四灵 提交

dev_chengFeng
jiaoyangna 2021-02-26 17:44:13 +08:00
parent 4445f509af
commit bc2d95ddec
17 changed files with 270 additions and 384 deletions

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m_MaxSize: 40 m_MaxSize: 40
m_Alignment: 3 m_Alignment: 3
m_AlignByGeometry: 0 m_AlignByGeometry: 0
m_RichText: 1 m_RichText: 1
m_HorizontalOverflow: 1 m_HorizontalOverflow: 0
m_VerticalOverflow: 1 m_VerticalOverflow: 0
m_LineSpacing: 1 m_LineSpacing: 1
m_Text: m_Text:
--- !u!1 &785060333507136899 --- !u!1 &785060333507136899
@ -510,7 +510,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: -0.000091552734, y: 0.000061035} m_AnchoredPosition: {x: 3.2, y: 0.000061035}
m_SizeDelta: {x: 260, y: 74} m_SizeDelta: {x: 260, y: 74}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &4036714987210334616 --- !u!222 &4036714987210334616
@ -900,8 +900,8 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0} m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1} m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0} m_AnchoredPosition: {x: 3.2, y: 0.000039101}
m_SizeDelta: {x: 0, y: 0} m_SizeDelta: {x: -125.3, y: -26}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &5935883781838750552 --- !u!222 &5935883781838750552
CanvasRenderer: CanvasRenderer:
@ -935,14 +935,14 @@ MonoBehaviour:
m_Font: {fileID: 12800000, guid: 6fa15837529b0e640af6620b07d3207d, type: 3} m_Font: {fileID: 12800000, guid: 6fa15837529b0e640af6620b07d3207d, type: 3}
m_FontSize: 40 m_FontSize: 40
m_FontStyle: 0 m_FontStyle: 0
m_BestFit: 0 m_BestFit: 1
m_MinSize: 4 m_MinSize: 26
m_MaxSize: 40 m_MaxSize: 40
m_Alignment: 4 m_Alignment: 4
m_AlignByGeometry: 0 m_AlignByGeometry: 0
m_RichText: 1 m_RichText: 1
m_HorizontalOverflow: 1 m_HorizontalOverflow: 0
m_VerticalOverflow: 1 m_VerticalOverflow: 0
m_LineSpacing: 1 m_LineSpacing: 1
m_Text: "\u9009\u62E9\u795E\u5C06" m_Text: "\u9009\u62E9\u795E\u5C06"
--- !u!1 &8679684665277095035 --- !u!1 &8679684665277095035

View File

@ -2264,3 +2264,15 @@ Pokemon_Formation_RefreshType={
FourElementName = {"人杰试炼","佛禅试炼","妖灵试炼","道玄试炼"} FourElementName = {"人杰试炼","佛禅试炼","妖灵试炼","道玄试炼"}
FourElementNameImage = {"s_silingshilian_renjiezi","s_silingshilian_fochanzi","s_silingshilian_yaolingzi","s_silingshilian_daoxuanzi"} FourElementNameImage = {"s_silingshilian_renjiezi","s_silingshilian_fochanzi","s_silingshilian_yaolingzi","s_silingshilian_daoxuanzi"}
NumConvertWeek = {[1]=Language[10005],[2]=Language[10006],[3]=Language[10007],[4]=Language[10008],[5]=Language[10009],[6]=Language[10010],[7]=Language[12303]} NumConvertWeek = {[1]=Language[10005],[2]=Language[10006],[3]=Language[10007],[4]=Language[10008],[5]=Language[10009],[6]=Language[10010],[7]=Language[12303]}
CompShowType = {
a = 1,
b = 2,
c = 3,
d = 4,
e = 5,
f = 6,
fourElement = 7
}

View File

@ -100,6 +100,7 @@ function ExpeditionMonsterInfoPopup:OnClose()
for i = 1, #contentScripts do for i = 1, #contentScripts do
contentScripts[i].view:OnClose() contentScripts[i].view:OnClose()
end end
Game.GlobalEvent:DispatchEvent(GameEvent.FourEle.UpdatePri)
end end
function ExpeditionMonsterInfoPopup:OnDestroy() function ExpeditionMonsterInfoPopup:OnDestroy()

