Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c
commit
9b4ce2d96a
|
@ -1,69 +1,251 @@
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|||
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||||
r_MapEffect_NewEvent_002.png
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||||
size: 256,512
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size: 1024,1024
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||||
format: RGBA8888
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||||
filter: Linear,Linear
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||||
repeat: none
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||||
b_shenti_20
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||||
rotate: false
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||||
xy: 902, 720
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||||
size: 120, 127
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||||
orig: 120, 127
|
||||
offset: 0, 0
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index: -1
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||||
b_weiba_16
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||||
rotate: true
|
||||
xy: 950, 851
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size: 106, 61
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orig: 106, 61
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offset: 0, 0
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index: -1
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||||
b_weijin_2
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rotate: false
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||||
xy: 758, 849
|
||||
size: 190, 173
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||||
orig: 190, 173
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offset: 0, 0
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index: -1
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||||
b_wuqi_1
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rotate: false
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||||
xy: 445, 749
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size: 311, 273
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orig: 311, 273
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offset: 0, 0
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index: -1
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||||
b_youshou_12
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rotate: false
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||||
xy: 387, 366
|
||||
size: 83, 41
|
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orig: 83, 41
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||||
offset: 0, 0
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index: -1
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||||
b_youshou_13
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rotate: true
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xy: 950, 959
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size: 63, 72
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orig: 63, 72
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offset: 0, 0
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index: -1
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b_youtui_17
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rotate: true
|
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xy: 663, 518
|
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size: 41, 54
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orig: 41, 54
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offset: 0, 0
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index: -1
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b_youtui_18
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rotate: true
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||||
xy: 234, 52
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||||
size: 40, 20
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orig: 40, 20
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offset: 0, 0
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||||
index: -1
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||||
b_zuoshou_10
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||||
rotate: true
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||||
xy: 357, 274
|
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size: 71, 32
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orig: 71, 32
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offset: 0, 0
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index: -1
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||||
b_zuoshou_11
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rotate: true
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||||
xy: 659, 561
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size: 59, 71
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orig: 59, 71
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offset: 0, 0
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index: -1
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||||
b_zuotui_14
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||||
rotate: false
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||||
xy: 357, 180
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||||
size: 24, 31
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orig: 24, 31
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offset: 0, 0
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index: -1
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||||
b_zuotui_15
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rotate: true
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||||
xy: 535, 507
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||||
size: 48, 71
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orig: 48, 71
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offset: 0, 0
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index: -1
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||||
bady
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rotate: false
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||||
xy: 2, 153
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||||
size: 191, 142
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||||
orig: 191, 142
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||||
xy: 2, 347
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||||
size: 383, 284
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orig: 383, 284
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offset: 0, 0
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index: -1
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||||
l_biyan_4
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rotate: false
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||||
xy: 472, 378
|
||||
size: 42, 29
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||||
orig: 42, 29
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||||
offset: 0, 0
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||||
index: -1
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||||
l_erduo_1
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||||
rotate: false
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||||
xy: 732, 559
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||||
size: 48, 61
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||||
orig: 48, 61
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||||
offset: 0, 0
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||||
index: -1
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||||
l_jiao_17
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||||
rotate: false
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||||
xy: 387, 409
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||||
size: 133, 46
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||||
orig: 133, 46
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||||
offset: 0, 0
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||||
index: -1
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||||
l_jiao_3
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||||
rotate: false
|
||||
xy: 387, 457
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||||
size: 119, 60
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||||
orig: 119, 60
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||||
offset: 0, 0
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||||
index: -1
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||||
l_tou_5
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rotate: true
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||||
xy: 902, 587
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||||
size: 131, 108
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||||
orig: 131, 108
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||||
offset: 0, 0
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||||
index: -1
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l_weiba_20
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rotate: false
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xy: 2, 2
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size: 136, 90
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||||
orig: 136, 90
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offset: 0, 0
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||||
index: -1
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||||
l_weijin_6
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rotate: true
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xy: 357, 213
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||||
size: 59, 28
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orig: 59, 28
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offset: 0, 0
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||||
index: -1
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l_weijin_9
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rotate: false
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||||
xy: 787, 615
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size: 113, 143
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orig: 113, 143
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offset: 0, 0
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||||
index: -1
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l_wuqi_16
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rotate: true
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xy: 445, 622
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size: 125, 340
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orig: 125, 340
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offset: 0, 0
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index: -1
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l_youshou_18
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rotate: false
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xy: 535, 557
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||||
size: 122, 63
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||||
orig: 122, 63
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||||
offset: 0, 0
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||||
index: -1
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l_youtui_12
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rotate: true
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xy: 608, 510
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size: 45, 53
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orig: 45, 53
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offset: 0, 0
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index: -1
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l_youtui_14
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rotate: true
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xy: 508, 476
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size: 41, 25
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orig: 41, 25
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offset: 0, 0
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index: -1
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l_zuoshou_7
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rotate: false
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xy: 758, 760
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size: 126, 87
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orig: 126, 87
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offset: 0, 0
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index: -1
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l_zuotui_10
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rotate: true
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xy: 140, 10
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size: 82, 92
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orig: 82, 92
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offset: 0, 0
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index: -1
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tou
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rotate: false
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xy: 130, 101
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size: 100, 50
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orig: 100, 50
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rotate: true
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xy: 256, 146
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size: 199, 99
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orig: 199, 99
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offset: 0, 0
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index: -1
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tou1
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rotate: false
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xy: 2, 25
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size: 126, 126
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orig: 126, 126
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xy: 2, 94
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size: 252, 251
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orig: 252, 251
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offset: 0, 0
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index: -1
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weiba
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rotate: false
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xy: 130, 49
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size: 73, 50
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orig: 73, 50
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xy: 387, 519
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size: 146, 101
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orig: 146, 101
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offset: 0, 0
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index: -1
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wq
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rotate: false
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xy: 2, 297
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size: 221, 195
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||||
orig: 221, 195
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xy: 2, 633
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size: 441, 389
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orig: 441, 389
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offset: 0, 0
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index: -1
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xiaoxingxing
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rotate: false
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xy: 225, 477
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||||
size: 12, 15
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orig: 12, 15
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xy: 256, 69
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size: 25, 31
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orig: 25, 31
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||||
offset: 0, 0
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index: -1
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yanzhu
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rotate: false
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xy: 195, 287
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||||
size: 5, 8
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orig: 5, 8
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xy: 719, 543
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size: 11, 16
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orig: 11, 16
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offset: 0, 0
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index: -1
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yanzhu2
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rotate: false
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xy: 130, 39
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size: 5, 8
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orig: 5, 8
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xy: 508, 457
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size: 11, 17
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orig: 11, 17
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offset: 0, 0
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index: -1
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zuiba
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rotate: false
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xy: 2, 2
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size: 44, 21
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orig: 44, 21
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xy: 256, 102
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size: 88, 42
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orig: 88, 42
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offset: 0, 0
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index: -1
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|
|
Binary file not shown.
