【山河社稷图】特效提交
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@ -5,6 +5,7 @@ local sortingOrder = 0
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local boxList = {}
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local levelList = {}
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local levelListEffect = {}
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local starListEffect = {}
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local chapterId = 0
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local chapterData = {}
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local allMissionDailyBoxItemPres = {}
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@ -27,6 +28,7 @@ function FightLevelSingleChapterPanel:InitComponent()
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this.rect = Util.GetGameObject(self.gameObject, "middle/rect")
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levelList = {}
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levelListEffect = {}
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starListEffect = {}
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this.rewardBoxParent = Util.GetGameObject(self.gameObject, "middle/rewardBg/btnList")
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this.progressBottom = Util.GetGameObject(self.gameObject, "middle/rewardBg/progressBottom/Image"):GetComponent("Image")
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for i = 1, 3 do
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@ -68,6 +70,11 @@ function FightLevelSingleChapterPanel:BindEvent()
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end
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function FightLevelSingleChapterPanel:OnSortingOrderChange()
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--特效层级重设
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if starListEffect and #starListEffect > 0 then
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for i=1,#starListEffect do
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Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - sortingOrder)
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end
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end
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if levelListEffect and #levelListEffect > 0 then
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for i=1,#levelListEffect do
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Util.AddParticleSortLayer(levelListEffect[i], self.sortingOrder - sortingOrder)
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@ -160,6 +167,9 @@ function this.SetSingleLevel(levelDatas)
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go.transform.localPosition = Vector3.zero
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levelList[i] = go
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levelListEffect[i] = Util.GetGameObject(go, "UI_Effect_Kuang_JinSe")
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for j = 1, 3 do
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starListEffect[i] = Util.GetGameObject(go, "isFirst/Fx_star_looping (".. j ..")")
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end
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end
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go.gameObject:SetActive(false)
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end
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@ -171,12 +181,17 @@ function this.SetSingleLevel(levelDatas)
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local prb2 = Util.GetGameObject(levelList[i], "prb2")--副奖励
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local prb3 = Util.GetGameObject(levelList[i], "prb3")--副战斗
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local UI_Effect_Kuang_JinSe = Util.GetGameObject(levelList[i], "UI_Effect_Kuang_JinSe")
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local isFarstEffect = Util.GetGameObject(levelList[i], "isFirst")
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local isOpen = this.GetCurLevelIsOpen(levelDatas[i])-- -1 未开启 0 开启 1 需解锁上一关 2 等级不足
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prb1:SetActive(false)
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prb2:SetActive(false)
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prb3:SetActive(false)
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UI_Effect_Kuang_JinSe:SetActive(isOpen == 0 and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel)
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Util.AddParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder - sortingOrder)
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isFarstEffect:SetActive(levelData.isFirst and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel)
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for j = 1, 3 do
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Util.AddParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder - (sortingOrder - 1))
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end
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Util.AddParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder - (sortingOrder - 1))
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if levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then --主关卡
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prb1:SetActive(true)
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Util.GetGameObject(prb1, "nameBg"):GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and LevleTitleBg[1] or LevleTitleBg[2])
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@ -54,7 +54,6 @@ function FightLevelSingleLevelInfoPopup:AddListener()
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contentScripts[i].view:AddListener()
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end
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end
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--移除事件监听(用于子类重写)
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function FightLevelSingleLevelInfoPopup:RemoveListener()
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for i = 1, #contentScripts do
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@ -88,6 +87,11 @@ function FightLevelSingleLevelInfoPopup:OnShow()
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end
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function FightLevelSingleLevelInfoPopup:OnSortingOrderChange()
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for i = 1, #contentScripts do
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contentScripts[i].view:OnSortingOrderChange(self.sortingOrder)
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end
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end
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--界面关闭时调用(用于子类重写)
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function FightLevelSingleLevelInfoPopup:OnClose()
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@ -141,16 +141,16 @@ function this:FormationAdapter()
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end
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end
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function this.OnSortingOrderChange()
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function this:OnSortingOrderChange(_sortingOrder)
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for i = 1, #heroListGo do
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Util.AddParticleSortLayer(heroListGo[i], self.sortingOrder - sortingOrder)
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Util.AddParticleSortLayer(heroListGo[i], _sortingOrder - sortingOrder)
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end
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for i, v in pairs(this.NoviceItemList) do
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if this.NoviceItemList[i] and this.NoviceItemList[i].gameObject then
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this.NoviceItemList[i]:SetEffectLayer(sortingOrder)
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end
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end
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sortingOrder = self.sortingOrder
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sortingOrder = _sortingOrder
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end
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--设置单个上阵英雄信息
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@ -14,6 +14,7 @@ local conditionGo = {}
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local HardStage = ConfigManager.GetConfig(ConfigName.HardStage)
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local HardStageCondition = ConfigManager.GetConfig(ConfigName.HardStageCondition)
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local MonsterConfig = ConfigManager.GetConfig(ConfigName.MonsterConfig)
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local starListEffect = {}
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function this:InitComponent(gameObject)
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this.spLoader = SpriteLoader.New()
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this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
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@ -25,14 +26,17 @@ function this:InitComponent(gameObject)
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for i = 1, 6 do
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heroListGo[i] = Util.GetGameObject(gameObject, "RoleGrid/Bg"..i.."/Hero"..i)
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end
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starListEffect = {}
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conditionGo = {}
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for i = 1, 3 do
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conditionGo[i] = Util.GetGameObject(gameObject, "Root/item (" .. i ..")")
