parent
3219a1a2b8
commit
bc34bdce69
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@ -11713,6 +11714,85 @@ Animator:
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@ -57825,6 +57905,80 @@ MonoBehaviour:
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--- !u!224 &118178027270687140
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m_RaycastTarget: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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--- !u!1 &3766686631659813818
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--- !u!1 &3766686631659813818
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@ -99158,80 +99312,6 @@ MonoBehaviour:
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m_FillClockwise: 1
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m_RaycastTarget: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_UseSpriteMesh: 0
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--- !u!1 &6229925113273649498
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--- !u!1 &6229925113273649498
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GameObject:
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m_ObjectHideFlags: 0
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@ -13,6 +13,7 @@ local endlessTreasure = ConfigManager.GetConfig(ConfigName.endlessTreasure)
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this.limiteLevel = 0
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this.limiteLevel = 0
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this.EndlessDrop = {}
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this.EndlessDrop = {}
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function this.Initialize()
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function this.Initialize()
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this.JiuYaunLuId = 16
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this.hungery = false -- 没有行动力了
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this.hungery = false -- 没有行动力了
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this.leftEnergy = 0 -- 剩余行动力
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this.leftEnergy = 0 -- 剩余行动力
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this.totalEnergy = 0 -- 总行动力
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this.totalEnergy = 0 -- 总行动力
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@ -627,6 +628,16 @@ function this.IsAllDead()
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return true
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return true
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end
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end
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-- 是否所有都死翘翘
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function this.IsAllFullHp()
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for i, v in pairs(this.allHeroBlood) do
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if v.curHp < 1 then
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return false
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end
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end
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return true
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end
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-- 判断队伍是否还有活着的人
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-- 判断队伍是否还有活着的人
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function this.IsMapTeamAlive()
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function this.IsMapTeamAlive()
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local curFormation = this.formation
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local curFormation = this.formation
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@ -44,6 +44,7 @@ function EndLessMapView:InitComponent(gameObject, mapPanel)
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this.btnNote = Util.GetGameObject(gameObject, "rightDown/btnNote")
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this.btnNote = Util.GetGameObject(gameObject, "rightDown/btnNote")
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this.btnNoteRed = Util.GetGameObject(this.btnNote, "redPoint")
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this.btnNoteRed = Util.GetGameObject(this.btnNote, "redPoint")
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this.btnJiuYuanLu=Util.GetGameObject(gameObject,"rightDown/btnJiuYuanLu")
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this.btnJiuYuanLu=Util.GetGameObject(gameObject,"rightDown/btnJiuYuanLu")
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this.btnJiuYuanLuNum=Util.GetGameObject(this.btnJiuYuanLu,"num"):GetComponent("Text")
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-- 谢置按钮
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-- 谢置按钮
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this.btnSet = Util.GetGameObject(gameObject, "rightUp/btnSetting")
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this.btnSet = Util.GetGameObject(gameObject, "rightUp/btnSetting")
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@ -116,25 +117,17 @@ function EndLessMapView:BindEvent()
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return
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return
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end
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end
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if not this:CanClick() then return end
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if not this:CanClick() then return end
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if BagManager.GetItemCountById() < 1 then
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if BagManager.GetItemCountById(EndLessMapManager.JiuYaunLuId) < 1 then
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PopupTipPanel.ShowTip("九元露数量不足!")
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PopupTipPanel.ShowTip("九元露数量不足!")
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return
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return
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end
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end
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local isFullHp = true
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local isFullHp = EndLessMapManager.IsAllFullHp()
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local curFormation = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ENDLESS_MAP)
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for k,v in pairs(curFormation.teamHeroInfos) do
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local heroData1 = EndLessMapManager.allHeroBlood[v.heroId]
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if heroData1.percentHp < 1 then
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isFullHp = false
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break
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end
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end
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if isFullHp then
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if isFullHp then
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PopupTipPanel.ShowTip("所有神将状态完好,无法使用!")
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PopupTipPanel.ShowTip("所有神将状态完好,无法使用!")
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return
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return
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end
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end
|
||||||
MsgPanel.ShowTwo("是否消耗一枚九元露,复活所有神将并将血量恢复为100%?", function()end, function()
|
MsgPanel.ShowTwo("是否消耗一枚九元露,复活所有神将并将血量恢复为100%?", function()end, function()
|
||||||
NetManager.RequestAllHeroHp(function ()
|
NetManager.UseAddHpItemRequest(-1,function ()
|
||||||
PopupTipPanel.ShowTip("已将所有神将复活并恢复至满血!")
|
PopupTipPanel.ShowTip("已将所有神将复活并恢复至满血!")
|
||||||
this:OnShow()
|
this:OnShow()
|
||||||
end)
|
end)
|
||||||
|
@ -391,6 +384,7 @@ function EndLessMapView:OnShow()
|
||||||
EndLessMapManager.RrefreshFormation()
|
EndLessMapManager.RrefreshFormation()
|
||||||
this:ShowHeroData()
|
this:ShowHeroData()
|
||||||
end)
|
end)
|
||||||
|
this.btnJiuYuanLuNum.text = BagManager.GetItemCountById(EndLessMapManager.JiuYaunLuId)
|
||||||
end
|
end
|
||||||
|
|
||||||
function EndLessMapView:ShowHeroData()
|
function EndLessMapView:ShowHeroData()
|
||||||
|
|
Loading…
Reference in New Issue