Before Width: | Height: | Size: 48 KiB After Width: | Height: | Size: 335 KiB |
Binary file not shown.
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@ -2355,10 +2355,21 @@ WALK_DIR = {
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LAUCH = 10,--发射
|
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TOUCH = 11,--轻按
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}
|
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MONSTER_WALK_DIR = {
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||||
--没有坐骑的时候
|
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IDLE = {animation = "idle", y = 0},
|
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IDLEBACK = {animation = "idle_b", y = 0},
|
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RIGHT = {animation = "idle_l", y = 180},
|
||||
LEFT = {animation = "idle_l", y = 0},
|
||||
RUN_RIGHT = {animation = "run_l", y = 180},
|
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RUN_LEFT = {animation = "run_l", y = 0},
|
||||
RUN_UP = {animation = "run_b", y = 0},
|
||||
RUN_DOWN = {animation = "run_1", y = 0},
|
||||
}
|
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PLAYER_WALK_DIR = {
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--没有坐骑的时候
|
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IDLE = {animation = "idle", y = 0},
|
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IDLEBACK = {animation = "idle", y = 180},
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||||
IDLEBACK = {animation = "idle3", y = 0},
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JINGYA = {animation = "jingya", y = 0},
|
||||
LAUCH = {animation = "lauch", y = 0},
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||||
TOUCH = {animation = "touch", y = 0},
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||||
|
|
|
@ -44,6 +44,7 @@ function this.OnLevelChange()
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|||
-- 首充引导特殊处理到十级开放
|
||||
if PlayerManager.level == 10 then
|
||||
table.insert(_FuncGuideList, 100200)
|
||||
StoryMapManager.isShowStory = true
|
||||
this.CheckFuncGuide()
|
||||
end
|
||||
end
|
||||
|
@ -112,6 +113,8 @@ end
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|||
|
||||
-- 检测功能引导
|
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function GuideManager.CheckFuncGuide()
|
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for k,v in pairs(funcDic) do
|
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end
|
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if not GuideManager.IsInMainGuide() and not _IsFuncGuild and #_FuncGuideList > 0 then
|
||||
local guideId = _FuncGuideList[1]
|
||||
if not funcDic[guideId] then
|
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|
|
|
@ -411,9 +411,7 @@ function this.ExecuteBehavior(beType, beArgs)
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|||
local panel = c[1]
|
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local nextId = c[2]
|
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if id == panel and UIManager.IsTopShow(panel) then
|
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this.NextGuide(nextId)
|
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnOpen, OnFocus)
|
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnFocus, OnFocus)
|
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this.ShowStory(nextId,OnFocus)
|
||||
return
|
||||
end
|
||||
end
|
||||
|
@ -475,6 +473,41 @@ function this.ExecuteBehavior(beType, beArgs)
|
|||
end
|
||||
end
|
||||
|
||||
function this.ShowStory(nextId,OnFocus)
|
||||
if StoryMapManager.isShowStory then
|
||||
StoryMapManager.isShowStory = false
|
||||
local isShowStory = 1
|
||||
if PlayerPrefs.HasKey("StoryMapPanel1"..PlayerManager.uid) then
|
||||
isShowStory = PlayerPrefs.GetInt("StoryMapPanel"..PlayerManager.uid)
|
||||
end
|
||||
if isShowStory == 1 then
|
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LogGreen("this.gameObject:"..this.gameObject.name)
|
||||
this.gameObject:SetActive(false)
|
||||
Game.GlobalEvent:AddEvent(GameEvent.GuaJi.CloseStoryMapPanel,function()
|
||||
this.GameSetActive(nextId,OnFocus)
|
||||
end)
|
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PlayerPrefs.SetInt("StoryMapPanel1"..PlayerManager.uid,0)
|
||||
StoryMapManager.InitData(1)
|
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else
|
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this.NextGuide(nextId)
|
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnOpen, OnFocus)
|
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnFocus, OnFocus)
|
||||
end
|
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else
|
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this.NextGuide(nextId)
|
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnOpen, OnFocus)
|
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnFocus, OnFocus)
|
||||
end
|
||||
end
|
||||
|
||||
function this.GameSetActive(nextId,OnFocus)
|
||||
this.gameObject:SetActive(true)
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.GuaJi.CloseStoryMapPanel,this.GameSetActive)
|
||||
this.NextGuide(nextId)
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnOpen, OnFocus)
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnFocus, OnFocus)
|
||||
end
|
||||
|
||||
function this.ShowGuide(id)
|
||||
this.id = id
|
||||
this.gameObject:GetComponent("Image").raycastTarget = true
|
||||
|
|
|
@ -112,10 +112,10 @@ MapFloatingConfig = {
|
|||
scale = Vector3.New(0.2, 0.2, 0.2),
|
||||
scale1 = Vector3.New(0.1, 0.1, 0.1),
|
||||
position = Vector3.New(0, 40, 0)},
|
||||
[25] = {name = "live2d_npc_map_boy",--人
|
||||
scale = Vector3.New(0.2, 0.2, 0.2),
|
||||
[25] = {name = "live2d_r_MapEffect_NewEvent_002",--人
|
||||
scale = Vector3.New(0.05, 0.05, 0.05),
|
||||
scale1 = Vector3.New(0.1, 0.1, 0.1),
|
||||
position = Vector3.New(0, 40, 0)},
|
||||
position = Vector3.New(0, 0, 0)},
|
||||
}
|
||||
|
||||
-- 特效资源的相关数组
|
||||
|
|
|
@ -3,7 +3,7 @@ RewardItemPopup = Inherit(BasePanel)
|
|||
local this = RewardItemPopup
|
||||
local userLevelData = ConfigManager.GetConfig(ConfigName.PlayerLevelConfig)
|
||||
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
|
||||
local itemListPrefab
|
||||
local itemListPrefab = {}
|
||||
-- local itemListPrefabMax
|
||||
local func
|
||||
local bagType=0 --1 正常背包 2 临时背包 3 公会车迟显示
|
||||
|
@ -99,6 +99,13 @@ end
|
|||
--func 回调
|
||||
|
||||
function RewardItemPopup:OnOpen(...)
