多语言改脚本

xiyou_yueNanZhengshi
zhangjiannan 2024-09-20 17:32:50 +08:00
parent c6b7261555
commit bcb7c1180d
23 changed files with 721 additions and 715 deletions

View File

@ -2229,7 +2229,7 @@ end
---- type, -- required, 调用时机
---- }
function SubmitExtraData(context)
LogError("开始日志上报=========================================================================================="..PlayerManager.level)
LogError("开始日志上报=================================")
if not AppConst.isSDKLogin then
return
end

View File

@ -34,7 +34,7 @@ end
function WorkShopAwardPanel:OnOpen(...)
local data = { ... }
local itemData = data[1]
this.awardName.text = itemData.name
this.awardName.text = GetLanguageStrById(itemData.name)
--this.icon.text=this.spLoader:LoadSprite(itemData.icon)
--this.frame.text=this.spLoader:LoadSprite(itemData.frame)
this.exp.text = Language[12956] .. itemData.expNum

View File

@ -89,7 +89,7 @@ function this.SingleItemDataShow(_go, curEquipData)
Util.GetGameObject(_go.transform, "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(curEquipData
.frame)
Util.GetGameObject(_go.transform, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(curEquipData.icon)
Util.GetGameObject(_go.transform, "name"):GetComponent("Text").text = curEquipData.itemConfig.Name
Util.GetGameObject(_go.transform, "name"):GetComponent("Text").text = GetLanguageStrById(curEquipData.itemConfig.Name)
if curEquipData.equipConfig.IfClear == 1 then
Util.GetGameObject(_go.transform, "resetLv"):SetActive(true)
Util.GetGameObject(_go.transform, "resetLv"):GetComponent("Text").text = "+" .. curEquipData.resetLv

View File

@ -1,8 +1,8 @@
require("Base/BasePanel")
WorkShopRuneListPanel = Inherit(BasePanel)
local this = WorkShopRuneListPanel
local curSelectEquip={}
local oldSelectEquip={}
local curSelectEquip = {}
local oldSelectEquip = {}
local openThisPanel
local fuwenQuality
--初始化组件(用于子类重写)
@ -15,9 +15,9 @@ function WorkShopRuneListPanel:InitComponent()
this.runePre = Util.GetGameObject(self.gameObject, "runePre")
--this.grid = Util.GetGameObject(self.gameObject, "scroll/grid")
this.ScrollBar=Util.GetGameObject(self.gameObject, "Scrollbar"):GetComponent("Scrollbar")
this.ScrollBar = Util.GetGameObject(self.gameObject, "Scrollbar"):GetComponent("Scrollbar")
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.gameObject.transform,
this.runePre, this.ScrollBar, Vector2.New(904.4, 995), 1, 5, Vector2.New(19.32,15))
this.runePre, this.ScrollBar, Vector2.New(904.4, 995), 1, 5, Vector2.New(19.32, 15))
this.ScrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(-8.1, -924)
this.ScrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 1)
this.ScrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 1)
@ -28,7 +28,6 @@ end
--绑定事件(用于子类重写)
function WorkShopRuneListPanel:BindEvent()
Util.AddClick(this.BtnBack, function()
self:ClosePanel()
end)
@ -50,15 +49,14 @@ end
--界面打开时调用(用于子类重写)
function WorkShopRuneListPanel:OnOpen(...)
curSelectEquip={}
oldSelectEquip={}
local fuwenData={...}
curSelectEquip = {}
oldSelectEquip = {}
local fuwenData = { ... }
fuwenQuality = fuwenData[1]
openThisPanel= fuwenData[2]
curSelectEquip.data= fuwenData[3]
openThisPanel = fuwenData[2]
curSelectEquip.data = fuwenData[3]
end
function WorkShopRuneListPanel:OnShow()
this:SetItemData()
@ -102,65 +100,64 @@ end
--设置背包列表数据
function this:SetItemData()
local fuwenDatas=BagManager.GetBagItemDataByQuDownAll(6,fuwenQuality)
local fuwenDatas = BagManager.GetBagItemDataByQuDownAll(6, fuwenQuality)
--this.ItemsSortData(_itemDatas)
this.ScrollView:SetData(fuwenDatas, function (index, go)
this.ScrollView:SetData(fuwenDatas, function(index, go)
this.SingleItemDataShow(go, fuwenDatas[index])
end)
end
function this.SingleItemDataShow(go,fuwenDatas)
local curFuwenData=fuwenDatas
Util.GetGameObject(go.transform, "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(curFuwenData.frame)
Util.GetGameObject(go.transform, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(curFuwenData.icon)
Util.GetGameObject(go.transform, "num"):GetComponent("Text").text = curFuwenData.num
Util.GetGameObject(go.transform, "name"):GetComponent("Text").text = curFuwenData.itemConfig.Name
local fuwenBtn = Util.GetGameObject(go.transform, "icon")
Util.AddOnceClick(fuwenBtn, function()
this.OnClickEnterHeroEquip(go,curFuwenData,1)
end)
curFuwenData.isSelect=2
if curSelectEquip.data~=nil then
if curSelectEquip.data.id==curFuwenData.id then
curFuwenData.isSelect=1
curSelectEquip.isSelect=1
oldSelectEquip.isSelect=1
curSelectEquip.go=go
oldSelectEquip.go=go
end
function this.SingleItemDataShow(go, fuwenDatas)
local curFuwenData = fuwenDatas
Util.GetGameObject(go.transform, "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(curFuwenData.frame)
Util.GetGameObject(go.transform, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(curFuwenData.icon)
Util.GetGameObject(go.transform, "num"):GetComponent("Text").text = curFuwenData.num
Util.GetGameObject(go.transform, "name"):GetComponent("Text").text = GetLanguageStrById(curFuwenData.itemConfig.Name)
local fuwenBtn = Util.GetGameObject(go.transform, "icon")
Util.AddOnceClick(fuwenBtn, function()
this.OnClickEnterHeroEquip(go, curFuwenData, 1)
end)
curFuwenData.isSelect = 2
if curSelectEquip.data ~= nil then
if curSelectEquip.data.id == curFuwenData.id then
curFuwenData.isSelect = 1
curSelectEquip.isSelect = 1
oldSelectEquip.isSelect = 1
curSelectEquip.go = go
oldSelectEquip.go = go
end
this.OnShowSingleCardData(go,curFuwenData,curFuwenData.isSelect)
end
this.OnShowSingleCardData(go, curFuwenData, curFuwenData.isSelect)
end
function this.OnClickEnterHeroEquip(go,equipDatas,type)
if type==1 then
curSelectEquip.data=equipDatas
curSelectEquip.isSelect=1
curSelectEquip.go=go
this.OnShowSingleCardData(curSelectEquip.go,curSelectEquip.data,curSelectEquip.isSelect)
if oldSelectEquip.go~=nil then
oldSelectEquip.isSelect=2
this.OnShowSingleCardData(oldSelectEquip.go,oldSelectEquip.data,oldSelectEquip.isSelect)
function this.OnClickEnterHeroEquip(go, equipDatas, type)
if type == 1 then
curSelectEquip.data = equipDatas
curSelectEquip.isSelect = 1
curSelectEquip.go = go
this.OnShowSingleCardData(curSelectEquip.go, curSelectEquip.data, curSelectEquip.isSelect)
if oldSelectEquip.go ~= nil then
oldSelectEquip.isSelect = 2
this.OnShowSingleCardData(oldSelectEquip.go, oldSelectEquip.data, oldSelectEquip.isSelect)
end
oldSelectEquip.go=curSelectEquip.go
oldSelectEquip.isSelect=curSelectEquip.isSelect
oldSelectEquip.data=curSelectEquip.data
elseif type==2 then
if curSelectEquip.go~=nil then
curSelectEquip.isSelect=2
this.OnShowSingleCardData(curSelectEquip.go,curSelectEquip.data,curSelectEquip.isSelect)
curSelectEquip={}
oldSelectEquip={}
oldSelectEquip.go = curSelectEquip.go
oldSelectEquip.isSelect = curSelectEquip.isSelect
oldSelectEquip.data = curSelectEquip.data
elseif type == 2 then
if curSelectEquip.go ~= nil then
curSelectEquip.isSelect = 2
this.OnShowSingleCardData(curSelectEquip.go, curSelectEquip.data, curSelectEquip.isSelect)
curSelectEquip = {}
oldSelectEquip = {}
end
end
end
function this.OnShowSingleCardData(go,equipData,isSelect)--isSelect 1选择 2 没选择
function this.OnShowSingleCardData(go, equipData, isSelect) --isSelect 1选择 2 没选择
--Log("isSelect "..isSelect)
if isSelect==1 then
if isSelect == 1 then
Util.GetGameObject(go.transform, "choosed"):SetActive(true)
elseif isSelect==2 then
elseif isSelect == 2 then
Util.GetGameObject(go.transform, "choosed"):SetActive(false)
end
end
@ -177,4 +174,4 @@ function WorkShopRuneListPanel:OnDestroy()
this.ScrollView = nil
end
return WorkShopRuneListPanel
return WorkShopRuneListPanel

View File

@ -27,22 +27,22 @@ function GodsWayOtherTeamPanel:InitComponent()
self.teamList[i].go = Util.GetGameObject(self.teamInfo, "Team (" .. i .. ")")
self.teamList[i].warPower = Util.GetGameObject(self.teamInfo, "Team (" .. i .. ")/WarPower/Text"):GetComponent(
"Text")
"Text")
self.teamList[i].heroList = {}
for j = 1, 6 do
self.teamList[i].heroList[j] = {}
self.teamList[i].heroList[j].go = Util.GetGameObject(self.teamInfo,
"Team (" .. i .. ")/TeamList/heroPro (" .. j .. ")")
self.teamList[i].heroList[j].frame = Util.GetGameObject(self.teamList[i].heroList[j].go, "frame")
:GetComponent("Image")
:GetComponent("Image")
self.teamList[i].heroList[j].hero = Util.GetGameObject(self.teamList[i].heroList[j].go, "hero")
self.teamList[i].heroList[j].starGrid = Util.GetGameObject(self.teamList[i].heroList[j].hero, "starGrid")
self.teamList[i].heroList[j].proIcon = Util.GetGameObject(self.teamList[i].heroList[j].hero, "proIcon")
:GetComponent("Image")
:GetComponent("Image")
self.teamList[i].heroList[j].levelText = Util.GetGameObject(self.teamList[i].heroList[j].hero,
"lvbg/levelText"):GetComponent("Text")
self.teamList[i].heroList[j].icon = Util.GetGameObject(self.teamList[i].heroList[j].hero, "icon")
:GetComponent("Image")
:GetComponent("Image")
end
self.teamList[i].go:SetActive(false)
end
@ -187,7 +187,7 @@ function GodsWayOtherTeamPanel:OnShow()
local id = towers[i].Hero[j]
local aaa = ConfigManager.GetConfigData(ConfigName.DuoDuiTowerHero, id)
self.teamList[i].heroList[j].frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(
heroConfig[aaa.Hero].Quality, towers[i].Star))
heroConfig[aaa.Hero].Quality, towers[i].Star))
local star, starType = GetStarOrGodSoulLv(1, { star = towers[i].Star })
local starScale = -15
local starSize = Vector2.New(32, 32)
@ -200,10 +200,10 @@ function GodsWayOtherTeamPanel:OnShow()
SetHeroStars(self.spLoader, self.teamList[i].heroList[j].starGrid, star, nil, nil, -10)
Util.SetParticleSortLayer(self.teamList[i].heroList[j].starGrid, self.sortingOrder + 1)
self.teamList[i].heroList[j].proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig
[aaa.Hero].PropertyName))
[aaa.Hero].PropertyName))
self.teamList[i].heroList[j].levelText.text = towers[i].Level
self.teamList[i].heroList[j].icon.sprite = self.spLoader:LoadSprite(GetResourcePath(heroConfig[aaa.Hero]
.Icon))
.Icon))
end
end
-- if self.imprintItemList and #self.imprintItemList>0 then
@ -277,7 +277,7 @@ function GodsWayOtherTeamPanel:SetPokemonInfo(go, pokemonData)
for i, demon in ipairs(self.pokemonList) do
demon.gameObject:SetActive(false)
Util.GetGameObject(demon, "frame"):GetComponent("Image").sprite = self.spLoader:LoadSprite(
GetQuantityImageByquality(1))
GetQuantityImageByquality(1))
Util.GetGameObject(demon, "hero"):SetActive(false)
end
else
@ -293,9 +293,9 @@ function GodsWayOtherTeamPanel:SetPokemonInfo(go, pokemonData)
local heroConfig = ConfigManager.GetConfigData(ConfigName.SpiritAnimal, demonId)
Util.GetGameObject(heroGo, "lvbg/levelText"):GetComponent("Text").text = hero.level
Util.GetGameObject(self.pokemonList[i], "frame"):GetComponent("Image").sprite = self.spLoader:LoadSprite(
GetQuantityImageByquality(heroConfig.Quality))
GetQuantityImageByquality(heroConfig.Quality))
Util.GetGameObject(heroGo, "icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetResourcePath(
heroConfig.Icon))
heroConfig.Icon))
local frameBtn = Util.GetGameObject(self.pokemonList[i], "frame")
local heroData = {}
Util.AddOnceClick(frameBtn, function()

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@ -29,22 +29,22 @@ function WorldArenaOtherTeamPanel:InitComponent()
self.teamList[i] = {}
self.teamList[i].title = Util.GetGameObject(self.teamInfo, "Team (" .. i .. ")/Title")
self.teamList[i].warPower = Util.GetGameObject(self.teamInfo, "Team (" .. i .. ")/WarPower/Text"):GetComponent(
"Text")
"Text")
self.teamList[i].heroList = {}
for j = 1, 6 do
self.teamList[i].heroList[j] = {}
self.teamList[i].heroList[j].go = Util.GetGameObject(self.teamInfo,
"Team (" .. i .. ")/TeamList/heroPro (" .. j .. ")")
self.teamList[i].heroList[j].frame = Util.GetGameObject(self.teamList[i].heroList[j].go, "frame")
:GetComponent("Image")
:GetComponent("Image")
self.teamList[i].heroList[j].hero = Util.GetGameObject(self.teamList[i].heroList[j].go, "hero")
self.teamList[i].heroList[j].starGrid = Util.GetGameObject(self.teamList[i].heroList[j].hero, "starGrid")
self.teamList[i].heroList[j].proIcon = Util.GetGameObject(self.teamList[i].heroList[j].hero, "proIcon")
:GetComponent("Image")
:GetComponent("Image")
self.teamList[i].heroList[j].levelText = Util.GetGameObject(self.teamList[i].heroList[j].hero,
"lvbg/levelText"):GetComponent("Text")
self.teamList[i].heroList[j].icon = Util.GetGameObject(self.teamList[i].heroList[j].hero, "icon")
:GetComponent("Image")
:GetComponent("Image")
end
end
--灵兽信息
@ -239,11 +239,11 @@ function WorldArenaOtherTeamPanel:SetTeamInfo(_go, teamData)
Util.SetParticleSortLayer(self.teamList[index].heroList[hero.position].starGrid, self.sortingOrder + 1)
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroTid)
self.teamList[index].heroList[hero.position].proIcon.sprite = self.spLoader:LoadSprite(
GetProStrImageByProNum(hero.propertyId))
GetProStrImageByProNum(hero.propertyId))
self.teamList[index].heroList[hero.position].levelText.text = hero
.level --endLess[heroTid].Level or hero.level
.level --endLess[heroTid].Level or hero.level
self.teamList[index].heroList[hero.position].frame.sprite = self.spLoader:LoadSprite(
GetQuantityImageByquality(heroConfig.Quality, star))
GetQuantityImageByquality(heroConfig.Quality, star))
SetHeroIcon(self.spLoader, hero, self.teamList[index].heroList[hero.position].icon, heroConfig)
SetHeroFlyEffect(self.teamList[index].heroList[hero.position].hero, self.spLoader, star,
self.sortingOrder + 1, 0.8, 2)
@ -255,7 +255,7 @@ function WorldArenaOtherTeamPanel:SetTeamInfo(_go, teamData)
return
end
heroData = GoodFriendManager.GetHeroDatas(msg.hero, msg.force, msg.SpecialEffects, msg
.guildSkill)
.guildSkill)
--heroData.star=star
--heroData.lv=endLess[heroTid].Level
GoodFriendManager.InitEquipData(msg.equip, heroData) --HeroManager.GetSingleHeroData(heroData.dynamicId)
@ -275,7 +275,7 @@ function WorldArenaOtherTeamPanel:SetPokemonInfo(go, pokemonData)
for i, demon in ipairs(self.pokemonList) do
demon.gameObject:SetActive(false)
Util.GetGameObject(demon, "frame"):GetComponent("Image").sprite = self.spLoader:LoadSprite(
GetQuantityImageByquality(1))
GetQuantityImageByquality(1))
Util.GetGameObject(demon, "hero"):SetActive(false)
end
else
@ -291,9 +291,9 @@ function WorldArenaOtherTeamPanel:SetPokemonInfo(go, pokemonData)
local heroConfig = ConfigManager.GetConfigData(ConfigName.SpiritAnimal, demonId)
Util.GetGameObject(heroGo, "lvbg/levelText"):GetComponent("Text").text = hero.level
Util.GetGameObject(self.pokemonList[i], "frame"):GetComponent("Image").sprite = self.spLoader:LoadSprite(
GetQuantityImageByquality(heroConfig.Quality))
GetQuantityImageByquality(heroConfig.Quality))
Util.GetGameObject(heroGo, "icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetResourcePath(
heroConfig.Icon))
heroConfig.Icon))
local frameBtn = Util.GetGameObject(self.pokemonList[i], "frame")
local heroData = {}
Util.AddOnceClick(frameBtn, function()