View File

@ -68,7 +68,7 @@ function this:BtnClickEvent()
local x = function() local x = function()
MonsterCampManager.ExecuteFightBattle(waveId,1,function() MonsterCampManager.ExecuteFightBattle(waveId,1,function()
PrivilegeManager.RefreshPrivilegeUsedTimes(data.freeTimeId, 1) PrivilegeManager.RefreshPrivilegeUsedTimes(data.freeTimeId, 1)
this:OnShow(parent,curType,waveId) this:SetIcon()
end,curType) end,curType)
end end
if waveId == data.monsterWave then if waveId == data.monsterWave then
@ -110,24 +110,16 @@ function this:RemoveListener()
end end
function this:OnShow(_parent,...) function this:SetIcon()
parent=_parent
sortingOrder = _parent.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 = {...}
curType = args[1]
waveId = args[2]
freeTime,buyTime = MonsterCampManager.GetTimeTip(curType) freeTime,buyTime = MonsterCampManager.GetTimeTip(curType)
storeDataId,itemId,costNum = MonsterCampManager.GetCost(curType) storeDataId,itemId,costNum = MonsterCampManager.GetCost(curType)
configData = MonsterCampManager.GetFourElementMonsterInfoByWave(curType,waveId)
data = MonsterCampManager.GetCurFourElementMonsterInfo(curType)
Util.SetGray(this.fightBtn,false) Util.SetGray(this.fightBtn,false)
this.fightBtnIcon.gameObject:SetActive(false) this.fightBtnIcon.gameObject:SetActive(false)
this.fightBtnNum.gameObject:SetActive(false) this.fightBtnNum.gameObject:SetActive(false)
this.sureBtn:GetComponent("Image").sprite = Util.LoadSprite("r_hero_button_002") this.sureBtn:GetComponent("Image").sprite = Util.LoadSprite("r_hero_button_002")
if waveId == data.monsterWave then if waveId == data.monsterWave then
if freeTime > 0 then if freeTime > 0 then
this.fightBtnText.text = "免费扫荡" this.fightBtnText.text = string.format("<color=#%s>%s</color>","17232A","免费扫荡")
else else
this.fightBtnIcon.gameObject:SetActive(true) this.fightBtnIcon.gameObject:SetActive(true)
this.fightBtnNum.gameObject:SetActive(true) this.fightBtnNum.gameObject:SetActive(true)
@ -150,7 +142,19 @@ function this:OnShow(_parent,...)
else else
this.fightBtnText.text =string.format("<color=#%s>%s</color>","17232A","确定") this.fightBtnText.text =string.format("<color=#%s>%s</color>","17232A","确定")
end end
end
function this:OnShow(_parent,...)
parent=_parent
sortingOrder = _parent.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 = {...}
curType = args[1]
waveId = args[2]
configData = MonsterCampManager.GetFourElementMonsterInfoByWave(curType,waveId)
data = MonsterCampManager.GetCurFourElementMonsterInfo(curType)
this:SetIcon()
local rewardIds = {} local rewardIds = {}
if waveId == data.monsterWave then if waveId == data.monsterWave then
--扫荡 --扫荡

View File

@ -25,7 +25,7 @@ function this:OnShow(_parent)
parent=_parent parent=_parent
sortingOrder = _parent.sortingOrder sortingOrder = _parent.sortingOrder
parent.BG:SetActive(false) parent.BG:SetActive(false)
local curNum = SacredTreeManager.GetTowerLevel()
-- attriList = {} -- attriList = {}
local data = SacredTreeManager.treeSettingData local data = SacredTreeManager.treeSettingData
for i = 1, #data do for i = 1, #data do
@ -46,9 +46,9 @@ function this:OnShow(_parent)
local num = Util.GetGameObject(go,"num"):GetComponent("Text") local num = Util.GetGameObject(go,"num"):GetComponent("Text")
num.gameObject:SetActive(false) num.gameObject:SetActive(false)
if SacredTreeManager.GetTowerLevel() >= data[i].allNum then if SacredTreeManager.GetTowerLevel() >= data[i].allNum then
name.text = "<color=#66FF00>"..PropertyConfig[data[i].id].Info..":四灵试炼通关"..data[i].allNum.."层("..data[i].curNum.."/"..data[i].allNum..")</color>" name.text = "<color=#66FF00>"..PropertyConfig[data[i].id].Info..":四灵试炼通关"..data[i].allNum.."层("..curNum.."/"..data[i].allNum..")</color>"
else else
name.text = "<color=#B9AE97>"..PropertyConfig[data[i].id].Info..":四灵试炼通关"..data[i].allNum.."层("..data[i].curNum.."/"..data[i].allNum..")</color>" name.text = "<color=#B9AE97>"..PropertyConfig[data[i].id].Info..":四灵试炼通关"..data[i].allNum.."层("..curNum.."/"..data[i].allNum..")</color>"
end end
end end
end end

