【战斗】新增轩辕宝镜,僧罗幻境战斗类型,四灵试炼回放改为回放类型

dev_chengFeng
gaoxin 2021-11-26 10:19:29 +08:00
parent 458b7b2ca5
commit ad3ca2e0d2
5 changed files with 15 additions and 10 deletions

View File

@ -2574,7 +2574,8 @@ EXPEDITON_POPUP_TYPE={
BATTLE_TYPE = {
Test = 0, -- 测试战斗
BACK = 1, -- 战斗回放
BACK = 1, -- 战斗回放, 回放后直接关闭战斗界面
BACK_BATTLE = 1000, -- 系统战斗回放回放后显示相应的奖励界面需要在BattleWinPopup和BattleFailPopup中配置
MAP_FIGHT = 2, -- 地图内战斗
ELITE_MONSTER = 3, -- 精英怪
MONSTER_CAMP = 5, -- 兽潮
@ -2594,11 +2595,13 @@ BATTLE_TYPE = {
TASUILINGXIAO = 19, --踏碎凌霄
FIGHTLEVEL = 20, --山河社稷图主关卡
FIGHT_ASSISTANT_LEVEL = 21, --山河社稷图副关卡战斗
BACK_BATTLE = 1000, -- 系统战斗回放
EndlessMpaFight = 22, -- 无尽副本
QIJIE_FIGHT = 24, --七界试炼
FOURELEMENT = 23,
LINGMAIMIJING = 25, --灵脉秘境
FOURELEMENT = 23, -- 四灵试炼
QIJIE_FIGHT = 24, -- 七界试炼
LINGMAIMIJING = 25, -- 灵脉秘境
XUAN_YUAN_MIRROR = 26, -- 轩辕宝镜
TRIAL_FIGHT = 27, -- 森罗幻境
}
--isRankingMainPanelShow_1 本服 _2 跨服 3_跨服不显示在排行主界面 4 用于十绝阵特殊判断 --0非跨服界面内排行榜(达人)
--本服排行

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@ -236,7 +236,7 @@ function this.ExecuteFightBattle(id,type,func)
NetManager.StartSituationChallengeRequest(id,type,function(msg)
if type == 1 then
local fightData = BattleManager.GetBattleServerData(msg,0)
UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.DAILY_CHALLENGE,function(result)
UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.XUAN_YUAN_MIRROR,function(result)
if func then
func()
end

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@ -98,7 +98,7 @@ function this:BindEvent()
local fightData = BattleManager.GetBattleServerData(msg)
UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.DAILY_CHALLENGE, function()
UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.TRIAL_FIGHT, function()
--更新精气值
--LogGreen("战斗后的更新精气值:"..msg.essenceValue)
MapTrialManager.powerValue = msg.essenceValue

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@ -55,12 +55,14 @@ function BattleWinPopup:NextStep()
this.ShowBattleResultByFourElement(m_battleResult.drop)
elseif m_fightType == BATTLE_TYPE.EXECUTE_FIGHT then -- 猎妖之路
this.ShowBattleResultByExpedition(m_battleResult.drop)
elseif m_fightType == BATTLE_TYPE.DAILY_CHALLENGE then -- 日常副本
elseif m_fightType == BATTLE_TYPE.DAILY_CHALLENGE
or m_fightType == BATTLE_TYPE.XUAN_YUAN_MIRROR
or m_fightType == BATTLE_TYPE.TRIAL_FIGHT then -- 日常副本
m_battlePanel:ClosePanel() self:ClosePanel(m_battleResult.drop)
elseif m_fightType == BATTLE_TYPE.GUILD_CAR_DELAY then -- 车迟
this.ShowBattleResultByCarDeleayType(m_battleResult.drop)
elseif m_fightType == BATTLE_TYPE.XIAOYAOYOU then
if m_battlePanel then m_battlePanel:ClosePanel()end self:ClosePanel()
if m_battlePanel then m_battlePanel:ClosePanel()end self:ClosePanel()
elseif m_fightType == BATTLE_TYPE.FIGHTLEVEL then--山河社稷图主关卡
this.ShowBattleResultByFightLevelType(m_battleResult.drop)
elseif m_fightType == BATTLE_TYPE.FIGHT_ASSISTANT_LEVEL then--山河社稷图副关卡

View File

@ -98,7 +98,7 @@ function this:SetSingleData(go,data,index)
return
else
local fightData = BattleManager.GetBattleServerData(msg)
UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.DAILY_CHALLENGE,function(result)
UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.BACK,function(result)
MonsterCampManager.CurOffsetIndex = waveId
if MonsterCampManager.fourMonsterData[curType].openState ~= 0 then
UIManager.OpenPanel(UIName.FourElementMonsterCampPanel,curType)