View File

@ -11,10 +11,10 @@ function WorldArenaRecordPopup:InitComponent()
this.bg = Util.GetGameObject(self.transform, "bg")
this.close = Util.GetGameObject(self.transform, "bg/close")
this.record = Util.GetGameObject(self.transform, "bg/record")
this.roleImage=Util.GetGameObject(self.gameObject,"bg/roleImage")
this.roleImage = Util.GetGameObject(self.gameObject, "bg/roleImage")
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.bg.transform,
this.record, nil, Vector2.New(920, 1208), 1, 1, Vector2.New(0,0))
this.record, nil, Vector2.New(920, 1208), 1, 1, Vector2.New(0, 0))
this.ScrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, -32)
this.ScrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
this.ScrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
@ -32,7 +32,7 @@ end
--添加事件监听(用于子类重写)
function WorldArenaRecordPopup:AddListener()
-- Game.GlobalEvent:AddEvent(GameEvent.Arena.OnRecordDataChange, this.RefreshRecordList)
-- Game.GlobalEvent:AddEvent(GameEvent.Arena.OnRecordDataChange, this.RefreshRecordList)
end
--移除事件监听(用于子类重写)
@ -43,7 +43,7 @@ end
--界面打开时调用(用于子类重写)
function WorldArenaRecordPopup:OnOpen(data)
-- 请求数据
-- ArenaManager.RequestArenaRecord()
-- ArenaManager.RequestArenaRecord()
-- 刷新显示
this.RefreshRecordList(data)
end
@ -51,19 +51,19 @@ end
-- 刷新记录列表
function this.RefreshRecordList(_data)
local recordList = _data
if (#recordList<1) then
if (#recordList < 1) then
this.roleImage:SetActive(true)
else
this.roleImage:SetActive(false)
end
-- 重置排行列表
this.ScrollView:SetData(recordList, function (index, go)
this.RankNodeAdapter(go, recordList[index],index)
this.ScrollView:SetData(recordList, function(index, go)
this.RankNodeAdapter(go, recordList[index], index)
end)
end
-- 排名节点数据匹配
function this.RankNodeAdapter(node, data,index)
function this.RankNodeAdapter(node, data, index)
--- 基础信息
local head = Util.GetGameObject(node, "head")
local lv_name = Util.GetGameObject(node, "lv_name"):GetComponent("Text")
@ -73,7 +73,7 @@ function this.RankNodeAdapter(node, data,index)
local time = Util.GetGameObject(node, "time"):GetComponent("Text")
local deltaScore = Util.GetGameObject(node, "deltaScore"):GetComponent("Text")
--local deltaScoreGo = Util.GetGameObject(node, "deltaScore")
lv_name.text = PracticeManager.SetNameColor(data.serverName.." "..data.userName,data.practiceLevel)
lv_name.text = PracticeManager.SetNameColor(data.serverName .. " " .. data.userName, data.practiceLevel)
--integral.text = data.attackInfo.score
power.text = data.power
time.text = GetDeltaTimeStr(data.time)
@ -89,27 +89,27 @@ function this.RankNodeAdapter(node, data,index)
_PlayerHeadList[node]:SetEffectScale(0.85)
local isWin = false
local type=data.type
if type==1 or type==3 then
isWin=true
local type = data.type
if type == 1 or type == 3 then
isWin = true
end
local info=nil
if type==1 then
info=Language[12094]
elseif type==2 then
info=Language[13007]
elseif type==3 then
info=Language[10083]
elseif type==4 then
info=Language[10084]
local info = nil
if type == 1 then
info = Language[12094]
elseif type == 2 then
info = Language[13007]
elseif type == 3 then
info = Language[10083]
elseif type == 4 then
info = Language[10084]
end
local scoreStr = isWin and "+"..data.myScoreChange or data.myScoreChange
if scoreStr==nil then
scoreStr=0
local scoreStr = isWin and "+" .. data.myScoreChange or data.myScoreChange
if scoreStr == nil then
scoreStr = 0
end
local color = isWin and UIColor.GREEN or UIColor.RED
result.text = info
deltaScore.text =Language[10085].. scoreStr
deltaScore.text = Language[10085] .. scoreStr
result.color = color
deltaScore.color = color
-- if data.myScoreChange == 0 then
@ -121,97 +121,93 @@ function this.RankNodeAdapter(node, data,index)
-- 给回放按钮添加事件
local replay = Util.GetGameObject(node, "replay")
Util.AddOnceClick(replay, function()
NetManager.CrossYuXuLunDaoBattleDetailRecordRequest(PlayerManager.uid,index,function(msg)
local windData={}
--我的队伍
local myTeamInfo={}
myTeamInfo.uid=PlayerManager.uid
myTeamInfo.level=PlayerManager.level
myTeamInfo.name=PlayerManager.nickName
myTeamInfo.head=PlayerManager.head
myTeamInfo.headFrame=HeadManager.GetCurFrameId()
myTeamInfo.practiceLevel= PracticeManager.PracticeLevel
myTeamInfo.serverName=data.myServerName
myTeamInfo.crossTeamScore=WorldArenaManager.GetNewScore()
myTeamInfo.myScore= data.myScoreChange
--敌方队伍
local enTeamInfo={}
enTeamInfo.uid=data.uid
enTeamInfo.level=data.level
enTeamInfo.head=data.head
enTeamInfo.headFrame=data.headFrame
enTeamInfo.practiceLevel= data.practiceLevel
enTeamInfo.serverName= data.serverName
enTeamInfo.name=data.userName
enTeamInfo.crossTeamScore=data.score
enTeamInfo.myScore= msg.recordData.defScoreChange
local fightDataList={msg.recordData.fightData1,msg.recordData.fightData2,msg.recordData.fightData3}
--获取双方队伍数据
local allHeroTeam={}
local allEnTeam={}
for i = 1, #fightDataList do
local fightData=fightDataList[i]
local heroTeam={}
heroTeam.team={}
heroTeam.totalForce=msg.recordData.yxldMyForce[i]
--LogError("myforce=="..msg.recordData.yxldMyForce[i])
local enTeam={}
enTeam.team={}
enTeam.totalForce=msg.recordData.yxldDefForce[i]
--LogError("en force=="..msg.recordData.yxldDefForce[i])
for i = 1, #fightData.heroFightInfos.fightUnitList do
local hero=fightData.heroFightInfos.fightUnitList[i]
local newHero={}
newHero.heroTid=tonumber(hero.unitId)
local pro=string.split(hero.property,"#")
newHero.level=pro[1]
newHero.heroid=hero.realId
newHero.star=hero.star
newHero.godSoulLv = hero.godSoulLv
newHero.position=hero.position
newHero.skinId=hero.skinId
table.insert(heroTeam.team,newHero)
end
if fightData.monsterList[1] then
for i = 1, #fightData.monsterList[1].fightUnitList do
local hero=fightData.monsterList[1].fightUnitList[i]
local newHero={}
newHero.heroTid=tonumber(hero.unitId)
local pro=string.split(hero.property,"#")
newHero.level=pro[1]
newHero.heroid=hero.realId
newHero.star=hero.star
NetManager.CrossYuXuLunDaoBattleDetailRecordRequest(PlayerManager.uid, index, function(msg)
local windData = {}
--我的队伍
local myTeamInfo = {}
myTeamInfo.uid = PlayerManager.uid
myTeamInfo.level = PlayerManager.level
myTeamInfo.name = PlayerManager.nickName
myTeamInfo.head = PlayerManager.head
myTeamInfo.headFrame = HeadManager.GetCurFrameId()
myTeamInfo.practiceLevel = PracticeManager.PracticeLevel
myTeamInfo.serverName = data.myServerName
myTeamInfo.crossTeamScore = WorldArenaManager.GetNewScore()
myTeamInfo.myScore = data.myScoreChange
--敌方队伍
local enTeamInfo = {}
enTeamInfo.uid = data.uid
enTeamInfo.level = data.level
enTeamInfo.head = data.head
enTeamInfo.headFrame = data.headFrame
enTeamInfo.practiceLevel = data.practiceLevel
enTeamInfo.serverName = data.serverName
enTeamInfo.name = data.userName
enTeamInfo.crossTeamScore = data.score
enTeamInfo.myScore = msg.recordData.defScoreChange
local fightDataList = { msg.recordData.fightData1, msg.recordData.fightData2, msg.recordData.fightData3 }
--获取双方队伍数据
local allHeroTeam = {}
local allEnTeam = {}
for i = 1, #fightDataList do
local fightData = fightDataList[i]
local heroTeam = {}
heroTeam.team = {}
heroTeam.totalForce = msg.recordData.yxldMyForce[i]
--LogError("myforce=="..msg.recordData.yxldMyForce[i])
local enTeam = {}
enTeam.team = {}
enTeam.totalForce = msg.recordData.yxldDefForce[i]
--LogError("en force=="..msg.recordData.yxldDefForce[i])
for i = 1, #fightData.heroFightInfos.fightUnitList do
local hero = fightData.heroFightInfos.fightUnitList[i]
local newHero = {}
newHero.heroTid = tonumber(hero.unitId)
local pro = string.split(hero.property, "#")
newHero.level = pro[1]
newHero.heroid = hero.realId
newHero.star = hero.star
newHero.godSoulLv = hero.godSoulLv
newHero.position=hero.position
newHero.skinId=hero.skinId
table.insert(enTeam.team,newHero)
newHero.position = hero.position
newHero.skinId = hero.skinId
table.insert(heroTeam.team, newHero)
end
end
table.insert(allHeroTeam,heroTeam)
table.insert(allEnTeam,enTeam)
-- allHeroTeam[i]=heroTeam
-- allEnTeam[i]=enTeam
end
if type==1 or type==2 then
myTeamInfo.crossTeam=allHeroTeam
enTeamInfo.crossTeam=allEnTeam
else
myTeamInfo.crossTeam=allEnTeam
enTeamInfo.crossTeam=allHeroTeam
end
windData.myTeamInfo=myTeamInfo
windData.defTeamInfo=enTeamInfo
windData.fightData=fightDataList
windData.myScore= data.myScoreChange
windData.defScore= msg.recordData.defScoreChange
UIManager.OpenPanel(UIName.WorldArenaBattleInfoPanel,windData,2,nil,msg.recordData.result)
end)
if fightData.monsterList[1] then
for i = 1, #fightData.monsterList[1].fightUnitList do
local hero = fightData.monsterList[1].fightUnitList[i]
local newHero = {}
newHero.heroTid = tonumber(hero.unitId)
local pro = string.split(hero.property, "#")
newHero.level = pro[1]
newHero.heroid = hero.realId
newHero.star = hero.star
newHero.godSoulLv = hero.godSoulLv
newHero.position = hero.position
newHero.skinId = hero.skinId
table.insert(enTeam.team, newHero)
end
end
table.insert(allHeroTeam, heroTeam)
table.insert(allEnTeam, enTeam)
-- allHeroTeam[i]=heroTeam
-- allEnTeam[i]=enTeam
end
if type == 1 or type == 2 then
myTeamInfo.crossTeam = allHeroTeam
enTeamInfo.crossTeam = allEnTeam
else
myTeamInfo.crossTeam = allEnTeam
enTeamInfo.crossTeam = allHeroTeam
end
windData.myTeamInfo = myTeamInfo
windData.defTeamInfo = enTeamInfo
windData.fightData = fightDataList
windData.myScore = data.myScoreChange
windData.defScore = msg.recordData.defScoreChange
UIManager.OpenPanel(UIName.WorldArenaBattleInfoPanel, windData, 2, nil, msg.recordData.result)
end)
end)
end
--界面关闭时调用(用于子类重写)
@ -229,4 +225,4 @@ function WorldArenaRecordPopup:OnDestroy()
this.ScrollView = nil
end
return WorldArenaRecordPopup
return WorldArenaRecordPopup

View File

@ -73,7 +73,7 @@ function WorldArenaUpRewardPanel:OnOpen(data)
if not rankData then
return
end
this.rankName.text = rankData.RankName
this.rankName.text = GetLanguageStrById(rankData.RankName)
this.scoreTxt.text = lastScore .. "/" .. rankData.ScoreUp
this.progress.fillAmount = (lastScore - minScore) / (maxScore - minScore)
--currRank=rankData.RankGrade