|
||||
if #itemListPrefab > 0 then
|
||||
for i = 1, #itemListPrefab do
|
||||
destroy(itemListPrefab[i].gameObject)
|
||||
end
|
||||
end
|
||||
itemListPrefab = {}
|
||||
itemDataList = {}
|
||||
isBackBattle = false
|
||||
isPlayerAniEnd = true
|
||||
isOpenGeiSSRAvtivity = 0
|
||||
|
@ -184,20 +191,28 @@ function RewardItemPopup:OnOpen(...)
|
|||
end
|
||||
|
||||
function this.InitGrid()
|
||||
this.dropGrid:SetActive(#itemDataList <= 20 )
|
||||
this.dropGridArena:SetActive(#itemDataList > 20 )
|
||||
itemListPrefab = {}
|
||||
if #itemDataList <= 20 then
|
||||
this.dropGrid:SetActive(#itemDataList <= 25 )
|
||||
this.dropGridArena:SetActive(#itemDataList > 25 )
|
||||
-- LogYellow("itemListPrefab "..#itemListPrefab)
|
||||
-- LogYellow("itemDataList "..#itemDataList)
|
||||
for i = 1, #itemListPrefab do
|
||||
itemListPrefab[i].gameObject:SetActive(false)
|
||||
end
|
||||
if #itemDataList <= 25 then
|
||||
for i = 1, #itemDataList do --初始缓存<= 20
|
||||
local view = SubUIManager.Open(SubUIConfig.ItemView, this.dropGrid.transform)
|
||||
view.gameObject.name = "frame"..i
|
||||
itemListPrefab[i] = view
|
||||
if not itemListPrefab[i] then
|
||||
local view = SubUIManager.Open(SubUIConfig.ItemView, this.dropGrid.transform)
|
||||
view.gameObject.name = "frame"..i
|
||||
itemListPrefab[i] = view
|
||||
end
|
||||
end
|
||||
else
|
||||
for i = 1, #itemDataList do --初始缓存> 20
|
||||
local view = SubUIManager.Open(SubUIConfig.ItemView, this.dropGrid2.transform)
|
||||
view.gameObject.name = "frame"..i
|
||||
itemListPrefab[i] = view
|
||||
if not itemListPrefab[i] then
|
||||
local view = SubUIManager.Open(SubUIConfig.ItemView, this.dropGrid2.transform)
|
||||
view.gameObject.name = "frame"..i
|
||||
itemListPrefab[i] = view
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -278,7 +293,8 @@ function RewardItemPopup:OnSortingOrderChange()
|
|||
if itemListPrefab[i] and itemDataList[i] then
|
||||
local view = itemListPrefab[i]
|
||||
local curItemData=itemDataList[i]
|
||||
view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
|
||||
-- view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
|
||||
view:SetEffectLayer(self.sortingOrder)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -291,70 +307,79 @@ function RewardItemPopup:SetItemShow(drop)
|
|||
itemDataList[i].itemConfig = itemConfig[itemDataList[i].sId]
|
||||
end
|
||||
self:ItemDataListSort(itemDataList)
|
||||
for i = 1, math.max(#itemDataList, #itemListPrefab) do
|
||||
local go = itemListPrefab[i]
|
||||
if not go then
|
||||
go = SubUIManager.Open(SubUIConfig.ItemView, this.dropGrid.transform)
|
||||
go.gameObject.name = "frame"..i
|
||||
itemListPrefab[i] = go
|
||||
end
|
||||
go.gameObject:SetActive(false)
|
||||
end
|
||||
|
||||
callList:Clear()
|
||||
callList:Push(function ()
|
||||
if isOpenGeiSSRAvtivityTime then
|
||||
isOpenGeiSSRAvtivityTime:Stop()
|
||||
isOpenGeiSSRAvtivityTime = nil
|
||||
end
|
||||
isOpenGeiSSRAvtivityTime = Timer.New(function ()
|
||||
isPlayerAniEnd = true
|
||||
if isOpenGeiSSRAvtivity > 0 then
|
||||
HeroManager.DetectionOpenFiveStarActivity(isOpenGeiSSRAvtivity)
|
||||
end
|
||||
end, 0.5):Start()
|
||||
--在关卡界面获得装备 刷新下btview成员红点
|
||||
-- Game.GlobalEvent:DispatchEvent(GameEvent.Equip.EquipChange)
|
||||
end)
|
||||
for i = #itemDataList, 1, -1 do
|
||||
isPlayerAniEnd = false
|
||||
local view = itemListPrefab[i]
|
||||
local curItemData=itemDataList[i]
|
||||
view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
|
||||
--view.gameObject:SetActive(false)
|
||||
-- for i = 1, math.max(#itemDataList, #itemListPrefab) do
|
||||
-- local go = itemListPrefab[i]
|
||||
-- if not go then
|
||||
-- go = SubUIManager.Open(SubUIConfig.ItemView, this.dropGrid.transform)
|
||||
-- go.gameObject.name = "frame"..i
|
||||
-- itemListPrefab[i] = go
|
||||
-- end
|
||||
-- go.gameObject:SetActive(false)
|
||||
-- end
|
||||
if #itemDataList <= 25 then
|
||||
callList:Clear()
|
||||
callList:Push(function ()
|
||||
local func = function()
|
||||
view.gameObject:SetActive(true)
|
||||
local btn = Util.GetGameObject(view.gameObject, "item/frame"):GetComponent("Button")
|
||||
