【神将来袭】基本完事儿
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@ -1956,7 +1956,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -237.05199, y: -0.000030517578}
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m_AnchoredPosition: {x: -292.21924, y: -0.000030517578}
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m_SizeDelta: {x: 0, y: 178.2}
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m_Pivot: {x: 0, y: 0.5}
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--- !u!114 &1008845928870155705
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@ -2799,7 +2799,7 @@ RectTransform:
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: -421}
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m_SizeDelta: {x: 700, y: 178.2}
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m_SizeDelta: {x: 800, y: 178.2}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &3544800768705243807
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MonoBehaviour:
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@ -471,6 +471,7 @@ PanelType = {
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Celebration = {14,16,50003},--社稷大典
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YiJingBaoKu = {14,16,1004},--易经宝库
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LingShouBaoGe = {14,16,1204},--灵兽宝阁
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XinJiangLaiXi = {14,16,1210},--新将来袭
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}
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@ -53,9 +53,13 @@ function this:InitComponent()
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for i = 1, 5 do
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boxList[i] = Util.GetGameObject(this.dmg2, "box"..i)
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boxList[i]:SetActive(false)
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local effect = Util.GetGameObject(boxList[i], "effect")
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effect:SetActive(false)
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end
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boxList[1]:SetActive(true)
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this.dmg2Progress = Util.GetGameObject(this.dmg2, "progress/Fill"):GetComponent("Image")
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this.dmg2Text = Util.GetGameObject(this.dmg2, "progress/Text"):GetComponent("Text")
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this.bar = Util.GetGameObject(this.dmg2, "bar")
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end
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--绑定事件(用于子类重写)
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@ -281,6 +285,7 @@ function this.InitPanelData()
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end)
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end
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elseif fightType == BATTLE_TYPE.XINJIANG then
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boxList[1]:SetActive(true)
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this.myDamage = 0
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this.myDamageLevel = 0
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this.dmg2Text.text = "0%"
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@ -397,7 +402,14 @@ function this.BattleEnd(result)
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elseif fightType == BATTLE_TYPE.XINJIANG then--新将来袭
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Timer.New(function ()
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this:ClosePanel()
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for i = 1, #boxList do
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boxList[i].transform:SetParent(this.dmg2.transform)
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boxList[i].transform:DOLocalMove(Vector3.New(414,16,0), 0)
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boxList[i]:SetActive(false)
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Util.GetGameObject(boxList[i], "effect"):SetActive(false)
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end
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end,1.3):Start()
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else
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-- 判断是否需要进行结果检测
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if this.fightResult then
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@ -585,6 +597,7 @@ function this.RefreshMyDamageShow(data)
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elseif fightType == BATTLE_TYPE.XINJIANG and data then
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local myDamage = this.myDamage-- *10
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local curLevel = 0
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local boxs={}
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local newHeroConfig = ConfigManager.GetConfig(ConfigName.NewHeroConfig)
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local bossData = data
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@ -600,12 +613,21 @@ function this.RefreshMyDamageShow(data)
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local ex = boxs[i-1] and boxs[i-1][1] or 0
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if (boxs[i][1]/boxs[#boxs][1])*100 > curPercent and (ex/boxs[#boxs][1])*100 < curPercent then
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num = (curPercent*100-ex)/(boxs[i][1]-ex)
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curLevel = i
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break
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end
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end
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this.dmg2Progress.fillAmount = num
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for i = 1, #boxs do
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if curPercent >= (boxs[i][1]/boxs[#boxs][1])*100 then
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boxList[i+1]:SetActive(true)
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boxList[i].transform:SetParent(this.bar.transform)
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boxList[i].transform:DOLocalMove(Vector3.New(0,-329+(i-1)*118,0), 1.5)
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Util.GetGameObject(boxList[i], "effect"):SetActive(true)
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end
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end
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end
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end
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@ -194,7 +194,7 @@ function DynamicActivityPanel:InitComponent()
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this.content = Util.GetGameObject(self.gameObject, "bg/pageContent")
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this.PageList = {}
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for i=1,#curActivityCount do
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this.PageList[i] = curActivityCount[i].new(self, Util.GetGameObject(self.transform, "bg/pageContent/page"..i))
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this.PageList[i] = curActivityCount[i].new(self, Util.GetGameObject(self.transform, "bg/pageContent/page"..i),this.UpView)
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end
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-- 上部货币显示
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@ -104,6 +104,7 @@ function XinJiangLaiXi:BindEvent()
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this.btnBack:SetActive(true)
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this.tabList:SetActive(true)
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this.bottomBar:SetActive(true)
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parent.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
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end)
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end
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@ -191,6 +192,7 @@ function XinJiangLaiXi:StoreShow()
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this.shopView = SubUIManager.Open(SubUIConfig.ShopView, this.content.transform)
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end
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this.shopView:ShowShop(SHOP_TYPE.XINJIANG_SHOP,sortingOrder)
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parent.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.XinJiangLaiXi })
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end
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function XinJiangLaiXi:OnClose()
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@ -51,7 +51,7 @@ local this = GMPanel
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-- "4#10003#5", "4#10006#5", "4#10008#5", "4#10009#5", "4#10013#5", "4#10014#5",
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-- "4#10003#4", "4#10006#4", "4#10008#4", "4#10009#4", "4#10013#4", "4#10014#4"}
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local heroList = {
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"4#10023#10", "4#10022#10", "4#10034#10", "4#10002#10", "4#10014#10","4#10002#10","4#10003#10"
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"4#10033#11", "4#10026#11", "4#10008#11", "4#10012#11", "4#10015#11","4#10014#11","4#10033#10","4#10026#10","4#10008#10","4#10012#10","4#10015#10","4#10014#10"
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}
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local moneyList = {"1#3#999999999", "1#4#999999999", "1#5#999999999", "1#14#999999999", "1#15#999999999", "1#16#999999999"}
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--初始化组件(用于子类重写)
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