View File

@ -2,18 +2,17 @@
require("Base/Stack")
require("Modules/Map/Logic/TileMapController")
require("Modules/Map/Logic/TileMapView")
local XunBaoMiZongMap = Inherit(BasePanel)
local this = XunBaoMiZongMap
local XunBaoMiZongMap = Inherit(BasePanel)
local this = XunBaoMiZongMap
local mainLevelSettingConfig = ConfigManager.GetConfig(ConfigName.MainLevelSettingConfig)
local func = nil
local mapCtrl = "MapCtrl"
local cantWalk = false
local inside = false
local func = nil
local mapCtrl = "MapCtrl"
local cantWalk = false
local inside = false
-- 缩放值
local offsetScale = math.min(Screen.width/3241, Screen.height/1920)
local offsetScale = math.min(Screen.width / 3241, Screen.height / 1920)
--初始化组件(用于子类重写)
function XunBaoMiZongMap:InitComponent()
self.spLoader = SpriteLoader.New()
self.btnBack = Util.GetGameObject(self.gameObject, "mapParent/btnBack")
self.dragCtrl = Util.GetGameObject(self.gameObject, "mapParent/Ctrl")
@ -32,47 +31,51 @@ end
--绑定事件(用于子类重写)
function XunBaoMiZongMap:BindEvent()
Util.AddClick(self.btnBack, function()
SwitchPanel.OpenPanel(nil,function ()
SwitchPanel.OpenPanel(nil, function()
self:ClosePanel()
end)
end)
Util.AddClick(self.btnGet.gameObject, function()
local distance = math.distanceXY(self.rewardPos,self.oldPos)
local banjing = ConfigManager.GetConfigData(ConfigName.SpecialConfig,125).Value
local distance = math.distanceXY(self.rewardPos, self.oldPos)
local banjing = ConfigManager.GetConfigData(ConfigName.SpecialConfig, 125).Value
if distance <= tonumber(banjing) then
local Id = ConfigManager.GetConfigDataByKey(ConfigName.LotterySetting,"ActivityId",self.actData.activityId).Id
NetManager.RecruitRequest(Id,function (msg)
local Id = ConfigManager.GetConfigDataByKey(ConfigName.LotterySetting, "ActivityId", self.actData.activityId)
.Id
NetManager.RecruitRequest(Id, function(msg)
--镐子特效放置到最终位置
self.effect.transform:SetParent(Util.GetTransform(self.mapRoot, "uiObj#"))
self.effect:GetComponent("RectTransform").localScale = Vector2.one * 1.5
self.effect:GetComponent("RectTransform").anchoredPosition3D = Vector3.New(self.rewardPos.x, self.rewardPos.y, 10)
self.effect:GetComponent("RectTransform").anchoredPosition3D = Vector3.New(self.rewardPos.x,
self.rewardPos.y, 10)
self.effect:SetActive(true)
self.btnGet.gameObject:GetComponent("Button").interactable = false
self.btnBack.gameObject:GetComponent("Button").interactable = false
cantWalk = true
SoundManager.PlaySound("UI_021")
Timer.New(function ()
Timer.New(function()
self.effect:SetActive(false)
self.effectBtnGet:SetActive(false)
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
SwitchPanel.OpenPanel(nil,function ()
UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1, function()
SwitchPanel.OpenPanel(nil, function()
self:ClosePanel()
end)
end)
end,1.5):Start()
Timer.New(function ()
end, 1.5):Start()
Timer.New(function()
SoundManager.PlaySound("Audio_linglongbaojing_neiquanlunge_007")
end,0.4,2):Start()
end, 0.4, 2):Start()
end)
else
PopupTipPanel.ShowTip(Language[13028])
end
end)
end
function XunBaoMiZongMap:OnSortingOrderChange()
end
--界面打开时调用(用于子类重写)
function XunBaoMiZongMap:OnOpen(_data,_func)
function XunBaoMiZongMap:OnOpen(_data, _func)
self.actData = _data
func = _func
-- SoundManager.PlaySound(SoundConfig.Sound_WorldMap)
@ -80,7 +83,6 @@ end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function XunBaoMiZongMap:OnShow()
SoundManager.PlayMusic("BGM_026")
if self.liveNode then
self.liveNode:OnClose()
@ -90,13 +92,13 @@ function XunBaoMiZongMap:OnShow()
self.btnBack.gameObject:GetComponent("Button").interactable = true
self.btnGet.sprite = self.spLoader:LoadSprite("x_xbmz_xunbaoanniu01")
self.effectBtnGet:SetActive(false)
self.liveNode = PlayerLiveView:New(self.roleRoot,1,nil,nil,nil,true)
self.liveNode:OnOpen(300,Vector3.zero,WALK_DIR.IDLE_FRONT)
self.liveNode = PlayerLiveView:New(self.roleRoot, 1, nil, nil, nil, true)
self.liveNode:OnOpen(300, Vector3.zero, WALK_DIR.IDLE_FRONT)
self.liveNode:SetTitleHide()
self:LoadMapData()
Timer.New(function ()
Timer.New(function()
cantWalk = false
end,2):Start()
end, 2):Start()
end
function XunBaoMiZongMap:LoadMapData()
@ -120,7 +122,7 @@ function XunBaoMiZongMap:LoadMapData()
TileMapView.Init()
-- 设置相机初始化位置
TileMapView.SetCameraPos(Vector3.New(25, -26, 0))-- -20.77
TileMapView.SetCameraPos(Vector3.New(25, -26, 0)) -- -20.77
-- 设置镜头的尺寸
TileMapController.SetScale(TileMapView.GetMapScale() * offsetScale)
@ -130,22 +132,26 @@ function XunBaoMiZongMap:LoadMapData()
if mainLevelSettingConfig[buildType] == nil then return end
local go = poolManager:LoadAsset("FightMiddleFlag", PoolManager.AssetType.GameObject)
go.transform:SetParent(Util.GetTransform(self.mapRoot, "uiObj#"))
go.name = "FightMiddleFlag"..buildType
go:GetComponent("RectTransform").anchoredPosition3D = Vector3.New(config.ChapterTitlePosition[1], config.ChapterTitlePosition[2]-254, 1)
Util.GetTransform(go, "click"):GetComponent("RectTransform").anchoredPosition3D = Vector3.New(config.ChapterClickPosition[1], config.ChapterClickPosition[2], 0)
go.name = "FightMiddleFlag" .. buildType
go:GetComponent("RectTransform").anchoredPosition3D = Vector3.New(config.ChapterTitlePosition[1],
config.ChapterTitlePosition[2] - 254, 1)
Util.GetTransform(go, "click"):GetComponent("RectTransform").anchoredPosition3D = Vector3.New(
config.ChapterClickPosition[1], config.ChapterClickPosition[2], 0)
go.transform.localScale = Vector3.one
self._BuildFlag[buildType] = go
self._BuildFlagClick[buildType] = Util.GetTransform(go, "click").gameObject
Util.GetGameObject(go, "name"):GetComponent("Text").text = GetLanguageStrById(mainLevelSettingConfig[buildType].Name)
SetTextVerTial(Util.GetGameObject(go, "name"):GetComponent("Text"),Vector3.New(40.02,9.55,0))
local passImage = Util.GetGameObject(go, "passImage"):SetActive(false)--关闭”通“字
Util.GetGameObject(go, "name"):GetComponent("Text").text = GetLanguageStrById(mainLevelSettingConfig[buildType]
.Name)
SetTextVerTial(Util.GetGameObject(go, "name"):GetComponent("Text"), Vector3.New(40.02, 9.55, 0))
local passImage = Util.GetGameObject(go, "passImage"):SetActive(false) --关闭”通“字
end
--设置初始位置
self.oldPos = Vector3.New(2501,-2607,10)--设置初始位置
self.oldPos = Vector3.New(2501, -2607, 10) --设置初始位置
--最终奖励点信息
self.curRewardPointData = ConfigManager.GetConfigData(ConfigName.MainLevelSettingConfig,math.random(1,15))
self.rewardPos = Vector2.New(self.curRewardPointData.ChapterCenterPosition[1],self.curRewardPointData.ChapterCenterPosition[2])
Log("当前奖励点名字:"..tostring(self.curRewardPointData.Name))
self.curRewardPointData = ConfigManager.GetConfigData(ConfigName.MainLevelSettingConfig, math.random(1, 15))
self.rewardPos = Vector2.New(self.curRewardPointData.ChapterCenterPosition[1],
self.curRewardPointData.ChapterCenterPosition[2])
Log("当前奖励点名字:" .. tostring(self.curRewardPointData.Name))
local thread = coroutine.start(function()
coroutine.wait(1)
@ -154,12 +160,12 @@ function XunBaoMiZongMap:LoadMapData()
self.effectLuoDi:SetActive(true)
coroutine.wait(0.5)
----设置人物初始位置
self:SelectRenPos(Util.GetTransform(self.mapRoot, "uiObj#"),self.oldPos)
self:SelectRenPos(Util.GetTransform(self.mapRoot, "uiObj#"), self.oldPos)
end)
self.liveNode:SetSelfDirectingTag(true,self.oldPos,self.rewardPos)
self.liveNode:SetSelfDirectingTag(true, self.oldPos, self.rewardPos)
end
function XunBaoMiZongMap:SelectRenPos(_parent,ChapterRolePosition)
function XunBaoMiZongMap:SelectRenPos(_parent, ChapterRolePosition)
if this.liveNode and this.liveNode.leader then
this.liveNode.leader:SetActive(true)
this.liveNode.leader.transform:SetParent(_parent.transform)
@ -168,32 +174,32 @@ function XunBaoMiZongMap:SelectRenPos(_parent,ChapterRolePosition)
end
-- 单击
function this.OnClickTile(u, v,fuv)
function this.OnClickTile(u, v, fuv)
if cantWalk then return end
local data = ConfigManager.GetConfigData(ConfigName.SpecialConfig,124).Value
local listss = string.split(data,"|")
local data = ConfigManager.GetConfigData(ConfigName.SpecialConfig, 124).Value
local listss = string.split(data, "|")
local pointList = {}
for i = 1, #listss do
pointList[i] = {}
local vector = string.split(listss[i],"#")
local vector = string.split(listss[i], "#")
pointList[i].x = tonumber(vector[1])
pointList[i].y = tonumber(vector[2])
end
local targetPos = TileMapView.GetLiveTilePos(fuv.x, -fuv.y) * 100
-- Log(string.format("点击位置坐标(%s, %s)", u, v))
-- Log(tostring(targetPos))
if this.CheckArena(pointList,targetPos) then
this:SetRoleWalk(targetPos,fuv)
if this.CheckArena(pointList, targetPos) then
this:SetRoleWalk(targetPos, fuv)
end
end
function this.CheckArena(list,point)
function this.CheckArena(list, point)
local bool = false
for i = 1, #list do
for i = 1, #list do
local point1 = list[i]
local point2 = list[i + 1] or list[1]
if (point1.y > point.y and point2.y < point.y) or (point1.y < point.y and point2.y > point.y) then
if point.x < (point2.x - point1.x)*(point.y - point1.y)/(point2.y - point1.y) + point1.x then
if point.x < (point2.x - point1.x) * (point.y - point1.y) / (point2.y - point1.y) + point1.x then
bool = not bool
end
end
@ -202,26 +208,25 @@ function this.CheckArena(list,point)
end
--角色行走
function XunBaoMiZongMap:SetRoleWalk(_targetPos,_fuv)
local targetPos = Vector3.New(_targetPos.x,_targetPos.y,10)
local pos = Vector3.New(self.oldPos.x,self.oldPos.y,10)
function XunBaoMiZongMap:SetRoleWalk(_targetPos, _fuv)
local targetPos = Vector3.New(_targetPos.x, _targetPos.y, 10)
local pos = Vector3.New(self.oldPos.x, self.oldPos.y, 10)
if not self.liveNode then
return
end
local duration = math.distanceXY(targetPos,pos)/500
TileMapView.CameraTween(_fuv.x,26,duration)
self.liveNode.leader.transform:DOLocalMove(targetPos, duration, false):OnStart(function ()
local duration = math.distanceXY(targetPos, pos) / 500
TileMapView.CameraTween(_fuv.x, 26, duration)
self.liveNode.leader.transform:DOLocalMove(targetPos, duration, false):OnStart(function()
self:SetRoleDirAction(targetPos.x, targetPos.y, pos.x, pos.y)
self.timeCount = 0
end):OnUpdate(function() --TODO:测试速度
cantWalk = true
self:DoCheckDistance()
self.timeCount = self.timeCount + 1
if self.timeCount%20 == 0 then
SoundManager.PlaySound("Footsteps_Run_07",false)
if self.timeCount % 20 == 0 then
SoundManager.PlaySound("Footsteps_Run_07", false)
end
end):OnComplete(function ()
end):OnComplete(function()
cantWalk = false
self.oldPos = self.liveNode.leader.transform.localPosition
self:DoCheckDistance()
@ -229,13 +234,12 @@ function XunBaoMiZongMap:SetRoleWalk(_targetPos,_fuv)
end):SetEase(Ease.Linear)
end
function XunBaoMiZongMap:DoCheckDistance()
local distance = math.distanceXY(self.rewardPos,self.liveNode.leader.transform.localPosition)
local banjing = ConfigManager.GetConfigData(ConfigName.SpecialConfig,125).Value
if distance <= tonumber(banjing) then
if not inside then
SoundManager.PlaySound("Audio_linglongbaojing_kaiqi_002",false)
local distance = math.distanceXY(self.rewardPos, self.liveNode.leader.transform.localPosition)
local banjing = ConfigManager.GetConfigData(ConfigName.SpecialConfig, 125).Value
if distance <= tonumber(banjing) then
if not inside then
SoundManager.PlaySound("Audio_linglongbaojing_kaiqi_002", false)
inside = true
end
self.btnGet.sprite = self.spLoader:LoadSprite("x_xbmz_xunbaoanniu")
@ -244,14 +248,14 @@ function XunBaoMiZongMap:DoCheckDistance()
else
inside = false
self.btnGet.sprite = self.spLoader:LoadSprite("x_xbmz_xunbaoanniu01")
self.liveNode:SetSelfDirectingTag(true,self.liveNode.leader.transform.localPosition,self.rewardPos)
self.liveNode:SetSelfDirectingTag(true, self.liveNode.leader.transform.localPosition, self.rewardPos)
self.effectBtnGet:SetActive(false)
end
end
function XunBaoMiZongMap:SetRoleDirAction(targetU, targetV, u0, v0)
local dU = targetU - u0
local dV = targetV - v0
local dU = targetU - u0
local dV = targetV - v0
if dU > 0 then
self:SetWalkDir(WALK_DIR.RUN_RIGHT)
elseif dU < 0 then
@ -279,7 +283,7 @@ function XunBaoMiZongMap:Dispose()
poolManager:UnLoadAsset(mapCtrl, self.mapRoot, PoolManager.AssetType.GameObject)
self.mapRoot = nil
for _, flag in pairs(self._BuildFlag) do
Util.AddOnceClick(flag, function()end)
Util.AddOnceClick(flag, function() end)
poolManager:UnLoadAsset("FightMiddleFlag", flag, PoolManager.AssetType.GameObject)
end
self._BuildFlag = {}
@ -303,7 +307,6 @@ end
--界面销毁时调用(用于子类重写)
function XunBaoMiZongMap:OnDestroy()
self.spLoader:Destroy()
end
return XunBaoMiZongMap
return XunBaoMiZongMap