btn.enabled = false
|
||||
PlayUIAnim(view.gameObject, function()
|
||||
btn.enabled = true
|
||||
end)
|
||||
--改为后端更新
|
||||
--this.SetItemData2(itemDataList[i])
|
||||
Timer.New(function ()
|
||||
isPopGetSSR = false
|
||||
callList:Pop()()
|
||||
end, 0.05):Start()
|
||||
end
|
||||
if curItemData.configData and curItemData.itemType==3 and curItemData.configData.Quality == 5 then
|
||||
HeroManager.DetectionOpenFiveStarActivity(curItemData.configData.Star)
|
||||
end
|
||||
if curItemData.configData and curItemData.itemType==3 and curItemData.configData.Quality == 5 and showHero then
|
||||
isPopGetSSR = true
|
||||
isOpenGeiSSRAvtivity = curItemData.configData.Star
|
||||
UIManager.OpenPanel(UIName.DropGetSSRHeroShopPanel,curItemData.backData, func)
|
||||
elseif curItemData.configData and curItemData.itemType==1 and
|
||||
(curItemData.configData.ItemType == ItemType.Title or curItemData.configData.ItemType == ItemType.Ride) then--皮肤 坐骑
|
||||
-- isPopGetSSR = true
|
||||
-- UIManager.OpenPanel(UIName.DropGetPlayerDecorateShopPanel,curItemData.backData, func)
|
||||
func()
|
||||
else
|
||||
func()
|
||||
if isOpenGeiSSRAvtivityTime then
|
||||
isOpenGeiSSRAvtivityTime:Stop()
|
||||
isOpenGeiSSRAvtivityTime = nil
|
||||
end
|
||||
isOpenGeiSSRAvtivityTime = Timer.New(function ()
|
||||
isPlayerAniEnd = true
|
||||
if isOpenGeiSSRAvtivity > 0 then
|
||||
HeroManager.DetectionOpenFiveStarActivity(isOpenGeiSSRAvtivity)
|
||||
end
|
||||
end, 0.5):Start()
|
||||
--在关卡界面获得装备 刷新下btview成员红点
|
||||
-- Game.GlobalEvent:DispatchEvent(GameEvent.Equip.EquipChange)
|
||||
end)
|
||||
for i = #itemDataList, 1, -1 do
|
||||
isPlayerAniEnd = false
|
||||
local view = itemListPrefab[i]
|
||||
local curItemData=itemDataList[i]
|
||||
view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
|
||||
view.gameObject:SetActive(false)
|
||||
callList:Push(function ()
|
||||
local func = function()
|
||||
view.gameObject:SetActive(true)
|
||||
local btn = Util.GetGameObject(view.gameObject, "item/frame"):GetComponent("Button")
|
||||
btn.enabled = false
|
||||
PlayUIAnim(view.gameObject, function()
|
||||
btn.enabled = true
|
||||
end)
|
||||
--改为后端更新
|
||||
--this.SetItemData2(itemDataList[i])
|
||||
Timer.New(function ()
|
||||
isPopGetSSR = false
|
||||
callList:Pop()()
|
||||
end, 0.05):Start()
|
||||
end
|
||||
if curItemData.configData and curItemData.itemType==3 and curItemData.configData.Quality == 5 then
|
||||
HeroManager.DetectionOpenFiveStarActivity(curItemData.configData.Star)
|
||||
end
|
||||
if curItemData.configData and curItemData.itemType==3 and curItemData.configData.Quality == 5 and showHero then
|
||||
isPopGetSSR = true
|
||||
isOpenGeiSSRAvtivity = curItemData.configData.Star
|
||||
UIManager.OpenPanel(UIName.DropGetSSRHeroShopPanel,curItemData.backData, func)
|
||||
elseif curItemData.configData and curItemData.itemType==1 and
|
||||
(curItemData.configData.ItemType == ItemType.Title or curItemData.configData.ItemType == ItemType.Ride) then--皮肤 坐骑
|
||||
-- isPopGetSSR = true
|
||||
-- UIManager.OpenPanel(UIName.DropGetPlayerDecorateShopPanel,curItemData.backData, func)
|
||||
func()
|
||||
else
|
||||
func()
|
||||
end
|
||||
end)
|
||||
end
|
||||
callList:Pop()()
|
||||
else
|
||||
for i = 1, #itemDataList do
|
||||
local view = itemListPrefab[i]
|
||||
local curItemData=itemDataList[i]
|
||||
view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
|
||||
view.gameObject:SetActive(true)
|
||||
end
|
||||
end
|
||||
callList:Pop()()
|
||||
|
||||
end
|
||||
--存储本地
|
||||
function this.SetItemData2(itemdata)
|
||||
|
@ -452,6 +477,9 @@ function RewardItemPopup:OnClose()
|
|||
end
|
||||
--检测是否需要弹每日任务飘窗
|
||||
TaskManager.RefreshShowDailyMissionTipPanel()
|
||||
end
|
||||
--界面销毁时调用(用于子类重写)
|
||||
function RewardItemPopup:OnDestroy()
|
||||
if #itemListPrefab > 0 then
|
||||
for i = 1, #itemListPrefab do
|
||||
destroy(itemListPrefab[i].gameObject)
|
||||
|
@ -460,7 +488,4 @@ function RewardItemPopup:OnClose()
|
|||
itemListPrefab = {}
|
||||
itemDataList = {}
|
||||
end
|
||||
--界面销毁时调用(用于子类重写)
|
||||
function RewardItemPopup:OnDestroy()
|
||||
end
|
||||
