【战斗回放】
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@ -2175,6 +2175,7 @@ BATTLE_TYPE = {
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GuildTranscript = 14, -- 公会副本
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ARENA = 15, -- 竞技场
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XINJIANG = 16, --新将来袭
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BACK_BATTLE = 1000, -- 系统战斗回放
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}
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rankKingList={ [1] = { bgImage = "r_zjm_paihangbang_banner04", name = Language[12164] ,rankType = RANK_TYPE.FIGHT_LEVEL_RANK,activiteId = 0,isRankingMainPanelShow = true},
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[2] = { bgImage = "r_zjm_paihangbang_banner02", name = Language[12165] ,rankType = RANK_TYPE.FORCE_CURR_RANK,activiteId = 0,isRankingMainPanelShow = true},
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@ -16,7 +16,7 @@ function ArenaResultPopup:InitComponent()
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this.loseEffect = Util.GetGameObject(self.transform, "lose/Effect (1)")
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this.btnResult = Util.GetGameObject(self.transform, "btnResult")
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this.btnBattleBack = Util.GetGameObject(self.transform, "btnBattleBack")
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this.btnBattleBack:SetActive(false)
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-- this.btnBattleBack:SetActive(false)
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screenAdapte(this.winEffect)
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screenAdapte(this.loseEffect)
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end
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@ -9,7 +9,7 @@ local CombatControl = ConfigManager.GetConfig(ConfigName.CombatControl)
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local SpiritAnimalSkill = ConfigManager.GetConfig(ConfigName.SpiritAnimalSkill)
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local FakeBattleNew = ConfigManager.GetConfig(ConfigName.FakeBattleNew)
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local FEAConfig = require("Modules/Battle/Config/FightEffectAudioConfig")
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local curFightData = nil
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local lastFightData = nil
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local function pairsByKeys(t)
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local a = {}
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for n in pairs(t) do
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@ -451,7 +451,8 @@ function this.GetBattleServerData(msg, isFightPlayer)
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fightId = msg.fightData.fightId,
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}
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LogYellow("收到的战斗ID = "..msg.fightData.fightId)
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curFightData = data
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this.SetLastBattleResult(nil,nil)
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lastFightData = data
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return data
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end
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@ -990,14 +991,28 @@ function this.RequestBattleDataByFightId(fightId, func)
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end, nil, nil, nil)
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end
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--普通战斗回访
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function this.BattleBackFun(doneFunc,battle_type)
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if curFightData then
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-- local fightData = BattleManager.GetBattleServerData({fightData = curFightData}, 1)
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--新回放功能
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local lastBattleResult = nil
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local lastBattleType = nil
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--设置上次战斗回放数据和类型
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function this.SetLastBattleResult(_lastBattleResult,_lastBattleType)
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lastBattleResult = _lastBattleResult
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lastBattleType = _lastBattleType
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end
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function this.GetLastBattleResult()
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return lastBattleResult
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end
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function this.GetLastBattleType()
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return lastBattleType
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end
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--新回放功能
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function this.BattleBackFun()
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if lastFightData then
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if UIManager.GetOpenPanel(UIName.BattlePanel) then
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UIManager.ClosePanel(UIName.BattlePanel)
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end
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local battlePanel = UIManager.OpenPanel(UIName.BattlePanel, curFightData, battle_type and battle_type or BATTLE_TYPE.BACK, doneFunc)
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UIManager.OpenPanel(UIName.BattlePanel, lastFightData, BATTLE_TYPE.BACK_BATTLE)
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end
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end
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@ -214,7 +214,7 @@ function this:OnOpen(_fightData, _fightType, _endFunc)
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fightType = _fightType --判定战斗类型
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isBack = _fightType == BATTLE_TYPE.BACK --判定是否是战斗回放
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hadCounted = 0
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-- LogPink(fightType)
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LogPink(fightType)
