【山河社稷图】特效提交

dev_chengFeng
zhangqiang 2021-05-27 20:17:53 +08:00
parent 4b54176492
commit b92e659e53
23 changed files with 29718 additions and 13637 deletions

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@ -5,6 +5,7 @@ local sortingOrder = 0
local boxList = {}
local levelList = {}
local levelListEffect = {}
local starListEffect = {}
local chapterId = 0
local chapterData = {}
local allMissionDailyBoxItemPres = {}
@ -27,6 +28,7 @@ function FightLevelSingleChapterPanel:InitComponent()
this.rect = Util.GetGameObject(self.gameObject, "middle/rect")
levelList = {}
levelListEffect = {}
starListEffect = {}
this.rewardBoxParent = Util.GetGameObject(self.gameObject, "middle/rewardBg/btnList")
this.progressBottom = Util.GetGameObject(self.gameObject, "middle/rewardBg/progressBottom/Image"):GetComponent("Image")
for i = 1, 3 do
@ -68,6 +70,11 @@ function FightLevelSingleChapterPanel:BindEvent()
end
function FightLevelSingleChapterPanel:OnSortingOrderChange()
--特效层级重设
if starListEffect and #starListEffect > 0 then
for i=1,#starListEffect do
Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - sortingOrder)
end
end
if levelListEffect and #levelListEffect > 0 then
for i=1,#levelListEffect do
Util.AddParticleSortLayer(levelListEffect[i], self.sortingOrder - sortingOrder)
@ -160,6 +167,9 @@ function this.SetSingleLevel(levelDatas)
go.transform.localPosition = Vector3.zero
levelList[i] = go
levelListEffect[i] = Util.GetGameObject(go, "UI_Effect_Kuang_JinSe")
for j = 1, 3 do
starListEffect[i] = Util.GetGameObject(go, "isFirst/Fx_star_looping (".. j ..")")
end
end
go.gameObject:SetActive(false)
end
@ -171,12 +181,17 @@ function this.SetSingleLevel(levelDatas)
local prb2 = Util.GetGameObject(levelList[i], "prb2")--副奖励
local prb3 = Util.GetGameObject(levelList[i], "prb3")--副战斗
local UI_Effect_Kuang_JinSe = Util.GetGameObject(levelList[i], "UI_Effect_Kuang_JinSe")
local isFarstEffect = Util.GetGameObject(levelList[i], "isFirst")
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
prb1:SetActive(false)
prb2:SetActive(false)
prb3:SetActive(false)
UI_Effect_Kuang_JinSe:SetActive(isOpen == 0 and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel)
Util.AddParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder - sortingOrder)
isFarstEffect:SetActive(levelData.isFirst and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel)
for j = 1, 3 do
Util.AddParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder - (sortingOrder - 1))
end
Util.AddParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder - (sortingOrder - 1))
if levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then --主关卡
prb1:SetActive(true)
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()
contentScripts[i].view:AddListener()
end
end
--移除事件监听(用于子类重写)
function FightLevelSingleLevelInfoPopup:RemoveListener()
for i = 1, #contentScripts do
@ -88,6 +87,11 @@ function FightLevelSingleLevelInfoPopup:OnShow()
end
function FightLevelSingleLevelInfoPopup:OnSortingOrderChange()
for i = 1, #contentScripts do
contentScripts[i].view:OnSortingOrderChange(self.sortingOrder)
end
end
--界面关闭时调用(用于子类重写)
function FightLevelSingleLevelInfoPopup:OnClose()

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@ -141,16 +141,16 @@ function this:FormationAdapter()
end
end
function this.OnSortingOrderChange()
function this:OnSortingOrderChange(_sortingOrder)
for i = 1, #heroListGo do
Util.AddParticleSortLayer(heroListGo[i], self.sortingOrder - sortingOrder)
Util.AddParticleSortLayer(heroListGo[i], _sortingOrder - sortingOrder)
end
for i, v in pairs(this.NoviceItemList) do
if this.NoviceItemList[i] and this.NoviceItemList[i].gameObject then
this.NoviceItemList[i]:SetEffectLayer(sortingOrder)
end
end
sortingOrder = self.sortingOrder
sortingOrder = _sortingOrder
end
--设置单个上阵英雄信息