View File

@ -117,6 +117,18 @@ function FourElementMonsterCampPanel:OnShow()
this.freeMoppingTimes.text = "免费扫荡:" ..freeTimes this.freeMoppingTimes.text = "免费扫荡:" ..freeTimes
this.buyMoppingTimes.text= "购买次数:" ..buyTimes this.buyMoppingTimes.text= "购买次数:" ..buyTimes
this.InitMonsterShow() this.InitMonsterShow()
local waves = MonsterCampManager.GetFourElementTotalWave()
if not PlayerPrefs.HasKey("FourElement"..PlayerManager.uid) then
PlayerPrefs.SetInt("FourElement"..PlayerManager.uid,-1)
end
if waves ~= PlayerPrefs.GetInt("FourElement"..PlayerManager.uid) then
PlayerPrefs.SetInt("FourElement"..PlayerManager.uid,waves)
local propertyId = SacredTreeManager.GetUnLockNewProperty(waves)
if propertyId > 0 then
UIManager.OpenPanel(UIName.RewardItemPopup,nil,nil,nil,CompShowType.fourElement,nil,nil,nil,propertyId)
end
end
end end
function this.SingleDataShow(go, data) function this.SingleDataShow(go, data)
@ -134,7 +146,7 @@ function this.InitMonsterShow()
local tempData = this.SingleDataShow(go, monsterInfo[index]) local tempData = this.SingleDataShow(go, monsterInfo[index])
this.singledataList[monsterInfo[index].wave] = tempData this.singledataList[monsterInfo[index].wave] = tempData
end) end)
this.scrollView:SetIndex((#monsterInfo-trailData.monsterWave-4)) this.scrollView:SetIndex((#monsterInfo-trailData.monsterWave-2))
end end
--界面关闭时调用(用于子类重写) --界面关闭时调用(用于子类重写)

View File

@ -71,6 +71,18 @@ function MonsterCampMainPanel:OnShow()
local singleFourElementData = MonsterCampManager.GetCurFourElementMonsterInfo(i) local singleFourElementData = MonsterCampManager.GetCurFourElementMonsterInfo(i)
this:SetSingleTrailData(trails[i],singleFourElementData) this:SetSingleTrailData(trails[i],singleFourElementData)
end end
local waves = MonsterCampManager.GetFourElementTotalWave()
if not PlayerPrefs.HasKey("FourElement"..PlayerManager.uid) then
PlayerPrefs.SetInt("FourElement"..PlayerManager.uid,-1)
end
if waves ~= PlayerPrefs.GetInt("FourElement"..PlayerManager.uid) then
PlayerPrefs.SetInt("FourElement"..PlayerManager.uid,waves)
local propertyId = SacredTreeManager.GetUnLockNewProperty(waves)
if propertyId > 0 then
UIManager.OpenPanel(UIName.RewardItemPopup,nil,nil,nil,CompShowType.fourElement,nil,nil,nil,propertyId)
end
end
end end
function this:GetOpenTime(id) function this:GetOpenTime(id)

View File

@ -52,7 +52,7 @@ function MonsterCampPanel:BindEvent()
Util.AddClick(this.btnBack, function () Util.AddClick(this.btnBack, function ()
-- UIManager.OpenPanel(UIName.MainPanel) -- UIManager.OpenPanel(UIName.MainPanel)
PlayerManager.carbonType = 1 PlayerManager.carbonType = 1
UIManager.OpenPanel(UIName.CarbonTypePanelV2) UIManager.OpenPanel(UIName.MonsterCampMainPanel)
self:ClosePanel() self:ClosePanel()
end) end)