View File

@ -11,74 +11,73 @@ end
--初始化组件(用于子类重写)
function XunBaoMiZong:InitComponent()
self.content = Util.GetGameObject(self.gameObject,"Frame/Content")
self.timeText = Util.GetGameObject(self.content,"Time"):GetComponent("Text")
self.ImagePic = Util.GetGameObject(self.content,"ImagePic")
self.ImagePic3 = Util.GetGameObject(self.content,"ImagePic3")
self.mapList= {}
self.content = Util.GetGameObject(self.gameObject, "Frame/Content")
self.timeText = Util.GetGameObject(self.content, "Time"):GetComponent("Text")
self.ImagePic = Util.GetGameObject(self.content, "ImagePic")
self.ImagePic3 = Util.GetGameObject(self.content, "ImagePic3")
self.mapList = {}
for i = 1, self.ImagePic.transform.childCount do
self.mapList[i] = self.ImagePic.transform:GetChild(i - 1).gameObject
end
self.tips = Util.GetGameObject(self.content,"Tips"):GetComponent("Text")
self.tips = Util.GetGameObject(self.content, "Tips"):GetComponent("Text")
self.btnHelp = Util.GetGameObject(self.gameObject,"btnHelp")
self.btnHelp = Util.GetGameObject(self.gameObject, "btnHelp")
self.helpPosition = self.btnHelp:GetComponent("RectTransform").localPosition
self.btnReward = Util.GetGameObject(self.gameObject,"Btns/btnReward")
self.btnShop = Util.GetGameObject(self.gameObject,"Btns/btnShop")
self.btnGift = Util.GetGameObject(self.gameObject,"Btns/btnGift")
self.btnGO = Util.GetGameObject(self.gameObject,"btnGO")
self.effect = Util.GetGameObject(self.gameObject,"fx_xunbaomizong_ditujiesuo")
self.btnReward = Util.GetGameObject(self.gameObject, "Btns/btnReward")
self.btnShop = Util.GetGameObject(self.gameObject, "Btns/btnShop")
self.btnGift = Util.GetGameObject(self.gameObject, "Btns/btnGift")
self.btnGO = Util.GetGameObject(self.gameObject, "btnGO")
self.effect = Util.GetGameObject(self.gameObject, "fx_xunbaomizong_ditujiesuo")
self.effect:SetActive(false)
self.zhenqibaogeBtn = Util.GetGameObject(self.gameObject,"Btns/zqbg")
self.zhenqibaoge_red= Util.GetGameObject(self.gameObject,"Btns/zqbg/red")
self.zqbgEffect = Util.GetGameObject(self.zhenqibaogeBtn,"Fx_Circle 1")
self.zhenqibaogeBtn = Util.GetGameObject(self.gameObject, "Btns/zqbg")
self.zhenqibaoge_red = Util.GetGameObject(self.gameObject, "Btns/zqbg/red")
self.zqbgEffect = Util.GetGameObject(self.zhenqibaogeBtn, "Fx_Circle 1")
end
--绑定事件(用于子类重写)
function XunBaoMiZong:BindEvent()
Util.AddOnceClick(self.btnHelp,function ()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.XunBaoMiZong,self.helpPosition.x,self.helpPosition.y)
Util.AddOnceClick(self.btnHelp, function()
UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.XunBaoMiZong, self.helpPosition.x, self.helpPosition.y)
end)
Util.AddOnceClick(self.btnReward,function ()
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.XunBaoMiZong,self.actData)
Util.AddOnceClick(self.btnReward, function()
UIManager.OpenPanel(UIName.GeneralBigPopup, GENERAL_POPUP_TYPE.XunBaoMiZong, self.actData)
end)
Util.AddOnceClick(self.btnShop,function ()
Util.AddOnceClick(self.btnShop, function()
JumpManager.GoJump(40025)
end)
Util.AddOnceClick(self.btnGift,function ()
Util.AddOnceClick(self.btnGift, function()
if not self.actData then
return
return
end
UIManager.OpenPanel(UIName.ContinueGiftPanel, self.actData.activityId)
end)
Util.AddOnceClick(self.zhenqibaogeBtn, function()
JumpManager.GoJump(40050,nil,self.actData.activityId)
PlayerPrefs.SetInt(PlayerManager.uid.."XunBaoMiZong_zqbg",1)
JumpManager.GoJump(40050, nil, self.actData.activityId)
PlayerPrefs.SetInt(PlayerManager.uid .. "XunBaoMiZong_zqbg", 1)
CheckRedPointStatus(RedPointType.XunBaoMiZong)
self.zhenqibaoge_red:SetActive(false)
end)
Util.AddOnceClick(self.btnGO,function ()
NetManager.XunBaoMiZongEnterMap(function (msg)
Util.AddOnceClick(self.btnGO, function()
NetManager.XunBaoMiZongEnterMap(function(msg)
if msg.isEnter then
--判断进入地图时是否是完整地图,不是需要播放特效
self.btnGO:GetComponent("Button").interactable = false
if CompleteMap then
SoundManager.PlaySound("UI_Breach_01")
SwitchPanel.OpenPanel(UIName.XunBaoMiZongMapPanel,nil,self.actData)
SwitchPanel.OpenPanel(UIName.XunBaoMiZongMapPanel, nil, self.actData)
else
SoundManager.PlaySound("UI_Breach_01")
self.effect:SetActive(true)
self.ImagePic3:SetActive(true)
Timer.New(function ()
SwitchPanel.OpenPanel(UIName.XunBaoMiZongMapPanel,nil,self.actData)
end,0.3):Start()
Timer.New(function()
SwitchPanel.OpenPanel(UIName.XunBaoMiZongMapPanel, nil, self.actData)
end, 0.3):Start()
end
else
PopupTipPanel.ShowTip(Language[13029])
@ -106,11 +105,10 @@ function XunBaoMiZong:OnSortingOrderChange(_sortingOrder)
end
--界面打开时调用(用于子类重写)
function XunBaoMiZong:OnOpen(_activityConfig,_index,parent)
function XunBaoMiZong:OnOpen(_activityConfig, _index, parent)
self.actConfig = _activityConfig
self.pageIndex = _index
self.parent = parent
end
-- 打开,重新打开时回调
@ -125,21 +123,21 @@ end
--刷新
function XunBaoMiZong:Refresh()
local state=PlayerPrefs.GetInt(PlayerManager.uid.."XunBaoMiZong_zqbg")
self.zhenqibaoge_red:SetActive(state==0)
local state = PlayerPrefs.GetInt(PlayerManager.uid .. "XunBaoMiZong_zqbg")
self.zhenqibaoge_red:SetActive(state == 0)
self.actData = CommonActPageManager.GetData(ActivityTypeDef.XunBaoMiZong)
if self.actData.endTime - GetTimeStamp() <= 0 then self.parent:ClosePanel() end
local isActive = CommonActPageManager.HasContinueGift(self.actData.activityId)
self.btnGift:SetActive(isActive)
CommonActPageManager.ShowIcon(self.zhenqibaogeBtn,self.actData.activityId)
CommonActPageManager.ShowIcon(self.zhenqibaogeBtn, self.actData.activityId)
CompleteMap = self.actData.value == 1
CheckRedPointStatus(RedPointType.XunBaoMiZong)
local configData = ConfigManager.GetConfigDataByKey(ConfigName.LotterySetting,"ActivityId",self.actData.activityId)
local configData = ConfigManager.GetConfigDataByKey(ConfigName.LotterySetting, "ActivityId", self.actData.activityId)
local itemNum = configData.CostItem[1]
self.clipNum = BagManager.GetTotalItemNum(itemNum[1])
self.tips.text = string.format(Language[13030],self.clipNum,itemNum[2])
self.tips.text = string.format(Language[13030], self.clipNum, itemNum[2])
self.ImagePic3:SetActive(self.actData.value == 1)
self.btnGO:SetActive(self.clipNum >= itemNum[2])
self:SetMap()
@ -149,7 +147,7 @@ end
--设置拼图
function XunBaoMiZong:SetMap()
for i = 1, #self.mapList do
Util.SetGray(self.mapList[i],self.clipNum < i)
Util.SetGray(self.mapList[i], self.clipNum < i)
end
end
@ -160,14 +158,14 @@ function XunBaoMiZong:SetTime()
self.timer = nil
end
local time = self.actData.endTime - GetTimeStamp()
self.timeText.text = string.format(Language[13031],TimeToFelaxible(time))
self.timer = Timer.New(function ()
self.timeText.text = string.format(Language[13031], TimeToFelaxible(time))
self.timer = Timer.New(function()
if time <= 0 then
self:Refresh()
end
time = time - 1
self.timeText.text = string.format(Language[13031],TimeToFelaxible(time))
end,1,-1)
self.timeText.text = string.format(Language[13031], TimeToFelaxible(time))
end, 1, -1)
self.timer:Start()
end
@ -186,7 +184,7 @@ function XunBaoMiZong:OnDestroy()
self.timer:Stop()
self.timer = nil
end
self.mapList= {}
self.mapList = {}
end
return XunBaoMiZong
return XunBaoMiZong

View File

@ -35,27 +35,27 @@ end
function RiceSinglePlayerView:InitComponent()
self.spLoader = SpriteLoader.New()
self.gameObject:GetComponent("RectTransform").sizeDelta = Vector2.New(12500,100)
self.player = Util.GetGameObject(self.gameObject,"Root")
self.playerRoot = Util.GetGameObject(self.gameObject,"Player")
self.playerName = Util.GetGameObject(self.playerRoot,"Name/Text"):GetComponent("Text")
self.playerLiveRoot = Util.GetGameObject(self.player,"Live")
self.swordRoot = Util.GetGameObject(self.player,"Sword")
self.upPre = Util.GetGameObject(self.gameObject,"upPre")
self.downPre = Util.GetGameObject(self.gameObject,"downPre")
self.gameObject:GetComponent("RectTransform").sizeDelta = Vector2.New(12500, 100)
self.player = Util.GetGameObject(self.gameObject, "Root")
self.playerRoot = Util.GetGameObject(self.gameObject, "Player")
self.playerName = Util.GetGameObject(self.playerRoot, "Name/Text"):GetComponent("Text")
self.playerLiveRoot = Util.GetGameObject(self.player, "Live")
self.swordRoot = Util.GetGameObject(self.player, "Sword")
self.upPre = Util.GetGameObject(self.gameObject, "upPre")
self.downPre = Util.GetGameObject(self.gameObject, "downPre")
self.playerTrans = self.player:GetComponent("RectTransform")
self.playerTrans.localPosition = Vector2.New(0,100)
self.playerTrans.localPosition = Vector2.New(0, 100)
self.curPosX = self.playerTrans.localPosition.x
self.speed = initSpeed
FixedUpdateBeat:Add(self.OnUpdate, self)--长按方法注册
FixedUpdateBeat:Add(self.OnUpdate, self) --长按方法注册
self.effectList1 = {}
for i = 1, 4 do
self.effectList1[i] = Util.GetGameObject(self.player,"fx_yvjianfeixin"..i)
self.effectList1[i] = Util.GetGameObject(self.player, "fx_yvjianfeixin" .. i)
self.effectList1[i]:SetActive(false)
end
self.effectList2 = {}
for i = 1, 4 do
self.effectList2[i] = Util.GetGameObject(self.player,"fx_yvjianfeixin"..i.."_jiasu")
self.effectList2[i] = Util.GetGameObject(self.player, "fx_yvjianfeixin" .. i .. "_jiasu")
self.effectList2[i]:SetActive(false)
end
end
@ -63,6 +63,7 @@ end
--绑定事件(用于子类重写)
function RiceSinglePlayerView:BindEvent()
end
--添加事件监听(用于子类重写)
function RiceSinglePlayerView:AddListener()
end
@ -86,31 +87,30 @@ function RiceSinglePlayerView:SetEvent()
self.keyFrameList = {}
for i = 1, #keyFrame do
self.keyFrameList[i] = {}
self.keyFrameList[i].pos = keyFrame[i][1]*initSpeed*30
self.keyFrameList[i].pos = keyFrame[i][1] * initSpeed * 30
self.keyFrameList[i].value = keyFrame[i][2]
if keyFrame[i][2] == 1 then
self.keyFrameList[i].obj = newObjToParent(self.upPre,self.gameObject)
self.keyFrameList[i].obj = newObjToParent(self.upPre, self.gameObject)
elseif keyFrame[i][2] == 2 then
self.keyFrameList[i].obj = newObjToParent(self.downPre,self.gameObject)
self.keyFrameList[i].obj = newObjToParent(self.downPre, self.gameObject)
end
self.keyFrameList[i].obj:GetComponent("RectTransform").localPosition = Vector2.New(self.keyFrameList[i].pos,100)
PlayUIAnim(Util.GetGameObject(self.keyFrameList[i].obj,"Image"))
self.keyFrameList[i].obj:GetComponent("RectTransform").localPosition = Vector2.New(self.keyFrameList[i].pos, 100)
PlayUIAnim(Util.GetGameObject(self.keyFrameList[i].obj, "Image"))
end
end
--重置游戏
function RiceSinglePlayerView:ResetSinglePlayer()
self.isRunning = false
for i,v in ipairs(self.keyFrameList) do
for i, v in ipairs(self.keyFrameList) do
destroy(self.keyFrameList[i].obj)
table.remove( self.keyFrameList,i)
table.remove(self.keyFrameList, i)
end
self.speed = initSpeed
self.playerTrans.localPosition = Vector2.New(0,100)
self.playerTrans.localPosition = Vector2.New(0, 100)
self.curPosX = self.playerTrans.localPosition.x
end
--upDate
function RiceSinglePlayerView:OnUpdate()
if self.isRunning then
@ -120,26 +120,26 @@ function RiceSinglePlayerView:OnUpdate()
keepmoving = true
if YuJianXingManager.sendEvent then
YuJianXingManager.sendEvent = false
Timer.New(function ()
Timer.New(function()
YuJianXingManager.FinishResetGame()
end,2):Start()
end, 2):Start()
end
else
keepmoving = false
self.curPosX = self.curPosX + self.speed
self.player.transform.localPosition = Vector2.New(self.curPosX,100)
self.player.transform.localPosition = Vector2.New(self.curPosX, 100)
--事件
for i,v in ipairs(self.keyFrameList) do
for i, v in ipairs(self.keyFrameList) do
if self.curPosX >= v.pos then
self.speed = self.speed*speedValue[v.value]
self.speed = self.speed * speedValue[v.value]
destroy(self.keyFrameList[i].obj)
table.remove( self.keyFrameList,i)
table.remove(self.keyFrameList, i)
end
end
end
if keepmoving then
self.curPosX = self.curPosX + self.speed
self.player.transform.localPosition = Vector2.New(self.curPosX,100)
self.player.transform.localPosition = Vector2.New(self.curPosX, 100)
end
end
self.effectList1[self.index]:SetActive(self.isRunning)
@ -155,7 +155,7 @@ function RiceSinglePlayerView:GetCurPosX()
end
--界面打开时调用(用于子类重写)
function RiceSinglePlayerView:OnOpen(_inedx,_data)
function RiceSinglePlayerView:OnOpen(_inedx, _data)
self.index = _inedx
self.data = _data
self:SetPlayerAndSword()
@ -179,19 +179,20 @@ function RiceSinglePlayerView:SetPlayerAndSword()
local data = {}
data.skin = 80012
data.sex = YuJianXingManager.modelList[self.index].sex
self.liveNode = PlayerLiveView:New(self.playerLiveRoot,2,data)
self.liveNode:OnOpen(18,Vector3.zero,WALK_DIR.IDLE_RIGHT)
self.liveNode = PlayerLiveView:New(self.playerLiveRoot, 2, data)
self.liveNode:OnOpen(18, Vector3.zero, WALK_DIR.IDLE_RIGHT)
self.liveNode:SetTitleHide()
self.playerName.text = string.format( "<color=#e7d7c7>【%s】%s</color>",SWARDNAMES[self.index],YuJianXingManager.modelList[self.index].userName)
self.playerName.text = string.format("<color=#e7d7c7>【%s】%s</color>", SWARDNAMES[self.index],
YuJianXingManager.modelList[self.index].userName)
self.swordRoot:GetComponent("Image").sprite = self.spLoader:LoadSprite(SwardName[self.index])
end
--设置单个玩家上下飘动
function RiceSinglePlayerView:ResetSinglePlayerPosVertical()
local y = math.random(-100,0)
self.playerRoot.transform:DOLocalMove(Vector3.New(0,y,0), 2, false):SetEase(Ease.Linear)
local y = math.random(-100, 0)
self.playerRoot.transform:DOLocalMove(Vector3.New(0, y, 0), 2, false):SetEase(Ease.Linear)
end
function RiceSinglePlayerView:OnClose()
@ -207,4 +208,4 @@ end
function RiceSinglePlayerView:OnDestroy()
end
return RiceSinglePlayerView
return RiceSinglePlayerView