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@ -14,6 +14,7 @@ local conditionGo = {}
local HardStage = ConfigManager.GetConfig(ConfigName.HardStage)
local HardStageCondition = ConfigManager.GetConfig(ConfigName.HardStageCondition)
local MonsterConfig = ConfigManager.GetConfig(ConfigName.MonsterConfig)
local starListEffect = {}
function this:InitComponent(gameObject)
this.spLoader = SpriteLoader.New()
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
@ -25,14 +26,17 @@ function this:InitComponent(gameObject)
for i = 1, 6 do
heroListGo[i] = Util.GetGameObject(gameObject, "RoleGrid/Bg"..i.."/Hero"..i)
end
starListEffect = {}
conditionGo = {}
for i = 1, 3 do
conditionGo[i] = Util.GetGameObject(gameObject, "Root/item (" .. i ..")")
starListEffect[i] = Util.GetGameObject(gameObject, "isFirst/Fx_star_looping (" .. i ..")")
end
this.Root = Util.GetGameObject(gameObject,"Root")
this.backBtn=Util.GetGameObject(gameObject,"BackBtn")
this.BackBattleBtn=Util.GetGameObject(gameObject,"BackBattleBtn")
this.rewardBtn=Util.GetGameObject(gameObject,"rewardBtn")
this.isFirstEffect = Util.GetGameObject(gameObject,"isFirst")
end
function this:BindEvent()
@ -64,6 +68,7 @@ end
function this:OnShow(_parent,...)
parent=_parent
sortingOrder = _parent.sortingOrder
LogYellow("sortingOrder "..sortingOrder)
--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
local args = {...}
fightLevelData = args[1]
@ -83,13 +88,20 @@ function this.MainLevelInfoRefresh()
condition = fightLevelData.config.ConditionValue
this:FormationAdapter()
this:ShoeCondition()
this:ShoeCondition()
end
else
parent:ClosePanel()
end
end
function this:ShoeCondition()
this.isFirstEffect:SetActive(fightLevelData.isFirst)
if starListEffect and #starListEffect > 0 then
for i=1,#starListEffect do
Util.AddParticleSortLayer(starListEffect[i], sortingOrder)
end
LogYellow("sortingOrder "..sortingOrder)
end
for i = 1, math.max(#condition, #conditionGo) do
local go = conditionGo[i]
if not go then
@ -132,11 +144,18 @@ function this:FormationAdapter()
end
end
function this.OnSortingOrderChange()
function this:OnSortingOrderChange(_sortingOrder)
LogYellow("_sortingOrder ".._sortingOrder)
for i = 1, #heroListGo do
Util.AddParticleSortLayer(heroListGo[i], self.sortingOrder - sortingOrder)
Util.AddParticleSortLayer(heroListGo[i], _sortingOrder - sortingOrder)
end
if starListEffect and #starListEffect > 0 then
for i=1,#starListEffect do
Util.AddParticleSortLayer(starListEffect[i], _sortingOrder - sortingOrder)
end
sortingOrder = _sortingOrder
LogYellow("sortingOrder "..sortingOrder)
end
sortingOrder = self.sortingOrder
end
--设置单个上阵英雄信息

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@ -51,6 +51,8 @@ function this:OnShow(_parent,...)
this.SetInfo(root,data[i],i)
end
end
function this:OnSortingOrderChange(_sortingOrder)
end
--设置头像
function this.SetInfo(root,data,index)
root:SetActive(true)

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@ -103,15 +103,15 @@ function this.SingleDataShow(_go,_rewardData,_index)
okButton:SetActive(FightLevelManager.GetCurLevelStarState(fightLevelData.state,index))
end
end
function this.OnSortingOrderChange()
function this:OnSortingOrderChange(_sortingOrder)
for i, v in pairs(this.NoviceItemList) do
for j = 1, #this.NoviceItemList[i] do
if this.NoviceItemList[i][j] and this.NoviceItemList[i][j].gameObject then
this.NoviceItemList[i][j]:SetEffectLayer(sortingOrder)
this.NoviceItemList[i][j]:SetEffectLayer(_sortingOrder)
end
end
end
sortingOrder = self.sortingOrder
sortingOrder = _sortingOrder
end
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

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@ -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)