View File

@ -163,23 +163,12 @@ function this.ShowBattleResultByFourElement(drop)
UIManager.OpenPanel(UIName.RewardItemPopup, MonsterCampManager.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调 UIManager.OpenPanel(UIName.RewardItemPopup, MonsterCampManager.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
LogPink("isBackBattle "..tostring(isBackBattle)) LogPink("isBackBattle "..tostring(isBackBattle))
if not isBackBattle then if not isBackBattle then
local waves = MonsterCampManager.GetFourElementTotalWave() if MonsterCampManager.fourMonsterData[MonsterCampManager.curType].openState ~= 0 then
if not PlayerPrefs.HasKey("FourElement"..PlayerManager.uid) then UIManager.OpenPanel(UIName.FourElementMonsterCampPanel,MonsterCampManager.curType)
PlayerPrefs.SetInt("FourElement"..PlayerManager.uid,-1) else
end UIManager.OpenPanel(UIName.MonsterCampMainPanel)
if waves ~= PlayerPrefs.GetInt("FourElement"..PlayerManager.uid) then
PlayerPrefs.SetInt("FourElement"..PlayerManager.uid,waves)
local propertyId = SacredTreeManager.GetUnLockNewProperty(waves)
if propertyId > 0 then
UIManager.OpenPanel(UIName.UnlockExtraRewardPanel,propertyId,function()
if MonsterCampManager.fourMonsterData[MonsterCampManager.curType].openState ~= 0 then
UIManager.OpenPanel(UIName.FourElementMonsterCampPanel,MonsterCampManager.curType)
else
UIManager.OpenPanel(UIName.MonsterCampMainPanel)
end
end)
end
end end
if _BattleBestPopup then if _BattleBestPopup then
_BattleBestPopup:ClosePanel() _BattleBestPopup:ClosePanel()
end end