View File

@ -1,6 +1,6 @@
require("Base/BasePanel")
local YuJianXingPanel = Inherit(BasePanel)
local configData = ConfigManager.GetConfigData(ConfigName.RidingSwardConfig,1)
local configData = ConfigManager.GetConfigData(ConfigName.RidingSwardConfig, 1)
--初始化组件(用于子类重写)
function YuJianXingPanel:InitComponent()
@ -16,7 +16,7 @@ function YuJianXingPanel:InitComponent()
self.btnRank = Util.GetGameObject(self.gameObject, "Bgs/Down/btns/btnRank")
self.btnStore = Util.GetGameObject(self.gameObject, "Bgs/Down/btns/btnStore")
self.btnGift = Util.GetGameObject(self.gameObject, "Bgs/Down/btns/btnGift")
self.btnGiftEffect = Util.GetGameObject(self.btnGift,"Fx_Circle 1")
self.btnGiftEffect = Util.GetGameObject(self.btnGift, "Fx_Circle 1")
--Text
self.curActTime = Util.GetGameObject(self.gameObject, "Bgs/Up/Board/time1"):GetComponent("Text")
self.nextRoundTime = Util.GetGameObject(self.gameObject, "Bgs/Up/Board/time2"):GetComponent("Text")
@ -41,21 +41,21 @@ end
--绑定事件(用于子类重写)
function YuJianXingPanel:BindEvent()
Util.AddOnceClick(self.backBtn,function ()
SwitchPanel.OpenPanel(nil,function ()
Util.AddOnceClick(self.backBtn, function()
SwitchPanel.OpenPanel(nil, function()
self:ClosePanel()
end)
end)
Util.AddOnceClick(self.btnGift, function()
JumpManager.GoJump(40050,nil,ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.YuJianXing))
JumpManager.GoJump(40050, nil, ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.YuJianXing))
end)
Util.AddOnceClick(self.helpBtn,function ()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.YuJianXing,self.helpPosition.x,self.helpPosition.y)
Util.AddOnceClick(self.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.YuJianXing, self.helpPosition.x, self.helpPosition.y)
end)
Util.AddOnceClick(self.btnBet,function ()
Util.AddOnceClick(self.btnBet, function()
if YuJianXingManager.curState == 2 then
PopupTipPanel.ShowTip(Language[13040])
return
@ -64,24 +64,24 @@ function YuJianXingPanel:BindEvent()
PopupTipPanel.ShowTip(Language[13041])
return
end
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.YuJianBet)
UIManager.OpenPanel(UIName.GeneralBigPopup, GENERAL_POPUP_TYPE.YuJianBet)
end)
Util.AddOnceClick(self.btnRecord,function ()
NetManager.RidingSwardInfoRequest(function ()
Util.AddOnceClick(self.btnRecord, function()
NetManager.RidingSwardInfoRequest(function()
if #YuJianXingManager.curRecordList <= 0 then
PopupTipPanel.ShowTip(Language[13042])
return
end
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.YuJianXingRecord)
UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.YuJianXingRecord)
end)
end)
Util.AddOnceClick(self.btnRank,function ()
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.YuJianLastResult)
Util.AddOnceClick(self.btnRank, function()
UIManager.OpenPanel(UIName.GeneralBigPopup, GENERAL_POPUP_TYPE.YuJianLastResult)
end)
Util.AddOnceClick(self.btnStore,function ()
Util.AddOnceClick(self.btnStore, function()
if YuJianXingManager.curState == 2 then
PopupTipPanel.ShowTip(Language[13043])
return
@ -92,20 +92,20 @@ end
--添加事件监听(用于子类重写)
function YuJianXingPanel:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.FiveAMRefresh.ServerNotifyRefresh, self.MakeRequest,self)
Game.GlobalEvent:AddEvent(GameEvent.YuJianXing.GameFinished, self.Refresh,self)
Game.GlobalEvent:AddEvent(GameEvent.YuJianXing.UpdateBetTime, self.SetBetTime,self)
Game.GlobalEvent:AddEvent(GameEvent.FiveAMRefresh.ServerNotifyRefresh, self.MakeRequest, self)
Game.GlobalEvent:AddEvent(GameEvent.YuJianXing.GameFinished, self.Refresh, self)
Game.GlobalEvent:AddEvent(GameEvent.YuJianXing.UpdateBetTime, self.SetBetTime, self)
end
--移除事件监听(用于子类重写)
function YuJianXingPanel:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.FiveAMRefresh.ServerNotifyRefresh, self.MakeRequest,self)
Game.GlobalEvent:RemoveEvent(GameEvent.YuJianXing.GameFinished, self.Refresh,self)
Game.GlobalEvent:RemoveEvent(GameEvent.YuJianXing.UpdateBetTime, self.SetBetTime,self)
Game.GlobalEvent:RemoveEvent(GameEvent.FiveAMRefresh.ServerNotifyRefresh, self.MakeRequest, self)
Game.GlobalEvent:RemoveEvent(GameEvent.YuJianXing.GameFinished, self.Refresh, self)
Game.GlobalEvent:RemoveEvent(GameEvent.YuJianXing.UpdateBetTime, self.SetBetTime, self)
end
function YuJianXingPanel:OnSortingOrderChange()
Util.SetParticleSortLayer(self.btnGiftEffect, self.sortingOrder+1)
Util.SetParticleSortLayer(self.btnGiftEffect, self.sortingOrder + 1)
end
--界面打开时调用(用于子类重写)
@ -116,8 +116,8 @@ end
-- 打开,重新打开时回调
function YuJianXingPanel:OnShow()
self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.YuJianXing })
Util.SetParticleSortLayer(self.btnGiftEffect, self.sortingOrder+1)
self:MakeRequest(function ()
Util.SetParticleSortLayer(self.btnGiftEffect, self.sortingOrder + 1)
self:MakeRequest(function()
if YuJianXingManager.curState == 2 then
YuJianXingManager.InWaiting = true
end
@ -129,9 +129,9 @@ end
function YuJianXingPanel:MakeRequest(func)
local id = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.YuJianXing)
CommonActPageManager.ShowIcon(self.btnGift,id)
CommonActPageManager.ShowIcon(self.btnGift, id)
if id then
NetManager.RidingSwardActivityRequest(id,function ()
NetManager.RidingSwardActivityRequest(id, function()
if func then
func()
end
@ -190,24 +190,26 @@ function YuJianXingPanel:SetTime()
local activityEnd = YuJianXingManager.activityTimeCount - GetTimeStamp()
local roundEnd = YuJianXingManager.nextTimeCount - GetTimeStamp()
if activityEnd > 86400 then
self.curActTime.text = string.format(Language[13044],TimeToDHM(activityEnd))
self.curActTime.text = string.format(Language[13044], TimeToDHM(activityEnd))
else
self.curActTime.text = string.format(Language[13044],TimeToHMS(activityEnd))
self.curActTime.text = string.format(Language[13044], TimeToHMS(activityEnd))
end
if YuJianXingManager.curState == 1 then
self.nextRoundTime.text = string.format(Language[13045],TimeToMS(roundEnd))
self.nextRoundTime.text = string.format(Language[13045], TimeToMS(roundEnd))
elseif YuJianXingManager.curState == 2 then
self.nextRoundTime.text = string.format(Language[13046])
elseif YuJianXingManager.curState == 3 then
self.nextRoundTime.text = string.format(Language[13047])
end
self.canBetTime.text = string.format( Language[13048],configData.JoinCount - YuJianXingManager.joinCount)
self.canBetTime.text = string.format(Language[13048], configData.JoinCount - YuJianXingManager.joinCount)
self.redPoint:SetActive(YuJianXingManager.CheckRecordList())
self.redPointBet:SetActive((configData.JoinCount - YuJianXingManager.joinCount > 0) and (#YuJianXingManager.curBetList < 2) and (YuJianXingManager.curState == 1) )
self.waitTime.text = string.format(Language[13049],TimeToMS(roundEnd))
self.timer = Timer.New(function ()
self.redPointBet:SetActive((configData.JoinCount - YuJianXingManager.joinCount > 0) and
(#YuJianXingManager.curBetList < 2) and (YuJianXingManager.curState == 1))
self.waitTime.text = string.format(Language[13049], TimeToMS(roundEnd))
self.timer = Timer.New(function()
self.redPoint:SetActive(YuJianXingManager.CheckRecordList())
self.redPointBet:SetActive((configData.JoinCount - YuJianXingManager.joinCount > 0) and (#YuJianXingManager.curBetList < 2) and (YuJianXingManager.curState == 1) )
self.redPointBet:SetActive((configData.JoinCount - YuJianXingManager.joinCount > 0) and
(#YuJianXingManager.curBetList < 2) and (YuJianXingManager.curState == 1))
--设置人物上下飘动2s重置一次
if self.count % 2 == 0 then
YuJianXingManager.ResetPlayerPosVertical()
@ -216,11 +218,11 @@ function YuJianXingPanel:SetTime()
--回合倒计时
roundEnd = roundEnd - 1
if YuJianXingManager.curState == 1 then
self.nextRoundTime.text = string.format(Language[13045],TimeToMS(roundEnd))
self.nextRoundTime.text = string.format(Language[13045], TimeToMS(roundEnd))
if roundEnd <= 0 then
YuJianXingManager.ReGetInfo(function ()
YuJianXingManager.ReGetInfo(function()
roundEnd = YuJianXingManager.nextTimeCount - GetTimeStamp()
if YuJianXingManager.curState == 2 then--一定要确认请求回来的是2才能开始不然一直请求
if YuJianXingManager.curState == 2 then --一定要确认请求回来的是2才能开始不然一直请求
YuJianXingManager.ReloadPlayersData(YuJianXingManager.curResultId)
self:StartAnimation()
end
@ -228,10 +230,10 @@ function YuJianXingPanel:SetTime()
end
elseif YuJianXingManager.curState == 2 then
self.nextRoundTime.text = string.format(Language[13046])
self.waitTime.text = string.format(Language[13049],TimeToMS(roundEnd))
self.waitTime.text = string.format(Language[13049], TimeToMS(roundEnd))
if roundEnd <= 0 then
YuJianXingManager.ReGetInfo(function ()
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.YuJianLastResult)
YuJianXingManager.ReGetInfo(function()
UIManager.OpenPanel(UIName.GeneralBigPopup, GENERAL_POPUP_TYPE.YuJianLastResult)
self:Refresh()
end)
end
@ -241,15 +243,15 @@ function YuJianXingPanel:SetTime()
--活动倒计时
activityEnd = activityEnd - 1
if activityEnd > 86400 then
self.curActTime.text = string.format(Language[13044],TimeToDHM(activityEnd))
self.curActTime.text = string.format(Language[13044], TimeToDHM(activityEnd))
else
self.curActTime.text = string.format(Language[13044],TimeToHMS(activityEnd))
self.curActTime.text = string.format(Language[13044], TimeToHMS(activityEnd))
end
self.canBetTime.text = string.format( Language[13048],configData.JoinCount - YuJianXingManager.joinCount)
self.canBetTime.text = string.format(Language[13048], configData.JoinCount - YuJianXingManager.joinCount)
if activityEnd <= 0 then
self:ClosePanel()
end
end,1,-1)
end, 1, -1)
self.timer:Start()
end
@ -269,4 +271,4 @@ function YuJianXingPanel:OnDestroy()
SubUIManager.Close(self.UpView)
end
return YuJianXingPanel
return YuJianXingPanel

View File

@ -73,7 +73,7 @@ end
function FetterItem:SetData(data, _parent, _index)
parent = _parent
self.itemData = data
self.name.text = self.itemData.name
self.name.text = GetLanguageStrById(self.itemData.name)
if self.itemData.enabled < 1 then
self.tipText.text = string.format("<color=#553D02>%s</color>", self.itemData.activeParaTip)
elseif self.itemData.enabled then

View File

@ -175,7 +175,7 @@ function FourElementSingleWave:SingleHeroDataShow(monConfig, heroData)
--self.icon.sprite = self.spLoader:LoadSprite(heroData.painting)
SetCardStars(self.starGrid, monConfig.Star)
self.fg.sprite = self.spLoader:LoadSprite(GetHeroCardStarFg[monConfig.Star])
self.name.text = heroData.name
self.name.text = GetLanguageStrById(heroData.name)
end
function FourElementSingleWave:UpdatePrivilage()

View File

@ -78,7 +78,7 @@ function FourTrailSingleHelpHero:OnShow(curType, ...)
SetHeroStars(self.spLoader, self.starGrid, star, starType)
SetHeroFlyEffect(self.hero, self.spLoader, heroData.star, self.sortingOrder + 1, 1)
Util.SetParticleSortLayer(self.starGrid, self.sortingOrder + 1)
self.name.text = itemConfig[heroData.heroConfig.Id].Name
self.name.text = GetLanguageStrById(itemConfig[heroData.heroConfig.Id].Name)
-- local allAddProVal = HeroManager.CalculateHeroAllProValList(1, heroData, false)
--LogGreen(heroData.dynamicId.." allAddProVal[HeroProType.WarPower]:"..allAddProVal[HeroProType.WarPower])
self.num.text = HeroPowerManager.GetHeroPower(heroData.dynamicId) --heroData.warPower

