【山河社稷图】修改
parent
8719603f64
commit
a30616a9fc
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@ -136,7 +136,7 @@ end
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function this.HardStageReportRequset(_fightLevelData, callBack)
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NetManager.HardStageReportRequset( _fightLevelData.nodeId,function (msg)--FIGHT_LEVEL _fightLevelData.config.Chapter,
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if msg.player and #msg.player > 0 then
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UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.BackBattle,msg.player,_fightLevelData)
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UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.BackBattle,msg.player,_fightLevelData,callBack)
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else
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PopupTipPanel.ShowTip("尚无符合条件的回放!")
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end
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@ -102,10 +102,15 @@ function this.OnShowPanel()
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end
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function this.ShowChapterPoint()
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local allNodeDatas = {}
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for key, value in pairs(chapterData.node) do
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table.insert(allNodeDatas,value)
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end
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table.sort(allNodeDatas, function(a,b) return a.nodeId < b.nodeId end)
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local num = 0
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for i = 1, #chapterData.node do
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if chapterData.node[i].config.UselessPoint then
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for j = 1, #chapterData.node[i].config.UselessPoint do
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for i = 1, #allNodeDatas do
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if allNodeDatas[i].config.UselessPoint then
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for j = 1, #allNodeDatas[i].config.UselessPoint do
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num = num + 1
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end
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end
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@ -123,13 +128,13 @@ function this.ShowChapterPoint()
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go.gameObject:SetActive(false)
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end
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local index = 0
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for i = 1, #chapterData.node do
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local isOpen = this.GetCurLevelIsOpen(chapterData.node[i])-- -1 未开启 0 开启 1 需解锁上一关 2 等级不足
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if chapterData.node[i].config.UselessPoint then
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for j = 1, #chapterData.node[i].config.UselessPoint do
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for i = 1, #allNodeDatas do
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local isOpen = this.GetCurLevelIsOpen(allNodeDatas[i])-- -1 未开启 0 开启 1 需解锁上一关 2 等级不足
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if allNodeDatas[i].config.UselessPoint then
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for j = 1, #allNodeDatas[i].config.UselessPoint do
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index = index + 1
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allSmallPoint[index].gameObject:SetActive(true)
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allSmallPoint[index].transform.localPosition = Vector3.New(chapterData.node[i].config.UselessPoint[j][1],chapterData.node[i].config.UselessPoint[j][2],0)
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allSmallPoint[index].transform.localPosition = Vector3.New(allNodeDatas[i].config.UselessPoint[j][1],allNodeDatas[i].config.UselessPoint[j][2],0)
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local image = allSmallPoint[index]:GetComponent("Image")
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image.sprite = this.spLoader:LoadSprite(isOpen == 0 and point[1] or point[2])
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end
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@ -44,7 +44,7 @@ function this:BindEvent()
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end)
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Util.AddClick(this.BackBattleBtn, function()
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FightLevelManager.HardStageReportRequset(fightLevelData, function()
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-- UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.MainLevel,fightLevelData)
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UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.MainLevel,fightLevelData)
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end)
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end)
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Util.AddClick(this.rewardBtn, function()
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@ -17,7 +17,7 @@ function this.RegisterMessage(network)
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--监听红点推送
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socket:RegistNetMessage(MessageTypeProto_pb.SEND_RED_POINT_INDICATION, this.ReceiveRedPoint)
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--福利红包推送
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socket:RegistNetMessage(MessageTypeProto_pb.WELFARE_RED_PACKET_INFO, this.WelfareRedPacketPush)
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-- socket:RegistNetMessage(MessageTypeProto_pb.WELFARE_RED_PACKET_INFO, this.WelfareRedPacketPush)
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socket:RegistNetMessage(MessageTypeProto_pb.UPDATE_BAG_INDICATION, this.BackUpDataBagItemIdNumber)
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socket:RegistNetMessage(MessageTypeProto_pb.SEND_CHAT_INFO_INDICATION, this.ReceiveFriendChat)
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@ -920,7 +920,8 @@ function this.BackPatFaceData(buffer)
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msg:ParseFromString(data)
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PatFaceManager.SetPatFaceDaqta(msg)
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end
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--后端拍脸推送
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--山河社稷图推送
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function this.HardStageResponse(buffer)
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local data = buffer:DataByte()
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local msg = PlayerInfoProto_pb.HardStageResponse()
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