View File

@ -86,8 +86,9 @@ function RewardItemPopup:InitComponent()
this.guildTranscript=Util.GetGameObject(self.gameObject,"ScrollView/Content/bg/guildTranscript") this.guildTranscript=Util.GetGameObject(self.gameObject,"ScrollView/Content/bg/guildTranscript")
this.guildTranscript_CurScore=Util.GetGameObject(this.guildTranscript,"curScore/num"):GetComponent("Text") this.guildTranscript_CurScore=Util.GetGameObject(this.guildTranscript,"curScore/num"):GetComponent("Text")
local shenying = Util.GetGameObject(self.gameObject, "shenying") this.shenying = Util.GetGameObject(self.gameObject, "shenying")
shenying.gameObject:SetActive(false) this.shenying.gameObject:SetActive(false)
this.shenyingTxt = Util.GetGameObject(this.shenying , "Content/bg/Text"):GetComponent("Text")
end end
--绑定事件(用于子类重写) --绑定事件(用于子类重写)
@ -154,6 +155,8 @@ function RewardItemPopup:OnOpen(...)
this.guildDeathPos:SetActive(compShowType == 4) this.guildDeathPos:SetActive(compShowType == 4)
this.guildTranscript:SetActive(compShowType == 6) this.guildTranscript:SetActive(compShowType == 6)
this.guildCarDelay:SetActive(compShowType == 3) this.guildCarDelay:SetActive(compShowType == 3)
this.expeditionGo:SetActive(compShowType == 5)
this.shenying:SetActive(compShowType == CompShowType.fourElement)
-- 设置背景遮罩的显隐 -- 设置背景遮罩的显隐
local isHideBG = args[6] local isHideBG = args[6]
this.btnBack:GetComponent("Image").color = Color.New(0, 0, 0, isHideBG and 0 or 0.8) this.btnBack:GetComponent("Image").color = Color.New(0, 0, 0, isHideBG and 0 or 0.8)
@ -173,6 +176,13 @@ function RewardItemPopup:OnOpen(...)
if compShowType == 6 then if compShowType == 6 then
this.GuildTranscriptShow() this.GuildTranscriptShow()
end end
if compShowType == CompShowType.fourElement then
this.ScrollView.gameObject:SetActive(false)
this.dropPrefab.gameObject:SetActive(false)
this.ScrollView2.gameObject:SetActive(false)
this.ShengYingShow(args[8])
return
end
local starItemDataList=BagManager.GetItemListFromTempBag(drop) local starItemDataList=BagManager.GetItemListFromTempBag(drop)
-- LogError("获取宝物的数量:".. LengthOfTable(starItemDataList)) -- LogError("获取宝物的数量:".. LengthOfTable(starItemDataList))
--做装备叠加特殊组拼数据 --做装备叠加特殊组拼数据
@ -214,8 +224,6 @@ end
--一些元素的显隐 --一些元素的显隐
function this.SetComPShowState(type) function this.SetComPShowState(type)
this.btnBack:GetComponent("Button").enabled = type ~= 2 this.btnBack:GetComponent("Button").enabled = type ~= 2
this.ScrollView:SetActive(#itemDataList <= 25 ) this.ScrollView:SetActive(#itemDataList <= 25 )
this.ScrollView2:SetActive(#itemDataList > 25 ) this.ScrollView2:SetActive(#itemDataList > 25 )
this.lvAndExpGo:SetActive(type == 1) this.lvAndExpGo:SetActive(type == 1)
@ -227,6 +235,11 @@ function this.SetComPShowState(type)
this.guildDeathPos:SetActive(type == 4) this.guildDeathPos:SetActive(type == 4)
this.guildTranscript:SetActive(type == 6) this.guildTranscript:SetActive(type == 6)
end end
function this.ShengYingShow(propertyId)
this.shenyingTxt.text = ConfigManager.GetConfigData(ConfigName.PropertyConfig,propertyId).Info
end
function this.GuildCarDelayShow() function this.GuildCarDelayShow()
if GuildCarDelayManager.score and GuildCarDelayManager.hurt then if GuildCarDelayManager.score and GuildCarDelayManager.hurt then
this.guildCarDelaysoreNum.text =GuildCarDelayManager.score this.guildCarDelaysoreNum.text =GuildCarDelayManager.score
@ -503,6 +516,9 @@ function RewardItemPopup:ItemDataListSort(itemDataList)
end end
--界面关闭时调用(用于子类重写) --界面关闭时调用(用于子类重写)
function RewardItemPopup:OnClose() function RewardItemPopup:OnClose()
if compShowType == CompShowType.fourElement then
return
end
BagManager.SetDropIsSHowEquipPrint(true) BagManager.SetDropIsSHowEquipPrint(true)
local fightConFigData = ConfigManager.GetConfigData(ConfigName.MainLevelConfig, FightPointPassManager.curOpenFight) local fightConFigData = ConfigManager.GetConfigData(ConfigName.MainLevelConfig, FightPointPassManager.curOpenFight)
if compShowType == 1 then if compShowType == 1 then