return RewardItemPopup
|
|
@ -1,6 +1,7 @@
|
|||
StoryMapManager = {}
|
||||
local this = StoryMapManager
|
||||
this.groupConfigs = {}
|
||||
this.isShowStory = false
|
||||
local storyMapConfig = ConfigManager.GetConfig(ConfigName.StoryMapConfig)
|
||||
--初始化
|
||||
function this.Initialize()
|
||||
|
|
|
@ -13,6 +13,8 @@ this.eventIndex = 0
|
|||
this.showDiaLog = false
|
||||
|
||||
local lastLive2DId = 0
|
||||
local sortingOrder = 0
|
||||
local newSortingOrder = 0
|
||||
--初始化组件(用于子类重写)
|
||||
function StoryMapPanel:InitComponent()
|
||||
this.map = Util.GetGameObject(self.gameObject,"bg/mapParent")
|
||||
|
@ -73,6 +75,7 @@ end
|
|||
|
||||
--界面打开时调用(用于子类重写)
|
||||
function StoryMapPanel:OnOpen(config)
|
||||
sortingOrder = 0
|
||||
this.PlayerGrouops = {}
|
||||
this.triggerEvent = {}
|
||||
curGroupConfig = config
|
||||
|
@ -142,23 +145,12 @@ function StoryMapPanel:OnShow()
|
|||
end
|
||||
|
||||
function this:StackPop()
|
||||
-- local isEnterNext = true
|
||||
-- for k,v in pairs(this.PlayerGrouops) do
|
||||
-- if v.state == 1 then
|
||||
-- isEnterNext = false
|
||||
-- break
|
||||
-- end
|
||||
-- end
|
||||
-- if isEnterNext then
|
||||
LogGreen("前:"..this.callList:Count())
|
||||
if this.callList:Count() > 0 then
|
||||
this.callList:Pop()()
|
||||
LogGreen("后:"..this.callList:Count())
|
||||
else
|
||||
LogGreen("进入下一场景")
|
||||
StoryMapManager.GetSingleStoryConfig()
|
||||
end
|
||||
--end
|
||||
if this.callList:Count() > 0 then
|
||||
this.callList:Pop()()
|
||||
else
|
||||
sortingOrder = newSortingOrder
|
||||
StoryMapManager.GetSingleStoryConfig()
|
||||
end
|
||||
end
|
||||
|
||||
function this:CheckTrigger(data,go)
|
||||
|
@ -169,40 +161,126 @@ function this:CheckTrigger(data,go)
|
|||
this:ShowDialog()
|
||||
elseif data.eventType == 2 then
|
||||
this.eventIndex = 0
|
||||
this:RunMap()
|
||||
this:RunMap(data.eventType)
|
||||
elseif data.eventType == 3 then
|
||||
this.eventIndex = 0
|
||||
--PopupTipPanel.ShowTip("进入一场假战斗")
|
||||
this:EnterFight()
|
||||
elseif data.eventType == 4 then --符咒闪烁了一下
|
||||
this.eventIndex = 0
|
||||
PopupTipPanel.ShowTip("符咒闪烁了一下")
|
||||
this:StackPop()
|
||||
--PopupTipPanel.ShowTip("符咒闪烁了一下")
|
||||
-- this:StackPop()
|
||||
if not this.UI_Effect_ChuFaEffect_04 then
|
||||
this.UI_Effect_ChuFaEffect_04 = poolManager:LoadAsset("UI_Effect_ChuFaEffect_04", PoolManager.AssetType.GameObject)
|
||||
this.UI_Effect_ChuFaEffect_04.name = "UI_Effect_ChuFaEffect_04"
|
||||
this.UI_Effect_ChuFaEffect_04.transform:SetParent(this.effectRoot.transform)
|
||||
this.UI_Effect_ChuFaEffect_04.transform.localPosition = Vector3.New(0,550,0)
|
||||
this.UI_Effect_ChuFaEffect_04.transform.localScale = Vector3.one
|
||||
end
|
||||
this.UI_Effect_ChuFaEffect_04.gameObject:SetActive(true)
|
||||
Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_04,newSortingOrder - sortingOrder)
|
||||
Timer.New(function()
|
||||
this.UI_Effect_ChuFaEffect_04.gameObject:SetActive(false)
|
||||
this:StackPop()
|
||||
end,data.groups[1],1,false):Start()
|
||||
elseif data.eventType == 5 then --符咒闪烁后消失
|
||||
this.eventIndex = 0
|
||||
PopupTipPanel.ShowTip("符咒闪烁后消失")
|
||||
if this.Maps and this.Maps[2] then
|
||||
this.Maps[2].gameObject:SetActive(false)
|
||||
end
|
||||
this:StackPop()
|
||||
elseif data.eventType == 6 then --符咒消失,金箍棒砸在主角和怪物中间。
|
||||
this.eventIndex = 0
|
||||
PopupTipPanel.ShowTip("符咒消失,金箍棒砸在主角和怪物中间。")
|
||||
if not this.UI_Effect_ChuFaEffect_01 then
|
||||
this.UI_Effect_ChuFaEffect_01 = poolManager:LoadAsset("UI_Effect_ChuFaEffect_01", PoolManager.AssetType.GameObject)
|
||||
this.UI_Effect_ChuFaEffect_01.name = "UI_Effect_ChuFaEffect_01"
|
||||
this.UI_Effect_ChuFaEffect_01.transform:SetParent(this.effectRoot.transform)
|
||||
this.UI_Effect_ChuFaEffect_01.transform.localPosition = Vector3.zero
|
||||
this.UI_Effect_ChuFaEffect_01.transform.localScale = Vector3.one
|
||||
end
|
||||
Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_01,newSortingOrder - sortingOrder)
|
||||
this.UI_Effect_ChuFaEffect_01.gameObject:SetActive(true)
|
||||
Timer.New(function()
|
||||
this.UI_Effect_ChuFaEffect_01.gameObject:SetActive(false)
|
||||