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this.BG:GetComponent("Image").sprite = Util.LoadSprite(BattleManager.GetBattleBg(fightType))
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-- this.BtnGM:SetActive(AppConst.isOpenGM)
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@ -313,7 +313,7 @@ function this.InitOption()
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this.Option:SetActive(true)
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Util.GetGameObject(this.BtnTimeScale, "lock"):SetActive(not BattleManager.IsUnlockBattleSpeed())
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local IsUnLockBattlePass = BattleManager.IsUnlockBattlePass() or (fightType == BATTLE_TYPE.BACK)--or AppConst.isOpenGM
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local IsUnLockBattlePass = BattleManager.IsUnlockBattlePass() or (fightType == BATTLE_TYPE.BACK) or (fightType == BATTLE_TYPE.BACK_BATTLE)--or AppConst.isOpenGM
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Util.GetGameObject(this.BtnExit, "lock"):SetActive(not IsUnLockBattlePass)
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if AppConst.isOpenGM then
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Util.GetGameObject(this.BtnGM, "lock"):SetActive(false)
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@ -379,6 +379,7 @@ function this.BattleEnd(result)
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else
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this.lastBattleResult.lastPos = 0
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end
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BattleManager.SetLastBattleResult(this.lastBattleResult,fightType)
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this.ShowBattleResult(msg.result, msg)
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end)
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elseif fightType == BATTLE_TYPE.EXECUTE_FIGHT then--远征处理
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@ -392,6 +393,7 @@ function this.BattleEnd(result)
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end
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this.lastBattleResult.result = msg.result
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this.lastBattleResult.drop = msg.drop
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BattleManager.SetLastBattleResult(this.lastBattleResult,fightType)
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this.ShowBattleResult(msg.result, msg)
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end)
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else
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@ -418,6 +420,9 @@ function this.BattleEnd(result)
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end
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end
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-- 直接显示结果
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if fightType ~= BATTLE_TYPE.BACK_BATTLE then
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BattleManager.SetLastBattleResult(this.lastBattleResult,fightType)
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end
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this.ShowBattleResult(result)
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end
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end
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@ -492,14 +497,17 @@ function this.ShowBattleResult(result, msg)
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-- 胜利显示本场比赛的表现最好的英雄
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup,GuildTranscriptManager.drop, 1,function()
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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UIManager.OpenPanel(UIName.RewardItemPopup,GuildTranscriptManager.drop, 1,function(isBackBattle)
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LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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this:ClosePanel()
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Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshGuildTranscripQuickBtn)
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Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshGuildTranscript)
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GuildTranscriptManager.IsKillShowTip()
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end
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this:ClosePanel()
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Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshGuildTranscripQuickBtn)
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Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshGuildTranscript)
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GuildTranscriptManager.IsKillShowTip()
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end, 6,true,true)
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end)
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end
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@ -524,7 +532,40 @@ function this.ShowBattleResult(result, msg)
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end, nil, true, true)
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end)
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end
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end, 0.1):Start()
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end, 0.1):Start()
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--新回放功能
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elseif fightType == BATTLE_TYPE.BACK_BATTLE then
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if BattleManager.GetLastBattleType() == BATTLE_TYPE.GuildTranscript then
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-- 延时执行避免事件冲突
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Timer.New(function()
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup,GuildTranscriptManager.drop, 1,function(isBackBattle)
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LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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this:ClosePanel()
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Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshGuildTranscripQuickBtn)
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Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshGuildTranscript)
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GuildTranscriptManager.IsKillShowTip()
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end