View File

@ -1,150 +0,0 @@
require("Base/BasePanel")
UnLockNewFunctionPanel = Inherit(BasePanel)
local this = UnLockNewFunctionPanel
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local itemListPrefab
local itemListPrefabMax
local func
local bagType=0 --1 正常背包 2 临时背包 3 公会车迟显示
--需要显示的小组件类型
-- 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 callList = Stack.New()
local isPopGetSSR = false
local isOpenGeiSSRAvtivity = 0--五星成长礼拍脸
local isOpenGeiSSRAvtivityTime
local isPlayerAniEnd = true
local itemDataList
local showHero = 1
local isBackBattle = false
--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 UnLockNewFunctionPanel:InitComponent()
this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
--第一种显示
this.ScrollView = Util.GetGameObject(self.gameObject, "ScrollView")
this.ScrollView.gameObject:SetActive(false)
-- this.dropGrid= Util.GetGameObject(self.gameObject, "ScrollView/Content")
-- itemListPrefab = {}
-- for i = 1, 10 do --初始缓存10个
-- local view = SubUIManager.Open(SubUIConfig.ItemView, this.dropGrid.transform)
-- view.gameObject.name = "frame"..i
-- itemListPrefab[i] = view
-- end
-- --关卡等级经验
-- this.lvAndExpGo=Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/lvAndExpGo")
-- this.lv=Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/lvAndExpGo/lv"):GetComponent("Text")
-- this.exp=Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/lvAndExpGo/exp"):GetComponent("Slider")
-- this.expText=Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/lvAndExpGo/exp/Text"):GetComponent("Text")
-- this.lvUpImage=Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/lvAndExpGo/lvUpImage")
-- -- 地图探索按钮
-- this.btnMapBack = Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/btnBack")
-- -- 战斗结果按钮
-- this.btnResult = Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/btnResult")
-- this.btnBattleBack = Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/btnBattleBack")
-- -- 战斗回放按钮
-- 任意位置继续
this.btnGoOn = Util.GetGameObject(self.gameObject, "btnBack/Image")
-- --第二种显示当超过25个元素时
-- this.ScrollView2 = Util.GetGameObject(self.gameObject, "bg")
-- this.dropGridMax= Util.GetGameObject(self.gameObject, "bg/ScrollView2/ScrollView2/Content")
-- itemListPrefabMax = {}
-- for i = 1, 25 do --初始缓存10个
-- local view = SubUIManager.Open(SubUIConfig.ItemView, this.dropGridMax.transform)
-- view.gameObject.name = "frame"..i
-- itemListPrefabMax[i] = view
-- end
local bg = Util.GetGameObject(self.gameObject, "bg")
bg.gameObject:SetActive(false)
local star = Util.GetGameObject(self.gameObject, "star")
star.gameObject:SetActive(false)
local shenying = Util.GetGameObject(self.gameObject, "shenying")
shenying.gameObject:SetActive(true)
this.shenyingText = Util.GetGameObject(shenying, "shenying/Content/bg/Text"):GetComponent("Text")
-- this.lvAndExpGoMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo")
-- this.lvMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo/lv"):GetComponent("Text")
-- this.expMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo/exp"):GetComponent("Slider")
-- this.expTextMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo/exp/Text"):GetComponent("Text")
-- this.lvUpImageMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo/lvUpImage")
-- -- 战斗结果按钮
-- this.btnResultMax = Util.GetGameObject(self.gameObject, "bg/btnResult")
-- this.btnMapBackMax = Util.GetGameObject(self.gameObject, "bg/btnBack")
-- -- this.btnBattleBackMax = Util.GetGameObject(self.gameObject, "bg/btnBattleBack")
-- --车迟斗法 显示
-- this.guildCarDelay = Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/guildCarDelay")
-- this.guildCarDelaysoreNum = Util.GetGameObject(this.guildCarDelay.gameObject, "soreNum"):GetComponent("Text")
-- this.guildCarDelayhurtNum = Util.GetGameObject(this.guildCarDelay.gameObject, "hurtNum"):GetComponent("Text")
-- --公会十绝阵显示
-- this.guildDeathPos=Util.GetGameObject(self.gameObject,"ScrollView/Content/bg/guildDeathPos")
-- this.guildDeathPos_CurScore=Util.GetGameObject(this.guildDeathPos,"curScore/num"):GetComponent("Text")
-- this.guildDeathPos_State=Util.GetGameObject(this.guildDeathPos,"curScore/state"):GetComponent("Image")
-- this.guildDeathPos_MaxScore=Util.GetGameObject(this.guildDeathPos,"maxScore/num"):GetComponent("Text")
-- --大闹天功显示
-- this.expeditionGo=Util.GetGameObject(self.gameObject,"ScrollView/Content/bg/expeditionGo")
-- --公会副本
-- this.guildTranscript=Util.GetGameObject(self.gameObject,"ScrollView/Content/bg/guildTranscript")
-- this.guildTranscript_CurScore=Util.GetGameObject(this.guildTranscript,"curScore/num"):GetComponent("Text")
end
--绑定事件(用于子类重写)
function UnLockNewFunctionPanel:BindEvent()
Util.AddClick(this.btnBack, function()
if isPlayerAniEnd then
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
if PlayerManager.IsGetFiveStarHero then--and OperatingManager.IsShowFiveStarPatch then
Game.GlobalEvent:DispatchEvent(GameEvent.PatFace.PatFaceSend, FacePanelType.GrowGift, 5)
PlayerManager.IsGetFiveStarHero = false
end
end
end)
-- Util.AddClick(this.btnMapBack, function ()
-- self:ClosePanel()
-- end)
-- Util.AddClick(this.btnMapBackMax, function ()
-- self:ClosePanel()
-- end)
-- Util.AddClick(this.btnResult, function ()
-- UIManager.OpenPanel(UIName.DamageResultPanel, 1)
-- end)
-- Util.AddClick(this.btnResultMax, function ()
-- UIManager.OpenPanel(UIName.DamageResultPanel, 1)
-- end)
-- Util.AddClick(this.btnBattleBack, function ()
-- LogGreen("isBackBattle = true")
-- isBackBattle = true
-- BattleManager.BattleBackFun()
-- end)
end
--界面打开时调用(用于子类重写)
--bagType 1 正常背包 2 地图临时背包
--drop 后端掉落原始数据
--func 回调
function UnLockNewFunctionPanel:OnOpen(_id,func)
local id = _id
this.shenyingText.text = propertyConfig[id].Info
if func then func() end
end
function UnLockNewFunctionPanel:OnSortingOrderChange()
end
--界面关闭时调用(用于子类重写)
function UnLockNewFunctionPanel:OnClose()
end
--界面销毁时调用(用于子类重写)
function UnLockNewFunctionPanel:OnDestroy()
itemListPrefab = {}
end
return UnLockNewFunctionPanel