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starListEffect[i] = Util.GetGameObject(gameObject, "isFirst/Fx_star_looping (" .. i ..")")
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end
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this.Root = Util.GetGameObject(gameObject,"Root")
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this.backBtn=Util.GetGameObject(gameObject,"BackBtn")
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this.BackBattleBtn=Util.GetGameObject(gameObject,"BackBattleBtn")
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this.rewardBtn=Util.GetGameObject(gameObject,"rewardBtn")
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this.isFirstEffect = Util.GetGameObject(gameObject,"isFirst")
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end
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function this:BindEvent()
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@ -64,6 +68,7 @@ end
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function this:OnShow(_parent,...)
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parent=_parent
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sortingOrder = _parent.sortingOrder
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LogYellow("sortingOrder "..sortingOrder)
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--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
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local args = {...}
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fightLevelData = args[1]
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@ -83,13 +88,20 @@ function this.MainLevelInfoRefresh()
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condition = fightLevelData.config.ConditionValue
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this:FormationAdapter()
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this:ShoeCondition()
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this:ShoeCondition()
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end
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else
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parent:ClosePanel()
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end
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end
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function this:ShoeCondition()
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this.isFirstEffect:SetActive(fightLevelData.isFirst)
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if starListEffect and #starListEffect > 0 then
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for i=1,#starListEffect do
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Util.AddParticleSortLayer(starListEffect[i], sortingOrder)
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end
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LogYellow("sortingOrder "..sortingOrder)
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end
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for i = 1, math.max(#condition, #conditionGo) do
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local go = conditionGo[i]
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if not go then
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|
@ -132,11 +144,18 @@ function this:FormationAdapter()
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end
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end
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function this.OnSortingOrderChange()
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function this:OnSortingOrderChange(_sortingOrder)
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LogYellow("_sortingOrder ".._sortingOrder)
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for i = 1, #heroListGo do
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Util.AddParticleSortLayer(heroListGo[i], self.sortingOrder - sortingOrder)
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Util.AddParticleSortLayer(heroListGo[i], _sortingOrder - sortingOrder)
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end
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if starListEffect and #starListEffect > 0 then
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for i=1,#starListEffect do
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Util.AddParticleSortLayer(starListEffect[i], _sortingOrder - sortingOrder)
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end
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sortingOrder = _sortingOrder
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LogYellow("sortingOrder "..sortingOrder)
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end
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sortingOrder = self.sortingOrder
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end
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--设置单个上阵英雄信息
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@ -51,6 +51,8 @@ function this:OnShow(_parent,...)
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this.SetInfo(root,data[i],i)
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end
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end
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function this:OnSortingOrderChange(_sortingOrder)
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end
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--设置头像
|
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function this.SetInfo(root,data,index)
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root:SetActive(true)
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|
|
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@ -103,15 +103,15 @@ function this.SingleDataShow(_go,_rewardData,_index)
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okButton:SetActive(FightLevelManager.GetCurLevelStarState(fightLevelData.state,index))
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end
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end
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function this.OnSortingOrderChange()
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function this:OnSortingOrderChange(_sortingOrder)
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for i, v in pairs(this.NoviceItemList) do
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for j = 1, #this.NoviceItemList[i] do
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if this.NoviceItemList[i][j] and this.NoviceItemList[i][j].gameObject then
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this.NoviceItemList[i][j]:SetEffectLayer(sortingOrder)
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this.NoviceItemList[i][j]:SetEffectLayer(_sortingOrder)
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||||
end
|
||||
end
|
||||
end
|
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sortingOrder = self.sortingOrder
|
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sortingOrder = _sortingOrder
|
||||
end
|
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function this:OnClose()
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|
|
|
@ -317,9 +317,9 @@ function this.ShowBattleResultByFightLevelType(drop)
|
|||
local oldBattlefightLevelData = FightLevelManager.GetcurBattlefightLevelData()
|
||||
local curBattlefightLevelData = FightLevelManager.GetChapterLevelData(oldBattlefightLevelData.config.Chapter,oldBattlefightLevelData.nodeId)
|
||||
LogYellow("山河社稷图战斗获得星级 "..HardStageFightResponseMsg.stars.." curBattlefightLevelData.isFirst "..tostring(curBattlefightLevelData.isFirst))
|
||||
if curBattlefightLevelData.isFirst then
|
||||
PopupTipPanel.ShowTip("荣耀三星!")