end,data.groups[1],1,false):Start()
|
||||
this:StackPop()
|
||||
--PopupTipPanel.ShowTip("符咒消失,金箍棒砸在主角和怪物中间。")
|
||||
-- this:StackPop()
|
||||
elseif data.eventType == 7 then
|
||||
this.eventIndex = 0
|
||||
PopupTipPanel.ShowTip("随着光芒闪烁,一把从天而降的神剑插在了一只怪物面前。")
|
||||
this:StackPop()
|
||||
--PopupTipPanel.ShowTip("随着光芒闪烁,一把从天而降的神剑插在了一只怪物面前。")
|
||||
if not this.UI_Effect_ChuFaEffect_02 then
|
||||
this.UI_Effect_ChuFaEffect_02 = poolManager:LoadAsset("UI_Effect_ChuFaEffect_02", PoolManager.AssetType.GameObject)
|
||||
this.UI_Effect_ChuFaEffect_02.name = "UI_Effect_ChuFaEffect_02"
|
||||
this.UI_Effect_ChuFaEffect_02.transform:SetParent(this.effectRoot.transform)
|
||||
this.UI_Effect_ChuFaEffect_02.transform.localPosition = Vector3.zero
|
||||
this.UI_Effect_ChuFaEffect_02.transform.localScale = Vector3.one
|
||||
end
|
||||
if not this.UI_Effect_ChuFaEffect_05 then
|
||||
this.UI_Effect_ChuFaEffect_05 = poolManager:LoadAsset("UI_Effect_ChuFaEffect_05", PoolManager.AssetType.GameObject)
|
||||
this.UI_Effect_ChuFaEffect_05.name = "UI_Effect_ChuFaEffect_05"
|
||||
this.UI_Effect_ChuFaEffect_05.transform:SetParent(this.effectRoot.transform)
|
||||
this.UI_Effect_ChuFaEffect_05.transform.localPosition = Vector3.zero
|
||||
this.UI_Effect_ChuFaEffect_05.transform.localScale = Vector3.one
|
||||
end
|
||||
Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_02,newSortingOrder - sortingOrder)
|
||||
Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_05,newSortingOrder - sortingOrder)
|
||||
this.UI_Effect_ChuFaEffect_02.gameObject:SetActive(true)
|
||||
this.UI_Effect_ChuFaEffect_05.gameObject:SetActive(true)
|
||||
Timer.New(function()
|
||||
this.UI_Effect_ChuFaEffect_02.gameObject:SetActive(false)
|
||||
this.UI_Effect_ChuFaEffect_05.gameObject:SetActive(false)
|
||||
this:StackPop()
|
||||
end,data.groups[1],1,false):Start()
|
||||
--this:StackPop()
|
||||
elseif data.eventType == 8 then
|
||||
this.eventIndex = 0
|
||||
PopupTipPanel.ShowTip("数把飞剑在主角身边依次落下,将身边一圈的怪物都扎死在剑下。随后剑放出光芒,形成环绕主角的法阵。")
|
||||
this:StackPop()
|
||||
--PopupTipPanel.ShowTip("数把飞剑在主角身边依次落下,将身边一圈的怪物都扎死在剑下。随后剑放出光芒,形成环绕主角的法阵。")
|
||||
-- this:StackPop()
|
||||
if not this.effectBrowList then
|
||||
this.effectBrowList = {}
|
||||
end
|
||||
for i = 1, 8 do
|
||||
if not this.effectBrowList[i] then
|
||||
this.effectBrowList[i] = poolManager:LoadAsset("UI_Effect_ChuFaEffect_05", PoolManager.AssetType.GameObject)
|
||||
this.effectBrowList[i].name = "UI_Effect_ChuFaEffect_05"
|
||||
this.effectBrowList[i].transform:SetParent(this.effectRoot.transform)
|
||||
this.effectBrowList[i].transform.localPosition = Vector3.zero
|
||||
this.effectBrowList[i].transform.localScale = Vector3.one
|
||||
this.effectBrowList[i].gameObject:SetActive(false)
|
||||
end
|
||||
end
|
||||
local indexTemp = 0
|
||||
Timer.New(function()
|
||||
indexTemp = indexTemp + 1
|
||||
Util.AddParticleSortLayer(this.effectBrowList[indexTemp],newSortingOrder - sortingOrder)
|
||||
this.effectBrowList[indexTemp].gameObject:SetActive(true)
|
||||
end,data.groups[1],8,false):Start()
|
||||
Timer.New(function()
|
||||
for i = 1 ,#this.effectBrowList do
|
||||
this.effectBrowList[i].gameObject:SetActive(false)
|
||||
end
|
||||
if not this.UI_Effect_ChuFaEffect_03 then
|
||||
this.UI_Effect_ChuFaEffect_03 = poolManager:LoadAsset("UI_Effect_ChuFaEffect_03", PoolManager.AssetType.GameObject)
|
||||
this.UI_Effect_ChuFaEffect_03.name = "UI_Effect_ChuFaEffect_03"
|
||||
this.UI_Effect_ChuFaEffect_03.transform:SetParent(this.effectRoot.transform)
|
||||
this.UI_Effect_ChuFaEffect_03.transform.localPosition = Vector3.zero
|
||||
this.UI_Effect_ChuFaEffect_03.transform.localScale = Vector3.one
|
||||
end
|
||||
Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_03,newSortingOrder - sortingOrder)
|
||||
this.UI_Effect_ChuFaEffect_03.gameObject:SetActive(true)
|
||||
Timer.New(function()
|
||||
this:StackPop()
|
||||
end,data.groups[3],1,false):Start()
|
||||
end,data.groups[2],1,false):Start()
|
||||
elseif data.eventType == 9 then --等待几秒
|
||||
this.eventIndex = 0
|
||||
LogGreen("data.groups[1]:"..data.groups[1])
|
||||
Timer.New(function()