View File

@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: d180f4e35d19f954c9ca5300cffe2d92
timeCreated: 1551694390
licenseType: Pro
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -58,10 +58,8 @@ function FourElementSingleWave:OnOpen()
self.pass.gameObject:SetActive(true) self.pass.gameObject:SetActive(true)
self.fight.gameObject:SetActive(false) self.fight.gameObject:SetActive(false)
self.reward.gameObject:SetActive(false) self.reward.gameObject:SetActive(false)
self.hero.gameObject:SetActive(false)
else else
self.pass.gameObject:SetActive(false) self.pass.gameObject:SetActive(false)
self.hero.gameObject:SetActive(true)
self.fight.gameObject:SetActive(true) self.fight.gameObject:SetActive(true)
self.rewardText.text = "挑战奖励" self.rewardText.text = "挑战奖励"
@ -169,13 +167,14 @@ function FourElementSingleWave:UpdatePrivilage()
end end
function FourElementSingleWave:SetIcon() function FourElementSingleWave:SetIcon()
Util.SetGray(self.fight,false)
if self.data.wave == self.trailData.monsterWave then if self.data.wave == self.trailData.monsterWave then
self.rewardData = self.data.commonReward self.rewardData = self.data.commonReward
--设置扫荡按钮 --设置扫荡按钮
self.rewardText.text = "扫荡奖励" self.rewardText.text = "扫荡奖励"
self.fightBtnMask.sprite = Util.LoadSprite("r_hero_button_002") self.fightBtnMask.sprite = Util.LoadSprite("r_hero_button_002")
if self.freeTimes > 0 then if self.freeTimes > 0 then
self.fightBtnText.text = "免费扫荡" self.fightBtnText.text = string.format("<color=#%s>%s</color>","17232A","免费扫荡")
else else
self.fightBtnIcon.gameObject:SetActive(true) self.fightBtnIcon.gameObject:SetActive(true)
self.fightBtnNum.gameObject:SetActive(true) self.fightBtnNum.gameObject:SetActive(true)
@ -197,7 +196,7 @@ function FourElementSingleWave:SetIcon()
if self.data.wave == self.trailData.monsterWave + 1 then if self.data.wave == self.trailData.monsterWave + 1 then
--设置挑战fight --设置挑战fight
self.fightBtnMask:GetComponent("Image").sprite = Util.LoadSprite("r_hero_button_001") self.fightBtnMask:GetComponent("Image").sprite = Util.LoadSprite("r_hero_button_001")
self.fightBtnText.text = "挑战" self.fightBtnText.text = string.format("<color=#%s>%s</color>","17232A","挑战")
else else
self.fight.gameObject:SetActive(false) self.fight.gameObject:SetActive(false)
end end