View File

@ -8,53 +8,55 @@ function GodsWaySingleSingleWave:New(gameObject)
setmetatable(b, { __index = GodsWaySingleSingleWave })
return b
end
local curType=0
local curType = 0
--初始化组件(用于子类重写)
function GodsWaySingleSingleWave:InitComponent(go,_data,_curType)
function GodsWaySingleSingleWave:InitComponent(go, _data, _curType)
self.spLoader = SpriteLoader.New()
curType=_curType
self.wave = Util.GetGameObject(go,"bg/leftLayout/num"):GetComponent("Text")
self.power = Util.GetGameObject(go,"bg/power/Text"):GetComponent("Text")
self.reward = Util.GetGameObject(go,"bg/rewardRect")
self.fight = Util.GetGameObject(go,"bg/fight")
self.pass = Util.GetGameObject(go,"bg/pass"):GetComponent("Image")
self.title = Util.GetGameObject(go,"bg/leftLayout/title"):GetComponent("Image")
self.rewardText = Util.GetGameObject(self.reward,"Text"):GetComponent("Text")
self.fightBtnIcon = Util.GetGameObject(self.fight,"layout/icon"):GetComponent("Image")
self.fightBtnNum = Util.GetGameObject(self.fight,"layout/num"):GetComponent("Text")
self.fightBtnText = Util.GetGameObject(self.fight,"layout/Text"):GetComponent("Text")
self.fightBtnRed = Util.GetGameObject(self.fight,"red")
self.fightBtnMask = Util.GetGameObject(self.fight,"mask"):GetComponent("Image")
self.bg = Util.GetGameObject(go,"bg"):GetComponent("Image")
self.rewardGrid = Util.GetGameObject(self.reward,"grid")
self.btn=Util.GetGameObject(go,"bg/btn")
curType = _curType
self.wave = Util.GetGameObject(go, "bg/leftLayout/num"):GetComponent("Text")
self.power = Util.GetGameObject(go, "bg/power/Text"):GetComponent("Text")
self.reward = Util.GetGameObject(go, "bg/rewardRect")
self.fight = Util.GetGameObject(go, "bg/fight")
self.pass = Util.GetGameObject(go, "bg/pass"):GetComponent("Image")
self.title = Util.GetGameObject(go, "bg/leftLayout/title"):GetComponent("Image")
self.rewardText = Util.GetGameObject(self.reward, "Text"):GetComponent("Text")
self.fightBtnIcon = Util.GetGameObject(self.fight, "layout/icon"):GetComponent("Image")
self.fightBtnNum = Util.GetGameObject(self.fight, "layout/num"):GetComponent("Text")
self.fightBtnText = Util.GetGameObject(self.fight, "layout/Text"):GetComponent("Text")
self.fightBtnRed = Util.GetGameObject(self.fight, "red")
self.fightBtnMask = Util.GetGameObject(self.fight, "mask"):GetComponent("Image")
self.bg = Util.GetGameObject(go, "bg"):GetComponent("Image")
self.rewardGrid = Util.GetGameObject(self.reward, "grid")
self.btn = Util.GetGameObject(go, "bg/btn")
self.data = _data
self.heroList={}
self.heroList = {}
self.trailData = MonsterCampManager.GetCurFourElementMonsterInfo(_curType)
for i = 1, 3 do
table.insert(self.heroList,Util.GetGameObject(go,"bg/grid/Hero"..i))
table.insert(self.heroList, Util.GetGameObject(go, "bg/grid/Hero" .. i))
end
self.rewardList = {}
for i = 1, self.rewardGrid.transform.childCount do
local temp = self:NewItemView(SubUIConfig.ItemView, self.rewardGrid.transform:GetChild(i-1).gameObject)
table.insert(self.rewardList,temp)
local temp = self:NewItemView(SubUIConfig.ItemView, self.rewardGrid.transform:GetChild(i - 1).gameObject)
table.insert(self.rewardList, temp)
end
end
local teamIds={
[1]={3206,3207},
[2]={3203,3204,3205},
}
local curFloor=0
function GodsWaySingleSingleWave:OnOpen()
curFloor=GodsWayTowerManager.GetTowerFloorByType(curType)
local teamIds = {
[1] = { 3206, 3207 },
[2] = { 3203, 3204, 3205 },
}
local curFloor = 0
function GodsWaySingleSingleWave:OnOpen()
curFloor = GodsWayTowerManager.GetTowerFloorByType(curType)
self.fightBtnIcon.gameObject:SetActive(false)
self.fightBtnNum.gameObject:SetActive(false)
self.wave.text = Language[10286]..self.data.wave..Language[10295]
self.wave.text = Language[10286] .. self.data.wave .. Language[10295]
self.power.text = self.data.power
--self.title.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(self.trailData.fourElementType))
--self.bg.sprite = self.spLoader:LoadSprite(GetFourElementBgByType(self.trailData.fourElementType))
self:UpdatePrivilage()
self:UpdatePrivilage()
if self.data.wave < curFloor then
self.pass.gameObject:SetActive(false)
self.fight.gameObject:SetActive(false)
@ -65,43 +67,45 @@ function GodsWaySingleSingleWave:OnOpen()
self.rewardText.text = Language[13060]
self:SetIcon()
LogError("#self.rewardData===="..#self.rewardData)
if self.rewardData and #self.rewardData then
LogError("#self.rewardData====" .. #self.rewardData)
if self.rewardData and #self.rewardData then
self:InitShowReward()
self.reward.gameObject:SetActive(true)
else
self.reward.gameObject:SetActive(false)
end
end
end
for i = 1, 3 do
self.heroList[i].gameObject:SetActive(false)
if self.data.herodatas[i] then
self.heroList[i].gameObject:SetActive(true)
self:SingleHeroDataShow(self.heroList[i],self.data.monsterConfig[i],self.data.herodatas[i],i,#self.data.herodatas)
self:SingleHeroDataShow(self.heroList[i], self.data.monsterConfig[i], self.data.herodatas[i], i,
#self.data.herodatas)
end
end
Util.AddOnceClick(self.pass.gameObject, function()
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.FourElementMonster,self.trailData.fourElementType,self.data.wave)
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup, EXPEDITON_POPUP_TYPE.FourElementMonster,
self.trailData.fourElementType, self.data.wave)
end)
-- Util.AddOnceClick(self.hero, function()
-- UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.FourElementMonster,self.trailData.fourElementType,self.data.wave)
-- end)
Util.AddOnceClick(self.btn, function()
LogError("self.data.wave=="..self.data.wave)
UIManager.OpenPanel(UIName.GodsWayOtherTeamPanel,curType,self.data.wave)
LogError("self.data.wave==" .. self.data.wave)
UIManager.OpenPanel(UIName.GodsWayOtherTeamPanel, curType, self.data.wave)
end)
Util.AddOnceClick(self.fight, function()
local x = function()
NetManager.RequestDuoDuiChallenge(curType,curFloor,2,function(msg)
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1)
local freeId=GodsWayTowerManager.GetTowerFreeIdByType(curType)
PrivilegeManager.RefreshPrivilegeUsedTimes(freeId, 1)
local x = function()
NetManager.RequestDuoDuiChallenge(curType, curFloor, 2, function(msg)
UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1)
local freeId = GodsWayTowerManager.GetTowerFreeIdByType(curType)
PrivilegeManager.RefreshPrivilegeUsedTimes(freeId, 1)
Game.GlobalEvent:DispatchEvent(GameEvent.FourEle.UpdatePri)
self:UpdatePrivilage()
end)
self:UpdatePrivilage()
end)
end
if self.data.wave == curFloor then
if self.data.wave == curFloor then
-- if self.freeTimes <=0 and self.buyTimes <= 0 then
-- PopupTipPanel.ShowTip("今日已无扫荡次数!")
-- return
@ -114,198 +118,201 @@ function GodsWaySingleSingleWave:OnOpen()
-- local buyId=GodsWayTowerManager.GetTowerBuyIdByType(curType)
-- MsgPanel.ShowTwo(string.format("是否花费%s%s购买一次扫荡次数",self.costNum,itemConfig[self.itemId].Name),function() end,function()
-- ShopManager.RequestBuyShopItem(SHOP_TYPE.FUNCTION_SHOP,self.storeDataId,1,function()
-- PrivilegeManager.RefreshPrivilegeUsedTimes(buyId, 1)
-- PrivilegeManager.RefreshPrivilegeUsedTimes(buyId, 1)
-- x()
-- end)
-- end,"取消","确定")
-- else
-- x()
--
--
PopupTipPanel.ShowTip(Language[13068])
return
elseif self.data.wave == curFloor + 1 then
local teamType=0
local myTeams=teamIds[curType]
local floor=GodsWayTowerManager.GetTowerFloorByType(curType)
local teamType = 0
local myTeams = teamIds[curType]
local floor = GodsWayTowerManager.GetTowerFloorByType(curType)
-- if self.trailData.canFightTime > 0 then
local windData={}
--我的队伍
local myTeamInfo={}
local windData = {}
--我的队伍
local myTeamInfo = {}
--敌方队伍
local enTeamInfo={}
local enTeamInfo = {}
--获取双方队伍数据
local allHeroTeam={}
local allEnTeam={}
local myTeamNum=0
local allHeroTeam = {}
local allEnTeam = {}
local myTeamNum = 0
for i = 1, #myTeams do
--local fightData=fightDataList[i]
local heroTeam={}
heroTeam.team={}
heroTeam.totalForce=FormationManager.GetFormationPower(myTeams[i])
local heroTeam = {}
heroTeam.team = {}
heroTeam.totalForce = FormationManager.GetFormationPower(myTeams[i])
--LogError("myforce=="..msg.recordData.yxldMyForce[i])
local enTeam={}
enTeam.team={}
local enTeam = {}
enTeam.team = {}
--LogError("en force=="..msg.recordData.yxldDefForce[i])
local myteam=FormationManager.GetFormationByID(myTeams[i])
local myteam = FormationManager.GetFormationByID(myTeams[i])
for j = 1, #myteam.teamHeroInfos do
myTeamNum=myTeamNum+1
local hero=myteam.teamHeroInfos[j]
local newHero={}
local heroData=HeroManager.GetSingleHeroData(hero.heroId)
newHero.heroTid=heroData.heroConfig.Id
--local pro=string.split(hero.property,"#")
newHero.level=heroData.lv
newHero.heroid=heroData.dynamicId
newHero.star=heroData.star
myTeamNum = myTeamNum + 1
local hero = myteam.teamHeroInfos[j]
local newHero = {}
local heroData = HeroManager.GetSingleHeroData(hero.heroId)
newHero.heroTid = heroData.heroConfig.Id
--local pro=string.split(hero.property,"#")
newHero.level = heroData.lv
newHero.heroid = heroData.dynamicId
newHero.star = heroData.star
--newHero.godSoulLv = hero.godSoulLv
newHero.position=hero.position
newHero.skinId=heroData.skinId
table.insert(heroTeam.team,newHero)
newHero.position = hero.position
newHero.skinId = heroData.skinId
table.insert(heroTeam.team, newHero)
end
LogError("Type====="..curType.." TowerNumber====="..floor.." TowerWave1"..i)
local monsterData=ConfigManager.TryGetConfigDataByThreeKey(ConfigName.DuoDuiTower,"Type",curType,"TowerNumber",floor+1,"TowerWave1",i)
LogError("Type=====" .. curType .. " TowerNumber=====" .. floor .. " TowerWave1" .. i)
local monsterData = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.DuoDuiTower, "Type", curType,
"TowerNumber", floor + 1, "TowerWave1", i)
if monsterData then
enTeam.totalForce=monsterData.Force
for j = 1, #monsterData.Hero do
local hero=monsterData.Hero[j]
local config=ConfigManager.GetConfigData(ConfigName.DuoDuiTowerHero,hero)
local newHero={}
newHero.heroTid=config.Hero
--local pro=string.split(hero.property,"#")
newHero.level=monsterData.Level
enTeam.totalForce = monsterData.Force
for j = 1, #monsterData.Hero do
local hero = monsterData.Hero[j]
local config = ConfigManager.GetConfigData(ConfigName.DuoDuiTowerHero, hero)
local newHero = {}
newHero.heroTid = config.Hero
--local pro=string.split(hero.property,"#")
newHero.level = monsterData.Level
--newHero.heroid=hero.realId
newHero.star=monsterData.Star
newHero.star = monsterData.Star
--newHero.godSoulLv = hero.godSoulLv
newHero.position=j
newHero.position = j
--newHero.skinId=hero.skinId
table.insert(enTeam.team,newHero)
table.insert(enTeam.team, newHero)
end
end
table.insert(allHeroTeam,heroTeam)
table.insert(allEnTeam,enTeam)
end
table.insert(allHeroTeam, heroTeam)
table.insert(allEnTeam, enTeam)
-- allHeroTeam[i]=heroTeam
-- allEnTeam[i]=enTeam
end
if myTeamNum==0 then
PopupTipPanel.ShowTip(Language[12999])
return
if myTeamNum == 0 then
PopupTipPanel.ShowTip(Language[12999])
return
end
myTeamInfo.crossTeam=allHeroTeam
enTeamInfo.crossTeam=allEnTeam
windData.myTeamInfo=myTeamInfo
windData.defTeamInfo=enTeamInfo
windData.fightData=fightDataList
UIManager.OpenPanel(UIName.GodsWayBattleInfoPanel,windData,1,curType)
myTeamInfo.crossTeam = allHeroTeam
enTeamInfo.crossTeam = allEnTeam
windData.myTeamInfo = myTeamInfo
windData.defTeamInfo = enTeamInfo
windData.fightData = fightDataList
UIManager.OpenPanel(UIName.GodsWayBattleInfoPanel, windData, 1, curType)
end
--end
end)
end
-- 初始化奖励显示
function GodsWaySingleSingleWave:InitShowReward()
for i = 1 ,#self.rewardList do
function GodsWaySingleSingleWave:InitShowReward()
for i = 1, #self.rewardList do
self.rewardList[i].gameObject:SetActive(false)
end
--LogError("#self.rewardData=="..#self.rewardData)
for i = 1,#self.rewardData do
for i = 1, #self.rewardData do
if not self.rewardList[i] then
self.rewardList[i] = SubUIManager.Open(SubUIConfig.ItemView, self.rewardGrid.transform)
self.rewardList[i].gameObject:SetActive(false)
end
self.rewardList[i]:OnOpen(false, {self.rewardData[i].id,self.rewardData[i].num}, 0.8,false,false,false)
self.rewardList[i]:OnOpen(false, { self.rewardData[i].id, self.rewardData[i].num }, 0.8, false, false, false)
self.rewardList[i].gameObject:SetActive(true)
end
end
--设置每条英雄数据
function GodsWaySingleSingleWave:SingleHeroDataShow(go,monConfig,heroData,index,len)
local frame=Util.GetGameObject(go,"Bg1"):GetComponent("Image")
local icon=Util.GetGameObject(go, "Mask/icon"):GetComponent("RawImage")
function GodsWaySingleSingleWave:SingleHeroDataShow(go, monConfig, heroData, index, len)
local frame = Util.GetGameObject(go, "Bg1"):GetComponent("Image")
local icon = Util.GetGameObject(go, "Mask/icon"):GetComponent("RawImage")
--self.icon=Util.GetGameObject(self.hero, "Mask/icon"):GetComponent("Image")
local lv = Util.GetGameObject(go, "lv/Text"):GetComponent("Text")
local pro = Util.GetGameObject(go, "Pro/Image"):GetComponent("Image")
local fg = Util.GetGameObject(go,"Bg2"):GetComponent("Image")
local fg = Util.GetGameObject(go, "Bg2"):GetComponent("Image")
--self.starGrid = Util.GetGameObject(self.hero,"starGrid")
local starGrid = Util.GetGameObject(go,"StarGrid")
local name=Util.GetGameObject(go,"Name/Text"):GetComponent("Text")
Util.GetGameObject(go,"yuanImage"):SetActive(false)
Util.GetGameObject(go,"hpProgress"):SetActive(false)
Util.GetGameObject(go,"rageProgress"):SetActive(false)
frame.sprite=self.spLoader:LoadSprite(GetHeroCardStarBg[monConfig.Star])
local starGrid = Util.GetGameObject(go, "StarGrid")
local name = Util.GetGameObject(go, "Name/Text"):GetComponent("Text")
Util.GetGameObject(go, "yuanImage"):SetActive(false)
Util.GetGameObject(go, "hpProgress"):SetActive(false)
Util.GetGameObject(go, "rageProgress"):SetActive(false)
frame.sprite = self.spLoader:LoadSprite(GetHeroCardStarBg[monConfig.Star])
local liveName = heroData.live
local roleConfig = ConfigManager.GetConfigData(ConfigName.RoleConfig, heroData.heroConfig.Id)
local scale = roleConfig.play_liveScale
local livePos = Vector3.New(roleConfig.offset[1], roleConfig.offset[2], 0)
local heroIndex=(self.data.wave-1)*len+index
local livePos = Vector3.New(roleConfig.offset[1], roleConfig.offset[2], 0)
local heroIndex = (self.data.wave - 1) * len + index
--LogError("self.data.wave=="..self.data.wave.." index=="..index.." heroindex=="..heroIndex)
--icon.texture = CardRendererManager.GetSpineTexture((self.data.wave%6 == 0 and 12 or (self.data.wave%6 + 6)), liveName, Vector3.one * scale, livePos, true)
icon.texture = CardRendererManager.GetSpineTexture(heroIndex%12==0 and 12 or heroIndex%12, liveName, Vector3.one * scale, livePos, true)
icon.texture = CardRendererManager.GetSpineTexture(heroIndex % 12 == 0 and 12 or heroIndex % 12, liveName,
Vector3.one * scale, livePos, true)
icon.transform.localScale = Vector3.one
icon.transform.localPosition = Vector3.zero
lv.text = monConfig.Level
pro.sprite= self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.property))
pro.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.property))
--self.icon.sprite = self.spLoader:LoadSprite(heroData.painting)
SetCardStars(starGrid,monConfig.Star)
SetCardStars(starGrid, monConfig.Star)
fg.sprite = self.spLoader:LoadSprite(GetHeroCardStarFg[monConfig.Star])
name.text = heroData.name
name.text = GetLanguageStrById(heroData.name)
end
function GodsWaySingleSingleWave:UpdatePrivilage()
LogError("curtype============"..curType)
self.storeDataId,self.itemId,self.costNum = GodsWayTowerManager.GetCost(curType)
self.freeTimes,self.buyTimes = GodsWayTowerManager.GetTimeTip(curType)
function GodsWaySingleSingleWave:UpdatePrivilage()
LogError("curtype============" .. curType)
self.storeDataId, self.itemId, self.costNum = GodsWayTowerManager.GetCost(curType)
self.freeTimes, self.buyTimes = GodsWayTowerManager.GetTimeTip(curType)
self:SetIcon()
end
function GodsWaySingleSingleWave:SetIcon()
Util.SetGray(self.fight,false)
Util.SetGray(self.fight, false)
self.fightBtnRed:SetActive(false)
if self.data.wave == curFloor then
if self.data.wave == curFloor then
self.rewardData = self.data.firstReward
--设置扫荡按钮
self.rewardText.text = Language[10690]
self.rewardText.text = Language[10690]
if self.freeTimes > 0 then
self.fightBtnIcon.gameObject:SetActive(false)
self.fightBtnNum.gameObject:SetActive(false)
self.fightBtnRed:SetActive(true)
self.fightBtnText.text = string.format(Language[10687])
--self.fightBtnMask.sprite = self.spLoader:LoadSprite("r_guji_jihuianniu_02")
Util.SetGray(self.fight,false)
--self.fightBtnMask.sprite = self.spLoader:LoadSprite("r_guji_jihuianniu_02")
Util.SetGray(self.fight, false)
else
--self.fightBtnMask.sprite = self.spLoader:LoadSprite("r_guji_jihuianniu_02")
--self.fightBtnMask.sprite = self.spLoader:LoadSprite("r_guji_jihuianniu_02")
self.fightBtnIcon.gameObject:SetActive(false)
self.fightBtnNum.gameObject:SetActive(false)
self.fightBtnIcon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfig[self.itemId].ResourceID))
local color = 0
LogError("self.itemId==="..self.itemId)
LogError("self.costNum=="..self.costNum)
local color = 0
LogError("self.itemId===" .. self.itemId)
LogError("self.costNum==" .. self.costNum)
if BagManager.GetItemCountById(self.itemId) < self.costNum then
color = "E71515"
else
color = "17232A"
end
self.fightBtnNum.text =string.format("<color=#%s>%s</color>",color,self.costNum)
self.fightBtnNum.text = string.format("<color=#%s>%s</color>", color, self.costNum)
--.fightBtnText.text = string.format("<color=#%s>%s</color>",color,"扫荡")
if self.buyTimes < 1 then
Util.SetGray(self.fight,true)
end
Util.SetGray(self.fight, true)
end
self.fightBtnText.text = string.format(Language[11524])
end
else
self.rewardData = self.data.firstReward
LogError("self.data.wave=="..self.data.wave.." floor+1=="..curFloor+1)
self.rewardData = self.data.firstReward
LogError("self.data.wave==" .. self.data.wave .. " floor+1==" .. curFloor + 1)
if self.data.wave == curFloor + 1 then
--设置挑战fight
self.fightBtnIcon.gameObject:SetActive(false)
self.fightBtnNum.gameObject:SetActive(false)
--self.fightBtnMask:GetComponent("Image").sprite = self.spLoader:LoadSprite("s_shouchong_anniu")
self.fightBtnText.text = string.format(Language[10340])
else
else
self.fight.gameObject:SetActive(false)
end
Util.SetGray(self.fight,false)
Util.SetGray(self.fight, false)
end
end
@ -314,6 +321,7 @@ function GodsWaySingleSingleWave:OnDestroy()
self.rewardList = {}
self.spLoader:Destroy()
end
function GodsWaySingleSingleWave:NewItemView(config, gameObject, ...)
local view = reimport(config.script)
local sub = view:New(gameObject)
@ -338,4 +346,5 @@ function GodsWaySingleSingleWave:NewItemView(config, gameObject, ...)
end
return sub
end
return GodsWaySingleSingleWave
return GodsWaySingleSingleWave