|
||||
this:StackPop()
|
||||
end,data.groups[1],1,false):Start()
|
||||
elseif data.eventType == 10 then --保持某方向移动
|
||||
this.eventIndex = 0
|
||||
this:RunMap()
|
||||
this:RunMap(data.eventType)
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -313,14 +391,14 @@ function this.ReSetLive2d()
|
|||
Util.ClearChild(this.right2dRoot.transform)
|
||||
end
|
||||
|
||||
function this:RunMap()
|
||||
function this:RunMap(indexType)
|
||||
if this.startTimer then
|
||||
this.startTimer:Stop()
|
||||
this.startTimer = nil
|
||||
end
|
||||
this.startTimer = Timer.New(function ()
|
||||
for k,v in pairs(this.PlayerGrouops) do
|
||||
v:RunMap()
|
||||
v:RunMap(indexType)
|
||||
end
|
||||
end,0.1)
|
||||
this.startTimer:Start()
|
||||
|
@ -352,7 +430,7 @@ function this:RunMap()
|
|||
end
|
||||
|
||||
function StoryMapPanel:OnSortingOrderChange()
|
||||
|
||||
newSortingOrder = self.sortingOrder
|
||||
end
|
||||
|
||||
--界面关闭时调用(用于子类重写)
|
||||
|
@ -366,6 +444,10 @@ function StoryMapPanel:OnClose()
|
|||
this.startTimer = nil
|
||||
end
|
||||
lastLive2DId = 0
|
||||
this.showDiaLog = false
|
||||
this.dialog.gameObject:SetActive(false)
|
||||
this.GoOn.gameObject:SetActive(false)
|
||||
this.showImg:SetActive(false)
|
||||
this.ReSetLive2d()
|
||||
this.callList:Clear()
|
||||
this.triggerEvent = {}
|
||||
|
@ -378,6 +460,33 @@ function StoryMapPanel:OnClose()
|
|||
this.startTimer1 = nil
|
||||
end
|
||||
this.map.transform.localPosition = Vector3.New(0,0,0)
|
||||
if this.effectBrowList then
|
||||
for i = 1 ,#this.effectBrowList do
|
||||
this.effectBrowList[i].gameObject:SetActive(false)
|
||||
poolManager:UnLoadAsset(this.effectBrowList[i].name, this.effectBrowList[i], PoolManager.AssetType.GameObject)
|
||||
end
|
||||
this.effectBrowList = nil
|
||||
end
|
||||
if this.UI_Effect_ChuFaEffect_01 then
|
||||
poolManager:UnLoadAsset("UI_Effect_ChuFaEffect_01", this.UI_Effect_ChuFaEffect_01, PoolManager.AssetType.GameObject)
|
||||
this.UI_Effect_ChuFaEffect_01 = nil
|
||||
end
|
||||
if this.UI_Effect_ChuFaEffect_02 then
|
||||
poolManager:UnLoadAsset("UI_Effect_ChuFaEffect_02", this.UI_Effect_ChuFaEffect_02, PoolManager.AssetType.GameObject)
|
||||
this.UI_Effect_ChuFaEffect_02 = nil
|
||||
end
|
||||
if this.UI_Effect_ChuFaEffect_03 then
|
||||
poolManager:UnLoadAsset("UI_Effect_ChuFaEffect_03", this.UI_Effect_ChuFaEffect_03, PoolManager.AssetType.GameObject)
|
||||
this.UI_Effect_ChuFaEffect_03 = nil
|
||||
end
|
||||
if this.UI_Effect_ChuFaEffect_04 then
|
||||
poolManager:UnLoadAsset("UI_Effect_ChuFaEffect_04", this.UI_Effect_ChuFaEffect_04, PoolManager.AssetType.GameObject)
|
||||
this.UI_Effect_ChuFaEffect_04 = nil
|
||||
end
|
||||
if this.UI_Effect_ChuFaEffect_05 then
|
||||
poolManager:UnLoadAsset("UI_Effect_ChuFaEffect_05", this.UI_Effect_ChuFaEffect_05, PoolManager.AssetType.GameObject)
|
||||
this.UI_Effect_ChuFaEffect_05 = nil
|
||||
end
|
||||
end
|
||||
|
||||
--界面销毁时调用(用于子类重写)
|
||||
|
|
|
@ -26,21 +26,21 @@ end
|
|||
|
||||
function MonsterLiveView:SetWalkDir(dir)
|
||||
if dir == WALK_DIR.IDLE_FRONT then-- 站立_向前
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.IDLE)
|
||||
self:SetWalkDirInfo(MONSTER_WALK_DIR.IDLE)
|
||||
elseif dir == WALK_DIR.IDLE_BACK then-- 站立_向后
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.IDLEBACK)
|
||||
self:SetWalkDirInfo(MONSTER_WALK_DIR.IDLEBACK)
|
||||
elseif dir == WALK_DIR.IDLE_LEFT then-- 站立_向左
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.IDLE)
|
||||
self:SetWalkDirInfo(MONSTER_WALK_DIR.LEFT)
|
||||
elseif dir == WALK_DIR.IDLE_RIGHT then-- 站立_向右
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.IDLE)
|
||||
self:SetWalkDirInfo(MONSTER_WALK_DIR.RIGHT)
|
||||
elseif dir == WALK_DIR.RUN_RIGHT then-- 跑_向右
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.RIGHT)
|
||||
self:SetWalkDirInfo(MONSTER_WALK_DIR.RUN_RIGHT)
|
||||
elseif dir == WALK_DIR.RUN_LEFT then-- 跑_向左
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.LEFT)
|
||||
self:SetWalkDirInfo(MONSTER_WALK_DIR.RUN_LEFT)
|
||||
elseif dir == WALK_DIR.RUN_UP then-- 跑_向上
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.UP)
|
||||