|
||||
end
|
||||
-- if curBattlefightLevelData.isFirst then
|
||||
-- PopupTipPanel.ShowTip("荣耀三星!")
|
||||
-- end
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,HardStageFightResponseMsg.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
||||
if not isBackBattle then
|
||||
if _BattleBestPopup then
|
||||
|
|
|
@ -12,7 +12,7 @@ local bagType=0 --1 正常背包 2 临时背包 3 公会车迟显示
|
|||
-- 1 -- > 界面显示升级
|
||||
-- 2 -- > 显示地图自由探索按钮
|
||||
local compShowType = 0
|
||||
local sortingOrderNum = 0
|
||||
local sortingOrder = 0
|
||||
local callList = Stack.New()
|
||||
local isPopGetSSR = false
|
||||
local isOpenGeiSSRAvtivity = 0--五星成长礼拍脸
|
||||
|
@ -22,6 +22,7 @@ local itemDataList
|
|||
local showHero = 1
|
||||
local isBackBattle = false
|
||||
local conditionGo = {}
|
||||
local starListEffect = {}
|
||||
--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()
|
||||
|
@ -82,10 +83,13 @@ function RewardItemPopup:InitComponent()
|
|||
-- end
|
||||
--山河社稷图副关卡
|
||||
this.FightLevelAssistant=Util.GetGameObject(self.gameObject,"ScrollView/Content/Show/FightLevelAssistant")
|
||||
starListEffect = {}
|
||||
this.Root=Util.GetGameObject(self.gameObject,"FightLevel3/Root")
|
||||
for i = 1, 3 do
|
||||
conditionGo[i] = Util.GetGameObject(this.FightLevel3, "Root/item (" .. i ..")")
|
||||
starListEffect[i] = Util.GetGameObject(this.FightLevel3, "isFirst/Fx_star_looping (" .. i ..")")
|
||||
end
|
||||
this.isFirstEffect = Util.GetGameObject(this.FightLevel3,"isFirst")
|
||||
end
|
||||
|
||||
--绑定事件(用于子类重写)
|
||||
|
@ -128,7 +132,6 @@ function RewardItemPopup:OnOpen(...)
|
|||
isBackBattle = false
|
||||
isPlayerAniEnd = true
|
||||
isOpenGeiSSRAvtivity = 0
|
||||
sortingOrderNum = self.sortingOrder
|
||||
local args = {...}
|
||||
local drop = args[1]
|
||||
bagType=args[2]
|
||||
|
@ -317,6 +320,15 @@ function this.FightLevelShow()
|
|||
local oldBattlefightLevelData = FightLevelManager.GetcurBattlefightLevelData()
|
||||
local curBattlefightLevelData = FightLevelManager.GetChapterLevelData(oldBattlefightLevelData.config.Chapter,oldBattlefightLevelData.nodeId)
|
||||
local condition = curBattlefightLevelData.config.ConditionValue
|
||||
this.isFirstEffect:SetActive(curBattlefightLevelData.isFirst)
|
||||
if starListEffect and #starListEffect > 0 then
|
||||
for i=1,#starListEffect do
|
||||
Util.AddParticleSortLayer(starListEffect[i], this.sortingOrder - (sortingOrder - 1))
|
||||
end
|
||||
end
|
||||
for j = 1, 3 do
|
||||
Util.AddParticleSortLayer(Util.GetGameObject(this.isFirstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder - (sortingOrder - 1))
|
||||
end
|
||||
for i = 1, math.max(#condition, #conditionGo) do
|
||||
local go = conditionGo[i]
|
||||
if not go then
|
||||
|
@ -374,6 +386,12 @@ function RewardItemPopup:OnSortingOrderChange()
|
|||
end
|
||||
end
|
||||
end
|
||||
if starListEffect and #starListEffect > 0 then
|
||||
for i=1,#starListEffect do
|
||||
Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - (sortingOrder - 1))
|
||||
end
|
||||
sortingOrder = self.sortingOrder
|
||||
end
|
||||
end
|
||||
-- 根据物品列表数据显示物品
|
||||
function RewardItemPopup:SetItemShow(drop)
|
||||
|
|
Loading…
Reference in New Issue