View File

@ -1,4 +1,4 @@
HarmonyView={}
HarmonyView = {}
-- 鸿蒙守卫脚本
function HarmonyView:New(gameObject)
local b = {}
@ -7,6 +7,7 @@ function HarmonyView:New(gameObject)
setmetatable(b, { __index = HarmonyView })
return b
end
HarmonyView.GongMingTable = {}
HarmonyView.HongMengData = {}
function HarmonyView:InitComponent()
@ -17,17 +18,18 @@ function HarmonyView:InitComponent()
-- end
for i = 1, 6 do
self.GongMingTable[i] = {}
self.GongMingTable[i].go = Util.GetGameObject(self.gameObject, "item (" .. i .. ")")
self.GongMingTable[i].infoGo = Util.GetGameObject(self.GongMingTable[i].go,"GameObject/infoGo")
self.GongMingTable[i].frame = Util.GetGameObject(self.GongMingTable[i].go, "GameObject/frame"):GetComponent("Image")
self.GongMingTable[i].lv = Util.GetGameObject( self.GongMingTable[i].infoGo,"lv/Text"):GetComponent("Text")
self.GongMingTable[i].icon = Util.GetGameObject(self.GongMingTable[i].go, "GameObject/icon"):GetComponent("Image")
self.GongMingTable[i].proIcon = Util.GetGameObject( self.GongMingTable[i].infoGo,"proIcon"):GetComponent("Image")
self.GongMingTable[i].starGrid = Util.GetGameObject( self.GongMingTable[i].infoGo,"star")
self.GongMingTable[i].go = Util.GetGameObject(self.gameObject, "item (" .. i .. ")")
self.GongMingTable[i].infoGo = Util.GetGameObject(self.GongMingTable[i].go, "GameObject/infoGo")
self.GongMingTable[i].frame = Util.GetGameObject(self.GongMingTable[i].go, "GameObject/frame"):GetComponent(
"Image")
self.GongMingTable[i].lv = Util.GetGameObject(self.GongMingTable[i].infoGo, "lv/Text"):GetComponent("Text")
self.GongMingTable[i].icon = Util.GetGameObject(self.GongMingTable[i].go, "GameObject/icon"):GetComponent(
"Image")
self.GongMingTable[i].proIcon = Util.GetGameObject(self.GongMingTable[i].infoGo, "proIcon"):GetComponent("Image")
self.GongMingTable[i].starGrid = Util.GetGameObject(self.GongMingTable[i].infoGo, "star")
end
end
function HarmonyView:BindEvent()
end
@ -43,26 +45,27 @@ end
function HarmonyView:OnClose()
self.spLoader:Destroy()
end
function HarmonyView:SetGreen(HongMengData)
local min = HongMengData[#self.GongMingTable].lv
for i = 0, #self.GongMingTable do
if HongMengData[i+1].lv == min then
self.count=self.count+1;
if HongMengData[i + 1].lv == min then
self.count = self.count + 1;
end
end
end
function HarmonyView:InitData(data)
table.sort(data, function(a,b)
if a.lv==b.lv then
return a.warPower > b.warPower
table.sort(data, function(a, b)
if a.lv == b.lv then
return a.warPower > b.warPower
else
return a.lv > b.lv
end
end
end)
-- return data
end
end
function HarmonyView:OnOpen(sortingOrder)
self.sortingOrder = sortingOrder
local heroDataList = {}
@ -70,8 +73,8 @@ function HarmonyView:OnOpen(sortingOrder)
for i = 1, #HarmonyManager.hongmengGuards do
if HarmonyManager.hongmengGuards[i].heroId ~= "" then
-- body
table.insert(heroDataList,HeroManager.GetSingleHeroData(HarmonyManager.hongmengGuards[i].heroId))
table.insert(heroDataList, HeroManager.GetSingleHeroData(HarmonyManager.hongmengGuards[i].heroId))
--LogBlue("刷新IsHaveHero:"..HarmonyManager.hongmengGuards[i].heroId.." ::: "..tostring(HeroManager.IsHaveHero(HarmonyManager.hongmengGuards[i].heroId)))
if not HeroManager.IsHaveHero(HarmonyManager.hongmengGuards[i].heroId) then
for k = 1, #HarmonyManager.hongmengHeroInfos do
@ -84,12 +87,11 @@ function HarmonyView:OnOpen(sortingOrder)
-- body
end
end
end
end
--LogGreen("heroDataList长度"..#heroDataList)
-- if #heroDataList > 0 then
-- table.sort(heroDataList, function(a,b)
-- table.sort(heroDataList, function(a,b)
-- if a.lv==b.lv then
-- return a.warPower > b.warPower
-- else
@ -97,29 +99,27 @@ function HarmonyView:OnOpen(sortingOrder)
-- end
-- end)
-- end
-- self.count = 1;
-- self:SetGreen(self.HongMengData)
--LogGreen(heroDataList[6].name)
for i = 1, 6 do
local singleHeroData = {}
if heroDataList[i] then
singleHeroData = heroDataList[i]
self.HongMengData[i] = singleHeroData
if heroDataList[i].lv== heroDataList[#heroDataList].lv then
if heroDataList[i].lv == heroDataList[#heroDataList].lv then
-- body
self:SetItem(self.HongMengData[i],self.GongMingTable[i],1)
self:SetItem(self.HongMengData[i], self.GongMingTable[i], 1)
else
self:SetItem(self.HongMengData[i],self.GongMingTable[i],0)
self:SetItem(self.HongMengData[i], self.GongMingTable[i], 0)
end
else
self.HongMengData[i] = singleHeroData
self:SetItem(nil,self.GongMingTable[i],0)
self:SetItem(nil, self.GongMingTable[i], 0)
end
end
@ -130,12 +130,10 @@ function HarmonyView:OnOpen(sortingOrder)
if self.HongMengData[i].equipIdList then
-- body
for i = 1, #self.HongMengData[i].equipIdList do
HarmonyManager.equipCount= HarmonyManager.equipCount+1
HarmonyManager.equipCount = HarmonyManager.equipCount + 1
end
end
end
end
-- print("装备个数"..HarmonyManager.equipCount)
-- for i = 0, #self.GongMingTable do
@ -145,35 +143,35 @@ function HarmonyView:OnOpen(sortingOrder)
-- self:SetItem(self.HongMengData[i+1],self.GongMingTable[i],0)
-- end
-- end
HarmonyManager:SetGuardList(self.HongMengData,#heroDataList)
HarmonyManager:SetGuardList(self.HongMengData, #heroDataList)
end
function HarmonyView:SetEffectLayer(sortingOrder)
for i = 1, 6 do
Util.SetParticleSortLayer(self.GongMingTable[i].starGrid,sortingOrder + 1)
Util.SetParticleSortLayer(self.GongMingTable[i].starGrid, sortingOrder + 1)
end
end
function HarmonyView:SetItem(data,go,flag)
function HarmonyView:SetItem(data, go, flag)
if data then
go.infoGo:SetActive(true)
go.frame.sprite = self.spLoader:LoadSprite(GetHeroQuantityImageByquality(data.heroConfig.Quality,data.star))
go.frame.sprite = self.spLoader:LoadSprite(GetHeroQuantityImageByquality(data.heroConfig.Quality, data.star))
if flag == 0 then
go.lv.text = data.lv
else
go.lv.text = string.format("<color=#0f0>%d</color>",data.lv)
go.lv.text = string.format("<color=#0f0>%d</color>", data.lv)
end
go.icon.sprite = self.spLoader:LoadSprite(data.icon)
go.proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(data.changeProId))
local star,starType = data.GetStar(1)
SetHeroStars(self.spLoader, go.starGrid, star,starType,nil,nil,Vector2.New(0,1))
SetHeroFlyEffect(go.infoGo,self.spLoader,data.star,self.sortingOrder+1,1.2,0)
local star, starType = data.GetStar(1)
SetHeroStars(self.spLoader, go.starGrid, star, starType, nil, nil, Vector2.New(0, 1))
SetHeroFlyEffect(go.infoGo, self.spLoader, data.star, self.sortingOrder + 1, 1.2, 0)
Util.SetParticleSortLayer(go.starGrid,self.sortingOrder + 1)
Util.SetParticleSortLayer(go.starGrid, self.sortingOrder + 1)
else
go.infoGo:SetActive(false)
end
end
return HarmonyView
return HarmonyView

View File

@ -58,11 +58,11 @@ function ItemView:InitComponent()
self.effectRoot = Util.GetGameObject(self.gameObject, "effects")
self.pokemonEffect = Util.GetGameObject(self.gameObject, "effects/pokemonEffect")
self.pokemonEffectPartical = Util.GetGameObject(self.pokemonEffect, "ziti mask"):GetComponent(typeof(UnityEngine
.ParticleSystem))
.ParticleSystem))
self.itemEffect = Util.GetGameObject(self.gameObject, "itemEffect")
self.itemEffectPartical = Util.GetGameObject(self.itemEffect, "ziti mask"):GetComponent(typeof(UnityEngine
.ParticleSystem))
.ParticleSystem))
self.UI_Effect_Kuang_JinSe = Util.GetGameObject(self.gameObject, "effects/UI_Effect_Kuang_JinSe")
self.UI_Effect_Kuang_HongSe = Util.GetGameObject(self.gameObject, "effects/UI_Effect_Kuang_HongSe")
self.UI_Effect_jinkuang_Fang = Util.GetGameObject(self.gameObject, "effects/UI_Effect_jinkuang_Fang")
@ -170,8 +170,8 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
self:UnLoadFrameEffect()
LogGreen("itemType:" ..
tostring(_itemData.itemType) .. " Name:" .. tostring(_itemData.configData.Name) .. " 数量:" ..
tostring(_itemData.num))
tostring(_itemData.itemType) .. " Name:" .. tostring(_itemData.configData.Name) .. " 数量:" ..
tostring(_itemData.num))
if _itemData.itemType == 1 or _itemData.itemType == 0 then --物品
--item
if effectLayer > 0 and _itemData.configData.Quantity1 then
@ -192,7 +192,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
--角色碎片
self.frameMask:SetActive(true)
self.frameMask:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(
_itemData.configData.Quantity))
_itemData.configData.Quantity))
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.backData.itemId, nil,
self.isRewardItemPop)
@ -201,7 +201,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
if (propertyName ~= 0) then
self.fragmentIcon:SetActive(true)
self.fragmentIcon:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(
propertyName))
propertyName))
end
elseif _itemData.configData.ItemType == ItemType.Pokemon then
--异妖配件
@ -249,7 +249,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
end)
if effectLayer > 0 and _itemData.configData.Quantity1 then
self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity1 == 5 or
_itemData.configData.Quantity1 == 4)
_itemData.configData.Quantity1 == 4)
self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity1 == 6)
self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity1 == 7)
self.c_ui_qinyan_duan:SetActive(_itemData.configData.Quantity1 == 8)
@ -277,16 +277,16 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity1 == 5)
self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity1 == 6)
self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity1 == 7 or
_itemData.configData.Quantity1 == 8)
_itemData.configData.Quantity1 == 8)
end
self.iconGo:SetActive(false)
self.circleFrameBg:SetActive(true)
self.circleFrameBg:GetComponent("Image").sprite = self.spLoader:LoadSprite(SoulPrintSpriteByQuantity
[_itemData.configData.Quantity].circleBg2)
[_itemData.configData.Quantity].circleBg2)
Util.GetGameObject(self.circleFrameBg, "Icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(
_itemData.icon)
_itemData.icon)
Util.GetGameObject(self.circleFrameBg, "circleFrame"):GetComponent("Image").sprite = self.spLoader
:LoadSprite(SoulPrintSpriteByQuantity[_itemData.configData.Quantity].circle)
:LoadSprite(SoulPrintSpriteByQuantity[_itemData.configData.Quantity].circle)
Util.AddOnceClick(self.frameBtn, function()
--所有的魂印打开都用这个界面
UIManager.OpenPanel(UIName.SoulPrintPopUp, ShowType.showTip3, nil, _itemData.backData.itemId)
@ -311,7 +311,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
elseif _itemData.configData.ItemType == ItemType.talismanSoulChip then
self.num:SetActive(true)
self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[_itemData.backData.itemId]
.Quantity))
.Quantity))
self.frameMask:SetActive(true)
self.frameMask:GetComponent("Image").sprite = self.spLoader:LoadSprite("f_fabaojuling_zijiemianfabaokuang1")
self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfig[_itemData.backData.itemId].ResourceID))
@ -344,7 +344,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
-- 挂机奖励
self.num:SetActive(true)
self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig
[_itemData.backData.itemId].Quantity))
[_itemData.backData.itemId].Quantity))
self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfig[_itemData.backData.itemId].ResourceID))
local useGain = itemConfig[_itemData.backData.itemId].UseGain
if useGain and useGain[1] and useGain[1][2] then
@ -394,7 +394,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
end)
if effectLayer > 0 and _itemData.configData.Quantity1 then
self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity1 == 5 or
_itemData.configData.Quantity1 == 4)
_itemData.configData.Quantity1 == 4)
self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity1 == 6)
self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity1 == 7)
end
@ -456,7 +456,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
self.resetLv:SetActive(false)
self.fragmentIcon:SetActive(true)
self.fragmentIcon:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(_itemData
.configData.PropertyName))
.configData.PropertyName))
Util.AddOnceClick(self.frameBtn, function()
-- UIManager.OpenPanel(UIName.RewardSoulPrintSingleShowPopup,0, _itemData.backData.id, function()
-- end)
@ -501,7 +501,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
end)
elseif _itemData.ItemType == ItemType.Incarnation then --化身卡
self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[_itemData.backData.itemId]
.Quantity))
.Quantity))
self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfig[_itemData.backData.itemId].ResourceID))
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardTailsmanChipShowPopup, _itemData.backData.itemId, nil)
@ -524,7 +524,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
end
if effectLayer > 0 and _itemData.configData.Quantity1 then
self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity1 == 5 or
_itemData.configData.Quantity1 == 4)
_itemData.configData.Quantity1 == 4)
self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity1 == 6)
self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity1 == 7)
end
@ -536,13 +536,13 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
if itemConfig[itemSId].PropertyName > 0 then
self.fragmentIcon.gameObject:SetActive(true)
self.fragmentIcon:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(itemConfig
[itemSId].PropertyName))
[itemSId].PropertyName))
else
self.fragmentIcon.gameObject:SetActive(false)
end
self.frameMask:SetActive(true)
self.frameMask:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(
itemConfig[itemSId].Quantity))
itemConfig[itemSId].Quantity))
self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity))
self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID))
Util.AddOnceClick(self.frameBtn, function()
@ -636,7 +636,7 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
if itemConfig[itemSId].PropertyName > 0 then
self.fragmentIcon.gameObject:SetActive(true)
self.fragmentIcon:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(itemConfig
[itemSId].PropertyName))
[itemSId].PropertyName))
else
self.fragmentIcon.gameObject:SetActive(false)
end
@ -698,14 +698,14 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
--2角色碎片
self.frameMask:SetActive(true)
self.frameMask:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(
itemConfig[itemSId].Quantity))
itemConfig[itemSId].Quantity))
self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity))
self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID))
local propertyName = itemConfig[itemSId].PropertyName
if (propertyName ~= 0) then
self.fragmentIcon:SetActive(true)
self.fragmentIcon:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(
propertyName))
propertyName))
end
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, itemSId, nil, self.isRewardItemPop, true)
@ -841,11 +841,11 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
self.iconGo:SetActive(false)
self.circleFrameBg:SetActive(true)
self.circleFrameBg:GetComponent("Image").sprite = self.spLoader:LoadSprite(SoulPrintSpriteByQuantity
[itemConfig[itemSId].Quantity].circleBg2)
[itemConfig[itemSId].Quantity].circleBg2)
Util.GetGameObject(self.circleFrameBg, "Icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(
GetResourcePath(itemConfig[itemSId].ResourceID))
GetResourcePath(itemConfig[itemSId].ResourceID))
Util.GetGameObject(self.circleFrameBg, "circleFrame"):GetComponent("Image").sprite = self.spLoader:LoadSprite(
SoulPrintSpriteByQuantity[itemConfig[itemSId].Quantity].circle)
SoulPrintSpriteByQuantity[itemConfig[itemSId].Quantity].circle)
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.SoulPrintPopUp, 0, nil, itemSId, nil, nil)
end)
@ -854,7 +854,7 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID))
self.fragmentIcon:SetActive(true)
self.fragmentIcon:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(itemConfig
[itemSId].PropertyName))
[itemSId].PropertyName))
if not self.Did then
self.rightUplv.gameObject:SetActive(false)
self.middleDownLv.gameObject:SetActive(false)
@ -993,7 +993,7 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
if (propertyName ~= 0) then
self.fragmentIcon:SetActive(true)
self.fragmentIcon:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(
propertyName))
propertyName))
end
self.starGrid:SetActive(true)
local star = _reward[4] or itemConfig[itemSId].HeroStar[1]
@ -1056,13 +1056,13 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
if itemConfig[itemSId].PropertyName > 0 then
self.fragmentIcon.gameObject:SetActive(true)
self.fragmentIcon:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(itemConfig
[itemSId].PropertyName))
[itemSId].PropertyName))
else
self.fragmentIcon.gameObject:SetActive(false)
end
self.frameMask:SetActive(true)
self.frameMask:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(
itemConfig[itemSId].Quantity))
itemConfig[itemSId].Quantity))
self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity))
self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID))
Util.AddOnceClick(self.frameBtn, function()