self:SetWalkDirInfo(MONSTER_WALK_DIR.RUN_UP)
|
||||
elseif dir == WALK_DIR.RUN_DOWN then-- 跑_向下
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.DOWN)
|
||||
self:SetWalkDirInfo(MONSTER_WALK_DIR.RUN_DOWN)
|
||||
end
|
||||
end
|
||||
function MonsterLiveView:SetWalkDirInfo(playerDir)
|
||||
|
|
|
@ -663,8 +663,9 @@ function SingleFightPlayerView:private_ShakeByTimes(_point, roleFaceDir, shakeTi
|
|||
end
|
||||
--整个东西缩一下
|
||||
self:PlayScale(hurtGo, 0.7)
|
||||
|
||||
SoundManager.PlaySound(SoundConfig.Sound_FightArea_Attack[math.random(1, #SoundConfig.Sound_FightArea_Attack)])
|
||||
if self.isSelf then
|
||||
SoundManager.PlaySound(SoundConfig.Sound_FightArea_Attack[math.random(1, #SoundConfig.Sound_FightArea_Attack)])
|
||||
end
|
||||
end
|
||||
|
||||
local func = function()
|
||||
|
|
|
@ -74,12 +74,12 @@ function SingleStoryPlayerView:SetRoads0(data)
|
|||
table.insert(self.roadsList[index],road)
|
||||
end
|
||||
end
|
||||
for k,v in ipairs(self.roadsList) do
|
||||
LogGreen("Monster k:"..k.." dirList:"..self.dirList[k])
|
||||
for n,m in ipairs(v) do
|
||||
LogGreen("Monster k:"..k.." n:"..n.." vec:"..tostring(m.vec))
|
||||
end
|
||||
end
|
||||
-- for k,v in ipairs(self.roadsList) do
|
||||
-- LogGreen("Monster k:"..k.." dirList:"..self.dirList[k])
|
||||
-- for n,m in ipairs(v) do
|
||||
-- LogGreen("Monster k:"..k.." n:"..n.." vec:"..tostring(m.vec))
|
||||
-- end
|
||||
-- end
|
||||
self.startPos = self.roadsList[1][1].vec
|
||||
local pointId = tonumber(data[1])
|
||||
self.playerLiveView = MonsterLiveView:New(self.roleRoot,pointId)
|
||||
|
@ -123,17 +123,17 @@ function SingleStoryPlayerView:SetRoads1(data)
|
|||
table.insert(self.roadsList[index],road)
|
||||
end
|
||||
end
|
||||
for k,v in ipairs(self.roadsList) do
|
||||
LogGreen("Player k:"..k.." dirList:"..self.dirList[k])
|
||||
for n,m in ipairs(v) do
|
||||
LogGreen("Player k:"..k.." n:"..n.." vec:"..tostring(m.vec))
|
||||
end
|
||||
end
|
||||
-- for k,v in ipairs(self.roadsList) do
|
||||
-- LogGreen("Player k:"..k.." dirList:"..self.dirList[k])
|
||||
-- for n,m in ipairs(v) do
|
||||
-- LogGreen("Player k:"..k.." n:"..n.." vec:"..tostring(m.vec))
|
||||
-- end
|
||||
-- end
|
||||
self.startPos = self.roadsList[1][1].vec
|
||||
self:SetWalkDir(self.dirList[1])
|
||||
end
|
||||
|
||||
function SingleStoryPlayerView:RunMap()
|
||||
function SingleStoryPlayerView:RunMap(isSetRoleDir)
|
||||
self.roadsIndex = 0
|
||||
self.state = 1
|
||||
self.index = self.index + 1
|
||||
|
@ -152,7 +152,13 @@ function SingleStoryPlayerView:RunMap()
|
|||
if data.indexType == 2 then
|
||||
go = self.parent.map
|
||||
end
|
||||
local dis = math.abs(self:SetRoleDirAction(data.vec,go,data.indexType))
|
||||
local dis
|
||||
LogGreen("isSetRoleDir:"..isSetRoleDir)
|
||||
if data.indexType == 2 or isSetRoleDir == 10 then
|
||||
dis = math.abs(self:SetRoleDirAction(data.vec,go,false))
|
||||
else
|
||||
dis = math.abs(self:SetRoleDirAction(data.vec,go,true))
|
||||
end
|
||||
local speed = 0
|
||||
if data.indexType ~= 0 then
|
||||
speed = (1/600)*dis
|
||||
|
@ -179,28 +185,28 @@ function SingleStoryPlayerView:SetRoleDirAction(pos,go,indexType)
|
|||
local du = pos.x - go.transform.localPosition.x
|
||||
local dy = pos.y - go.transform.localPosition.y
|
||||
if du > 0 then
|
||||
if indexType ~= 2 then
|
||||
if indexType then
|
||||
self:SetWalkDir(WALK_DIR.RUN_RIGHT)
|
||||
self.eventpoint = 4
|
||||
end
|
||||
self.eventpoint = 4
|
||||
return du
|
||||
elseif du < 0 then
|
||||
if indexType ~= 2 then
|
||||
if indexType then
|
||||
self:SetWalkDir(WALK_DIR.RUN_LEFT)
|
||||
self.eventpoint = 3
|
||||
end
|
||||
self.eventpoint = 3
|
||||
return du
|
||||
elseif dy < 0 then
|
||||
if indexType ~= 2 then
|
||||
if indexType then
|
||||
self:SetWalkDir(WALK_DIR.RUN_DOWN)
|
||||
self.eventpoint = 1
|
||||
end
|
||||
self.eventpoint = 1
|
||||
return dy
|
||||
elseif dy > 0 then
|
||||
if indexType ~= 2 then
|
||||
if indexType then
|
||||
self:SetWalkDir(WALK_DIR.RUN_UP)
|
||||
self.eventpoint = 2
|
||||
end
|
||||
self.eventpoint = 2
|
||||
return dy
|
||||
end
|
||||
return 0
|
||||
|
|
Loading…
Reference in New Issue