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end, 6,true,true)
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end)
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end
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end, 0.1):Start()
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else
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if result == 0 then -- 失败
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local haveRecord = BattleRecordManager.isHaveRecord()
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UIManager.OpenPanel(UIName.BattleFailPopup, this, haveRecord,nil,fightType)
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else -- 胜利
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UIManager.OpenPanel(UIName.BattleWinPopup, this, isBack, fightType, this.lastBattleResult)
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end
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end
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else
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if result == 0 then -- 失败
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local haveRecord = BattleRecordManager.isHaveRecord()
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@ -6,12 +6,13 @@ local m_showRecord = true
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local m_backPanel
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local orginLayer
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local fightType
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local isBackBattle = false
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--初始化组件(用于子类重写)
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function BattleFailPopup:InitComponent()
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orginLayer = 0
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this.btnClose = Util.GetGameObject(self.gameObject, "Lose")
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Util.GetGameObject(this.btnClose, "btnBattleBack"):SetActive(false)
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-- Util.GetGameObject(this.btnClose, "btnBattleBack"):SetActive(false)
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end
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--绑定事件(用于子类重写)
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@ -46,6 +47,8 @@ function BattleFailPopup:BindEvent()
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--this.ClosePanelRefreshData()
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end)
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Util.AddClick(Util.GetGameObject(this.btnClose, "btnBattleBack"), function ()
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LogGreen("isBackBattle = true")
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isBackBattle = true
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BattleManager.BattleBackFun()
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end)
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end
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@ -67,7 +70,8 @@ end
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--界面打开时调用(用于子类重写)
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function BattleFailPopup:OnOpen(battlePanel, showRecord, backPanel,_fightType)
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LogGreen("isBackBattle = false")
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isBackBattle = false
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if battlePanel then
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m_battlePanel = battlePanel
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end
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@ -104,21 +108,41 @@ end
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function this.ClosePanelRefreshData()
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if fightType then
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if fightType == 8 then--远征
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local GetCurNodeInfo = ExpeditionManager.curAttackNodeInfo
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if GetCurNodeInfo.type == ExpeditionNodeType.Greed then--贪婪节点
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Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshMainPanel)--刷新界面
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PopupTipPanel.ShowTip( Language[12194])
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else
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MsgPanel.ShowTwo(Language[11540], function()
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end, function()
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NetManager.EndConfirmExpeditionBattleRequest(GetCurNodeInfo.sortId, function (msg)
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end)
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end,Language[10719],Language[12201])
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Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshMainPanel)--刷新界面
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if not isBackBattle then
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local GetCurNodeInfo = ExpeditionManager.curAttackNodeInfo
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if GetCurNodeInfo.type == ExpeditionNodeType.Greed then--贪婪节点
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Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshMainPanel)--刷新界面
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PopupTipPanel.ShowTip( Language[12194])
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else
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MsgPanel.ShowTwo(Language[11540], function()
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end, function()
|
||||
NetManager.EndConfirmExpeditionBattleRequest(GetCurNodeInfo.sortId, function (msg)
|
||||
end)
|
||||
end,Language[10719],Language[12201])
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshMainPanel)--刷新界面
|
||||
end
|
||||
end
|
||||
elseif fightType == 10 then--车迟
|
||||
--车迟抢夺cd计时
|
||||
GuildCarDelayManager.SetCdTime(GuildCarDelayProType.Loot)
|
||||
--新回放功能
|
||||
elseif fightType == BATTLE_TYPE.BACK_BATTLE then
|
||||
if BattleManager.GetLastBattleType() == BATTLE_TYPE.EXECUTE_FIGHT then
|
||||
if not isBackBattle then
|
||||
local GetCurNodeInfo = ExpeditionManager.curAttackNodeInfo
|
||||
if GetCurNodeInfo.type == ExpeditionNodeType.Greed then--贪婪节点
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshMainPanel)--刷新界面
|
||||
PopupTipPanel.ShowTip( Language[12194])
|
