引导战斗添加
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f451ac76f5
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b65581fe71
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@ -643,7 +643,7 @@ RectTransform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 224208791220860236}
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m_RootOrder: 2
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m_RootOrder: 3
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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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@ -1059,7 +1059,7 @@ RectTransform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 224208791220860236}
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m_RootOrder: 3
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m_RootOrder: 1
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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@ -1210,9 +1210,9 @@ RectTransform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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- {fileID: 224207229500578536}
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- {fileID: 224668597310509170}
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- {fileID: 224220640790156676}
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- {fileID: 224709729234618838}
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- {fileID: 224668597310509170}
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- {fileID: 224067770939544360}
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- {fileID: 224348206395964596}
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- {fileID: 224518222973870546}
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@ -1433,7 +1433,7 @@ RectTransform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 224208791220860236}
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m_RootOrder: 1
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m_RootOrder: 2
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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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@ -687,4 +687,13 @@ function this.GetBattleBg(fightType)
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return "r_zhandou_changjing_"..tostring(index)
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end
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-- 引导战斗暂停控制
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this.isGuidePause = false
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function this.IsGuidePause()
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return this.isGuidePause
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end
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function this.SetGuidePause(isPause)
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this.isGuidePause = isPause
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end
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return this
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@ -43,6 +43,7 @@ function this.SetTurnRoundFunc(func)
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this.TurnRoundFunc = func
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end
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function this.CheckTurnRound()
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-- 如果正在释放技能
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if this.IsSkilling then
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return
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end
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@ -60,6 +61,10 @@ end
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--
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function this.Update()
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-- 如果正在引导战斗
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if BattleManager and BattleManager.IsGuidePause() then
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return
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end
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--
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if this.IsSkilling then
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return
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@ -322,6 +322,7 @@ function this.InitBattleEvent()
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BattleLogic.Event:AddEvent(BattleEventName.BattleEnd, this.EndBattle)
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BattleLogic.Event:AddEvent(BattleEventName.BattleOrderChange, this.BattleOrderChange)
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, this.BattleRoundChange)
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BattleLogic.Event:AddEvent(BattleEventName.RoleTurnStart, this.RoleTurnChange)
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end
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-- 清除战斗数据
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@ -332,6 +333,7 @@ function this.ClearBattleEvent()
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BattleLogic.Event:RemoveEvent(BattleEventName.BattleEnd, this.EndBattle)
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BattleLogic.Event:RemoveEvent(BattleEventName.BattleOrderChange, this.BattleOrderChange)
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BattleLogic.Event:RemoveEvent(BattleEventName.BattleRoundChange, this.BattleRoundChange)
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BattleLogic.Event:RemoveEvent(BattleEventName.RoleTurnStart, this.RoleTurnChange)
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end
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--敌军出现的表现
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@ -410,12 +412,19 @@ function this.EnemyAppear()
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end
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end
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-- 角色轮转回调(不出手的位置不会回调)
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function this.RoleTurnChange(role)
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-- 回调UI层
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if this.root.RoleTurnChange then
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this.root.RoleTurnChange(role)
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end
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end
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-- 回合变化
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function this.BattleRoundChange(Round)
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-- 回调UI层
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this.root.OnRoundChanged(Round)
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-- 异妖CD
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if this.DiffMonsterFlag then
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local slider = BattleLogic.GetTeamSkillCastSlider(0)
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@ -636,6 +645,11 @@ function this.GuideCheckEnemyDead(role)
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end
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function this.OnUpdate()
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-- 引导战斗暂停
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if BattleManager.IsGuidePause() then
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return
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end
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-- 判断是否结束
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if BattleLogic.IsEnd then
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-- 所有角色血条
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for r, v in pairs(tbRoleDispose) do
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@ -165,22 +165,61 @@ function this.ShowBattleResult(result, msg)
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end
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end
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-- 战斗波次变化回调
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function this.OnOrderChanged(order)
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-- body
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--显示波次
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this.orderText.text = string.format("%d/%d", order, BattleLogic.TotalOrder)
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end
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-- 战斗回合变化回调
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this.curRound = 1
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function this.OnRoundChanged(round)
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-- body
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-- 轮数变化
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this.curRound = round
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--显示波次
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local curRound, maxRound = BattleLogic.GetCurRound()
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this.roundText.text = string.format(Language[10252], curRound, maxRound)
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end
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-- 引导节点配置
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local _GuideConfig = {
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-- 轮数 = {阵营 = { 释放位置 = 对话id}}}
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[1] = {
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[0] = {
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[1] = 300008,
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[4] = 300010,
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}
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},
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[2] = {
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[0] = {
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[1] = 300012,
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[2] = 300014,
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[3] = 300016,
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}
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}
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}
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-- 角色轮转回调
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function this.RoleTurnChange(role)
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local curCamp = role.camp
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local curPos = role.position
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if not _GuideConfig[this.curRound] then
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return
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end
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if not _GuideConfig[this.curRound][curCamp] then
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return
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end
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if not _GuideConfig[this.curRound][curCamp][curPos] then
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return
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end
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BattleManager.SetGuidePause(true)
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StoryManager.EventTrigger(_GuideConfig[this.curRound][curCamp][curPos], function()
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BattleManager.SetGuidePause(false)
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end)
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end
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-- 由BattleView驱动
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function this.OnUpdate()
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@ -142,7 +142,13 @@ function this.RefreshPanel(eventId, isFirstOpen)
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this.mask:SetActive(showMask)
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-- 设置对话背景图
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this.Bg.sprite = Util.LoadSprite(chapterEventPointData[eventId].DialogueBg)
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local bgName = chapterEventPointData[eventId].DialogueBg
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if not bgName or bgName == "" then
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this.Bg.gameObject:SetActive(false)
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else
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this.Bg.gameObject:SetActive(true)
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this.Bg.sprite = Util.LoadSprite(chapterEventPointData[eventId].DialogueBg)
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end
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StoryDialoguePanel:SetScenceEffect(eventId)
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-- 跳转值
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@ -47,9 +47,9 @@ function this.EventTrigger(eventId, callBack)
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elseif showType == 12 then -- 选择界面
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UIManager.OpenPanel(UIName.StoryDialoguePanel, eventId, false)
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--UIManager.OpenPanel(UIName.StoryOptionPopup, eventId)
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elseif showType == 10 then -- 起名字界面
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elseif showType == 10 then -- 起名字界面
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UIManager.OpenPanel(UIName.CreateNamePopup, showType, eventId, showValues, options)
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elseif showType == 14 then -- 引导战斗
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elseif showType == 14 then -- 引导战斗
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local fb = ConfigManager.GetConfigData(ConfigName.FakeBattle, 1004)
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local testFightData = {
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fightData = loadstring("return "..fb.FightData)(),
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@ -58,7 +58,11 @@ function this.EventTrigger(eventId, callBack)
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maxRound = 20
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}
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UIManager.OpenPanel(UIName.GuideBattlePanel, testFightData, function()
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StoryManager.EventTrigger(300017, callBack)
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StoryManager.EventTrigger(300017, function ()
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PatFaceManager.isLogin = true
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UIManager.OpenPanel(UIName.FightPointPassMainPanel)
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LoadingPanel.End()
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end)
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end)
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end
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else
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@ -91,8 +95,6 @@ end
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-- 剧情跳转
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function this.StoryJumpType(optionId, panel)
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local jumpType = chapterOptionData[optionId].JumpType
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if jumpType then
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if jumpType == 4 then -- 关闭所有界面,结束对话
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if panel then
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