClose()
isPress = false
tempPowerNum = 0
@ -634,7 +641,14 @@ function this.SetRoleList(_roleDatas, isTop,isAni)
-- local curFormation = FormationManager.formationList[this.curFormationIndex]
this.scrollView:SetData(_roleDatas, function(index, go)
-- 基础显示
this.SingleHeroDataShow(go, _roleDatas[index])
-- 神将列表单个神将内容显示定制
if this.opView.HeroItemAdapter then
this.opView.HeroItemAdapter(go, _roleDatas[index])
else
Util.GetGameObject(go, "specialType"):SetActive(false)
end
end, not isTop,not isAni)
end
@ -970,6 +984,7 @@ function this.SingleHeroDataShow(_go, _heroData)
UIManager.OpenPanel(UIName.RoleInfoPopup, heroData)
end
end, 0.5)
end
--计算上阵空余位置 返回最小位置

View File

@ -8,6 +8,7 @@ this.IsNeedChangeFormation = false
local hadClick = false
--local GetCurNodeInfo
this.nodeData = {}
local _BreathList = {}
local curFormationTypeDef
--- 逻辑初始化
function this.Init(root, _nodeData)
@ -84,10 +85,10 @@ function this.InitView()
this.Tips = Util.GetGameObject(this.root.fightlevelconditionBar,"Tips"):GetComponent("Text")
this.Tips.gameObject:SetActive(false)
local condition = this.nodeData.config.ConditionValue or {}
this.condition = this.nodeData.config.ConditionValue or {}
if this.nodeData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then
for i, v in pairs(condition) do
for i, v in pairs(this.condition) do
local conditionGo = this.conditionList[i]
conditionGo:SetActive(true)
local noStarImage = Util.GetGameObject(conditionGo, "star/noStarImage")
@ -108,6 +109,8 @@ function this.InitView()
this.Tips.gameObject:SetActive(true)
this.Tips.text = HardStageBuff[this.nodeData.config.HardStageBuff] and HardStageBuff[this.nodeData.config.HardStageBuff].Describe or ""
end
_BreathList = {}
end
-- 开始战斗
@ -158,4 +161,178 @@ function this.HeroUpDownCheck(params, checkFail, CheckSuccess)
end
local _showConfig = {
[1] = {text="眩晕", color=UIColor.YELLOW},
[2] = {text="沉默", color=UIColor.BLUE},
[3] = {text="麻痹", color=UIColor.GRAY},
[4] = {text="灼烧", color=UIColor.RED},
[5] = {text="中毒", color=UIColor.PERPLE},
[6] = {text="追击", color=UIColor.WRITE},
[7] = {text="恢复", color=UIColor.GREEN},
}
local function loopFadeText(txt, highlight, data, index)
Log("loopFadeText")
index = index + 1
if not data[index] then
loopFadeText(txt, highlight, data, index % #data)
return
end
local con = _showConfig[data[index]]
if not con then
loopFadeText(txt, highlight, data, index % #data)
return
end
txt.text = con.text
txt.color = Color.New(con.color.r, con.color.g, con.color.b, 0)
highlight.color = Color.New(con.color.r, con.color.g, con.color.b, 0)
highlight:DOFade(1, 1)
txt:DOFade(1, 1):OnComplete(function()
highlight:DOFade(0, 1)
txt:DOFade(0, 1):OnComplete(function()
loopFadeText(txt, highlight, data, index % #data)
end)
end)
end
-- 添加到呼吸显示
function this.AddBreath(render, callBack)
_BreathList[render] = callBack or function()end
-- 先调用一次
if callBack then
callBack()
end
end
function this.RemoveBreath(render)
_BreathList[render] = nil
end
--
local _dr = 1
local _a = 0
function this.Update()
if _dr == 1 and _a < 1 then
_a = _a + 0.02
if _a >= 1 then
_a = 1
_dr = 0
end
elseif _dr == 0 and _a > 0 then
_a = _a - 0.02
if _a <= 0 then
_a = 0
_dr = 1
end
end
--
for render, call in pairs(_BreathList) do
render.color = Color.New(render.color.r, render.color.g, render.color.b, _a)
if _a == 0 and call then
call()
end
end
end
--
function this.HeroItemAdapter(_go, _heroData)
local showList = {}
for i, v in pairs(this.condition) do
local cc = HardStageCondition[v]
if cc then
local ct = cc.ConditionValue[1]
local v = cc.ConditionValue[2]
if cc.ConditionType == 12 then
-- 斩杀
elseif cc.ConditionType == 13 then
-- 控制
if ct == 0 then-- 所有控制
if table.indexof(_heroData.heroConfig.Orientation, 1) then-- 眩晕
showList[1] = 1
end
if table.indexof(_heroData.heroConfig.Orientation, 2) then-- 沉默
showList[2] = 1
end
if table.indexof(_heroData.heroConfig.Orientation, 3) then-- 麻痹
showList[3] = 1
end
elseif ct == 1 then-- 眩晕
if table.indexof(_heroData.heroConfig.Orientation, 1) then-- 眩晕
showList[1] = 1
end
elseif ct == 2 then-- 沉默
if table.indexof(_heroData.heroConfig.Orientation, 2) then-- 沉默
showList[2] = 1
end
elseif ct == 7 then-- 麻痹
if table.indexof(_heroData.heroConfig.Orientation, 3) then-- 麻痹
showList[3] = 1
end
end
elseif cc.ConditionType == 14 then
-- 持续伤害
if ct == 0 then-- 所有持续伤害
if table.indexof(_heroData.heroConfig.Orientation, 4) then-- 灼烧
showList[4] = 1
end
if table.indexof(_heroData.heroConfig.Orientation, 5) then-- 中毒
showList[5] = 1
end
elseif ct == 1 then-- 灼烧
if table.indexof(_heroData.heroConfig.Orientation, 4) then-- 灼烧
showList[4] = 1
end
elseif ct == 2 then-- 中毒
if table.indexof(_heroData.heroConfig.Orientation, 5) then-- 中毒
showList[5] = 1
end
end
elseif cc.ConditionType == 15 then
-- 追击
if table.indexof(_heroData.heroConfig.Orientation, 6) then-- 追击
showList[6] = 1
end
elseif cc.ConditionType == 16 then
-- 恢复
if table.indexof(_heroData.heroConfig.Orientation, 7) then-- 恢复
showList[7] = 1
end
end
end
end
local loopList = {}
for k, v in pairs(showList) do
table.insert(loopList, k)
end
local spType = Util.GetGameObject(_go, "specialType")
local highlight = Util.GetGameObject(_go, "highlight"):GetComponent("Image")
local txt = Util.GetGameObject(spType, "Text"):GetComponent("Text")
if #loopList > 0 then
-- 排序
table.sort(loopList, function(a, b)
return a < b
end)
--
spType:SetActive(true)
highlight.gameObject:SetActive(true)
local index = 0
this.AddBreath(highlight)
this.AddBreath(txt, function()
index = index % #loopList + 1
local con = _showConfig[loopList[index]]
if con then
txt.text = con.text
txt.color = Color.New(con.color.r, con.color.g, con.color.b, 0)
highlight.color = Color.New(con.color.r, con.color.g, con.color.b, 0)
end
end)
-- loopFadeText(txt, highlight:GetComponent("Image"), loopList, 0)
else
spType:SetActive(false)
highlight.gameObject:SetActive(false)
this.RemoveBreath(highlight)
this.RemoveBreath(txt)
end
end
return this