||||
else
|
||||
MsgPanel.ShowTwo(Language[11540], function()
|
||||
end, function()
|
||||
NetManager.EndConfirmExpeditionBattleRequest(GetCurNodeInfo.sortId, function (msg)
|
||||
end)
|
||||
end,Language[10719],Language[12201])
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshMainPanel)--刷新界面
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
|
@ -89,16 +89,19 @@ function BattleWinPopup:NextStep()
|
|||
-- 胜利显示本场比赛的表现最好的英雄
|
||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
|
||||
-- 打开关卡奖励界面
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function()
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function(isBackBattle)
|
||||
LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
self:ClosePanel()
|
||||
-- 再刷新一便关卡信息
|
||||
NetManager.InitFightPointLevelInfo()
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
self:ClosePanel()
|
||||
-- 再刷新一便关卡信息
|
||||
NetManager.InitFightPointLevelInfo()
|
||||
end, 1, true, true)
|
||||
end)
|
||||
else
|
||||
|
@ -195,6 +198,111 @@ function BattleWinPopup:NextStep()
|
|||
end, 3,true,true)
|
||||
end)
|
||||
end
|
||||
--新回放功能
|
||||
elseif m_fightType == BATTLE_TYPE.BACK_BATTLE then
|
||||
if BattleManager.GetLastBattleType() == BATTLE_TYPE.STORY_FIGHT then
|
||||
FightPointPassManager.FightBattleEnd()
|
||||
FightPointPassManager.OnBattleEnd(m_battleResult)
|
||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
||||
if bestData then
|
||||
-- 胜利显示本场比赛的表现最好的英雄
|
||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
|
||||
-- 打开关卡奖励界面
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, BattleManager.GetLastBattleResult().drop, 1,function(isBackBattle)
|
||||
LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
self:ClosePanel()
|
||||
-- 再刷新一便关卡信息
|
||||
NetManager.InitFightPointLevelInfo()
|
||||
end
|
||||
end, 1, true, true)
|
||||
end)
|
||||
else
|
||||
-- 打开关卡奖励界面
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function()
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
self:ClosePanel()
|
||||
end, 1, true)
|
||||
end
|
||||
elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.EXECUTE_FIGHT then
|
||||
self:ClosePanel()
|
||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
||||
if bestData then
|
||||
-- 胜利显示本场比赛的表现最好的英雄
|
||||
local GetCurNodeInfo = ExpeditionManager.curAttackNodeInfo--ExpeditionManager.GetCurNodeInfo()
|
||||
local func2 = nil
|
||||
if GetCurNodeInfo.type == ExpeditionNodeType.Trail then--试炼节点
|
||||
func2 = function()
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
||||
end
|
||||
end
|
||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
|
||||
--贪婪节点不弹领取圣物
|
||||
if GetCurNodeInfo.type == ExpeditionNodeType.Greed then--贪婪节点
|
||||
local drop = BattleManager.GetLastBattleResult().drop
|
||||
if m_battleResult.drop.itemlist and #drop.itemlist > 0 then
|
||||
LogGreen("m_battleResult.drop.itemlist "..#m_battleResult.drop.itemlist)
|
||||
else
|
||||
LogGreen(Language[12202])
|
||||
end
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,m_battleResult.drop, 1,function(isBackBattle)
|
||||
LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
||||
end
|
||||
end, 0,true,true)
|
||||
elseif GetCurNodeInfo.type == ExpeditionNodeType.Trail then--试炼节点
|
||||
if m_battleResult.drop and m_battleResult.drop.soulEquip and #m_battleResult.drop.soulEquip > 0 then
|
||||
for i = 1, #m_battleResult.drop.soulEquip do
|
||||
ExpeditionManager.InitSingleTreasureData(m_battleResult.drop.soulEquip[i])
|
||||
end
|
||||
end
|
||||
if m_battleResult.drop and m_battleResult.drop.Hero and m_battleResult.drop.Hero[1] then
|
||||
ExpeditionManager.UpdateHeroDatas(m_battleResult.drop.Hero[1])
|
||||
else
|
||||
LogError(Language[11541])
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
PopupTipPanel.ShowTip(Language[12192])
|
||||
else
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,BattleManager.GetLastBattleResult().drop, 1,function(isBackBattle)
|
||||
LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if GetCurNodeInfo.holyEquipID and #GetCurNodeInfo.holyEquipID > 0 then
|
||||
UIManager.OpenPanel(UIName.ExpeditionSelectHalidomPanel,true,function ()
|
||||
end)
|
||||
else
|
||||
--此时战斗了但没有圣物 所有直接刷新界面动画 后并刷新界面
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
||||
end
|
||||
end
|
||||
end, 0,true,true)
|
||||
end
|
||||
end,func2)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
|
@ -19,6 +19,7 @@ local isOpenGeiSSRAvtivityTime
|
|||
local isPlayerAniEnd = true
|
||||
local itemDataList
|
||||
local showHero = 1
|
||||
local isBackBattle = false
|
||||
--初始化组件(用于子类重写)
|
||||
--此界面无奈做了两套显示逻辑一个是掉落小于等于25时背景根据元素数量做拉伸状态 另一个是元素大于25做界面做可滑动
|
||||
function RewardItemPopup:InitComponent()
|
||||
|
@ -112,6 +113,8 @@ function RewardItemPopup:BindEvent()
|
|||
UIManager.OpenPanel(UIName.DamageResultPanel, 1)
|
||||
end)
|
||||
Util.AddClick(this.btnBattleBack, function ()
|
||||
LogGreen("isBackBattle = true")
|
||||
isBackBattle = true
|
||||
BattleManager.BattleBackFun()
|
||||
end)
|
||||
end
|
||||
|
@ -121,7 +124,8 @@ end
|
|||
--func 回调
|
||||
|
||||
function RewardItemPopup:OnOpen(...)
|
||||
|
||||
LogGreen("isBackBattle = false")
|
||||
isBackBattle = false
|
||||
isPlayerAniEnd = true
|
||||
isOpenGeiSSRAvtivity = 0
|
||||
sortingOrderNum = self.sortingOrder
|
||||
|
@ -141,7 +145,7 @@ function RewardItemPopup:OnOpen(...)
|
|||
end
|
||||
local haveRecord = BattleRecordManager.isHaveRecord()
|
||||
this.btnResult:SetActive(haveRecord and args[5])
|
||||
this.btnBattleBack:SetActive(false)--haveRecord and args[5])
|
||||
this.btnBattleBack:SetActive(haveRecord and args[5])
|
||||
this.btnResultMax:SetActive(haveRecord and args[5])
|
||||
|
||||
-- 设置背景遮罩的显隐
|
||||
|
@ -504,7 +508,7 @@ function RewardItemPopup:OnClose()
|
|||
if FightPointPassManager.oldLevel<PlayerManager.level then
|
||||
if fightConFigData and fightConFigData.PicShow == 1 and FightPointPassManager.isOpenNewChapter then
|
||||
UIManager.OpenPanel(UIName.FightEndLvUpPanel,FightPointPassManager.oldLevel,PlayerManager.level,function ()
|
||||
func()
|
||||
func(isBackBattle)
|
||||
end)
|
||||
else
|
||||
UIManager.OpenPanel(UIName.FightEndLvUpPanel,FightPointPassManager.oldLevel,PlayerManager.level,func)
|
||||
|
@ -516,9 +520,9 @@ function RewardItemPopup:OnClose()
|
|||
compShowType = 0
|
||||
if func and not isPopGetSSR then
|
||||
if fightConFigData and fightConFigData.PicShow == 1 and FightPointPassManager.isOpenNewChapter then
|
||||
func()
|
||||
func(isBackBattle)
|
||||
else
|
||||
func()
|
||||
func(isBackBattle)
|
||||
end
|
||||
end
|
||||
|
||||
|
|
Loading…
Reference in New Issue