View File

@ -166,7 +166,7 @@ function JumpViewNew:OnOpen(jumpId, heroConfig, parent)
self.needChipNum)
elseif self.jumpSData.Type == JumpType.recharge then
self.costIconPos.gameObject:SetActive(false)
self.desc.text = string.format(Language[13081], heroConfig.ReadingName)
self.desc.text = string.format(Language[13081], GetLanguageStrById(heroConfig.ReadingName))
elseif self.jumpSData.Type == 40 then
self.costIconPos.gameObject:SetActive(false)
self.desc.text = Language[13082]

View File

@ -7,12 +7,12 @@ local PositionType = {
local ImageTypeConfig = {
[MoneyNumViewImageType.Small_1] = {
[MoneyType.RMB] = {type = PositionType.Down_Or_Right, imgName = "c_czlb_yuan_zh", imgSize = nil},
[MoneyType.USD] = {type = PositionType.Up_Or_Left, imgName = "c_czlb_yuan_vi", imgSize = nil}
[MoneyType.RMB] = { type = PositionType.Down_Or_Right, imgName = "c_czlb_yuan_zh", imgSize = nil },
[MoneyType.USD] = { type = PositionType.Up_Or_Left, imgName = "c_czlb_yuan_vi", imgSize = nil }
},
[MoneyNumViewImageType.Big_1] = {
[MoneyType.RMB] = {type = PositionType.Down_Or_Right, imgName = "c_czlb_yuan_zh", imgSize = Vector3.New(60, 60)},
[MoneyType.USD] = {type = PositionType.Up_Or_Left, imgName = "c_czlb_yuan_vi", imgSize = Vector3.New(60, 60)}
[MoneyType.RMB] = { type = PositionType.Down_Or_Right, imgName = "c_czlb_yuan_zh", imgSize = Vector3.New(60, 60) },
[MoneyType.USD] = { type = PositionType.Up_Or_Left, imgName = "c_czlb_yuan_vi", imgSize = Vector3.New(60, 60) }
}
}
@ -29,23 +29,25 @@ function MoneyNumView:InitComponent()
self.spLoader = SpriteLoader.New()
self.Text_Num = Util.GetGameObject(self.gameObject, "Text_Num"):GetComponent("Text")
self.Image_Num_Vertical = Util.GetGameObject(self.gameObject, "Image_Num_Vertical"):GetComponent("VerticalLayoutGroup")
self.Image_Num_Vertical = Util.GetGameObject(self.gameObject, "Image_Num_Vertical"):GetComponent(
"VerticalLayoutGroup")
self.V_NumLayout = Util.GetGameObject(self.Image_Num_Vertical.transform, "nums"):GetComponent("VerticalLayoutGroup")
self.V_Image_1 = Util.GetGameObject(self.Image_Num_Vertical.transform, "Image (1)"):GetComponent("Image")
self.V_Image_2 = Util.GetGameObject(self.Image_Num_Vertical.transform, "Image (2)"):GetComponent("Image")
self.Image_Num_Horizontal = Util.GetGameObject(self.gameObject, "Image_Num_Horizontal"):GetComponent("HorizontalLayoutGroup")
self.H_NumLayout = Util.GetGameObject(self.Image_Num_Horizontal.transform, "nums"):GetComponent("HorizontalLayoutGroup")
self.Image_Num_Horizontal = Util.GetGameObject(self.gameObject, "Image_Num_Horizontal"):GetComponent(
"HorizontalLayoutGroup")
self.H_NumLayout = Util.GetGameObject(self.Image_Num_Horizontal.transform, "nums"):GetComponent(
"HorizontalLayoutGroup")
self.H_Image_1 = Util.GetGameObject(self.Image_Num_Horizontal.transform, "Image (1)"):GetComponent("Image")
self.H_Image_2 = Util.GetGameObject(self.Image_Num_Horizontal.transform, "Image (2)"):GetComponent("Image")
self.V_Num = {}
self.H_Num = {}
for i = 1, 10 do
self.V_Num[i] = Util.GetGameObject(self.V_NumLayout.transform, "num ("..i..")"):GetComponent("Text")
self.H_Num[i] = Util.GetGameObject(self.H_NumLayout.transform, "num ("..i..")"):GetComponent("Text")
self.V_Num[i] = Util.GetGameObject(self.V_NumLayout.transform, "num (" .. i .. ")"):GetComponent("Text")
self.H_Num[i] = Util.GetGameObject(self.H_NumLayout.transform, "num (" .. i .. ")"):GetComponent("Text")
end
end
--绑定事件(用于子类重写)
@ -64,7 +66,7 @@ end
---
--- 参数说明
--- num 要显示的金钱的数量
--- viewType 界面类型 对应 MoneyNumViewType 常量
--- viewType 界面类型 对应 MoneyNumViewType 常量
--- font 字体
--- fontSize 字体大小(只在文本下生效)
--- localScale 字体缩放
@ -79,17 +81,18 @@ function MoneyNumView:OnOpen(num, viewType, font, fontSize, localScale, rectSize
self.viewType = viewType
self.font = font
self.fontSize = fontSize
self.localScale = localScale
self.rectSize = rectSize
self.space = space
self.localScale = localScale
self.rectSize = rectSize
self.space = space
self.imgType = imgType or MoneyNumViewImageType.Small_1
self:RefreshShow()
end
function MoneyNumView:RefreshShow()
--
self.Text_Num.gameObject:SetActive(self.viewType == MoneyNumViewType.Text_Vertical or self.viewType == MoneyNumViewType.Text_Horizontal)
--
self.Text_Num.gameObject:SetActive(self.viewType == MoneyNumViewType.Text_Vertical or
self.viewType == MoneyNumViewType.Text_Horizontal)
self.Image_Num_Vertical.gameObject:SetActive(self.viewType == MoneyNumViewType.Image_Vertical)
self.Image_Num_Horizontal.gameObject:SetActive(self.viewType == MoneyNumViewType.Image_Horizontal)
@ -103,34 +106,34 @@ function MoneyNumView:RefreshShow()
end
self:SetTextShow(txt)
-- 横向文本直接显示
-- 横向文本直接显示
elseif self.viewType == MoneyNumViewType.Text_Horizontal then
local moneyStr = MoneyUtil.GetMoneyUnitNameWithMoney(self.num)
self:SetTextShow(moneyStr)
-- 竖向图片显示
-- 竖向图片显示
elseif self.viewType == MoneyNumViewType.Image_Vertical then
-- 处理数字显示
self:SetNumShow(self.V_Num)
-- 处理符号显示
self:SetMarkShow(self.V_Image_1, self.V_Image_2)
--
self.Image_Num_Vertical.spacing = self.space.x or 0
self.V_NumLayout.spacing = self.space.y or 0
--
--
self.Image_Num_Vertical.spacing = self.space.x or 0
self.V_NumLayout.spacing = self.space.y or 0
--
ForceRebuildLayout(self.V_NumLayout.transform)
ForceRebuildLayout(self.Image_Num_Vertical.transform)
-- 横向图片显示
-- 横向图片显示
elseif self.viewType == MoneyNumViewType.Image_Horizontal then
-- 处理数字显示
self:SetNumShow(self.H_Num)
-- 处理符号显示
self:SetMarkShow(self.H_Image_1, self.H_Image_2)
--
self.Image_Num_Horizontal.spacing = self.space.x or 0
self.H_NumLayout.spacing = self.space.y or 0
--
--
self.Image_Num_Horizontal.spacing = self.space.x or 0
self.H_NumLayout.spacing = self.space.y or 0
--
ForceRebuildLayout(self.H_NumLayout.transform)
ForceRebuildLayout(self.Image_Num_Horizontal.transform)
end
@ -139,6 +142,7 @@ function MoneyNumView:RefreshShow()
self:RefreshSize()
self:RefreshOffsetPosition()
end
-- 设置图片数字显示
function MoneyNumView:SetTextShow(txt)
self.Text_Num.text = txt
@ -146,14 +150,14 @@ function MoneyNumView:SetTextShow(txt)
self.Text_Num.fontSize = self.fontSize
self.Text_Num.transform.localScale = Vector3.one * self.localScale
self.Text_Num.transform.sizeDelta = self.rectSize
ForceRebuildLayout(self.Text_Num.transform)
end
-- 设置图片数字显示
function MoneyNumView:SetNumShow(numList,num)
function MoneyNumView:SetNumShow(numList, num)
if num then
self.num = tostring(num)
self.num = tostring(num)
if numList == 1 then
numList = self.H_Num
elseif numList == 2 then
@ -163,14 +167,14 @@ function MoneyNumView:SetNumShow(numList,num)
local numTb = StringConvertToTable(self.num)
for i = 1, 10 do
if numTb[i] then
numList[i].gameObject:SetActive(true)
numList[i].text = numTb[i]
numList[i].font = resMgr:LoadAsset(self.font)
numList[i].fontSize = self.fontSize
numList[i].transform.localScale = Vector3.one * self.localScale
numList[i].transform.sizeDelta = self.rectSize
numList[i].gameObject:SetActive(true)
numList[i].text = numTb[i]
numList[i].font = resMgr:LoadAsset(self.font)
numList[i].fontSize = self.fontSize
numList[i].transform.localScale = Vector3.one * self.localScale
numList[i].transform.sizeDelta = self.rectSize
else
numList[i].gameObject:SetActive(false)
numList[i].gameObject:SetActive(false)
end
end
ForceRebuildLayout(self.Image_Num_Horizontal.transform)
@ -181,9 +185,9 @@ end
function MoneyNumView:SetMarkShow(img1, img2)
local config = ImageTypeConfig[self.imgType][MoneyUtil.MT]
if not config then
return
return
end
local imgGo
local imgGo
if config.type == PositionType.Down_Or_Right then
imgGo = img2
elseif config.type == PositionType.Up_Or_Left then
@ -203,9 +207,9 @@ end
function MoneyNumView:SetRateEnabled(isShow)
local config = ImageTypeConfig[self.imgType][MoneyUtil.MT]
if not config then
return
return
end
local imgGo
local imgGo
if self.viewType == MoneyNumViewType.Image_Vertical then
if config.type == PositionType.Down_Or_Right then
@ -220,12 +224,12 @@ function MoneyNumView:SetRateEnabled(isShow)
imgGo = self.H_Image_1
end
end
imgGo.gameObject:SetActive(isShow)
end
function MoneyNumView:SetNum(num)
if not num then
if not num then
return
end
self.num = tostring(num)
@ -233,7 +237,7 @@ function MoneyNumView:SetNum(num)
end
function MoneyNumView:SetOffsetPosition(position)
if not position then
if not position then
return
end
self.offsetPosition = position
@ -241,13 +245,14 @@ function MoneyNumView:SetOffsetPosition(position)
end
function MoneyNumView:SetOffsetRotation(rotation)
if not rotation then
if not rotation then
return
end
self.offsetRotation = rotation
self:RefreshOffsetRotation()
end
--
--
-- function MoneyNumView:Update()
-- -- 延迟3帧刷新大小
-- if self.isChange <= 3 then
@ -268,11 +273,12 @@ function MoneyNumView:RefreshSize()
self.transform.sizeDelta = self.Image_Num_Horizontal.transform.sizeDelta
end
end
-- 修正组件位置
function MoneyNumView:RefreshOffsetPosition()
if not self.offsetPosition then
self.offsetPosition = Vector2.New(0, 0)
return
return
end
if self.viewType == MoneyNumViewType.Text_Vertical or self.viewType == MoneyNumViewType.Text_Horizontal then
self.Text_Num.transform.localPosition = self.offsetPosition
@ -282,11 +288,12 @@ function MoneyNumView:RefreshOffsetPosition()
self.Image_Num_Horizontal.transform.localPosition = self.offsetPosition
end
end
-- 修正组件角度
function MoneyNumView:RefreshOffsetRotation()
if not self.offsetRotation then
self.offsetRotation = Vector3.New(0, 0, 0)
return
return
end
if self.viewType == MoneyNumViewType.Text_Vertical or self.viewType == MoneyNumViewType.Text_Horizontal then
self.Text_Num.transform.rotation = Quaternion.Euler(self.offsetRotation)
@ -300,9 +307,6 @@ end
--界面关闭时调用(用于子类重写)
function MoneyNumView:OnClose()
self.spLoader:Destroy()
end
return MoneyNumView
return MoneyNumView

View File

@ -1,46 +1,43 @@
NoteView = {};
function NoteView:new()
local o={}
setmetatable(o,NoteView)
local o = {}
setmetatable(o, NoteView)
NoteView.__index = NoteView
return o
end
--启动事件--
function NoteView:Awake(obj)
self.gameObject = obj;
self.transform = obj.transform;
self.gameObject = obj;
self.transform = obj.transform;
self:InitPanel();
logWarn("Awake lua--->>".. self.gameObject.name);
self:InitPanel();
logWarn("Awake lua--->>" .. self.gameObject.name);
end
function NoteView:Destroy()
logWarn("OnDestroy---->>>");
GameObject.DestroyImmediate(self.gameObject);
self.gameObject = nil;
self.transform = nil;
logWarn("OnDestroy---->>>");
GameObject.DestroyImmediate(self.gameObject);
self.gameObject = nil;
self.transform = nil;
for i,v in pairs(self) do
self[i] = nil;
end
for i, v in pairs(self) do
self[i] = nil;
end
self = nil;
self = nil;
end
--初始化面板--
function NoteView:InitPanel()
self.Img_Note = self.gameObject:GetComponent("Image");
self.Txt_Number = Util.GetGameObject(self.transform,"Number"):GetComponent("Text");
self.Img_Note = self.gameObject:GetComponent("Image");
self.Txt_Number = Util.GetGameObject(self.transform, "Number"):GetComponent("Text");
end
function NoteView:RefreshNote(rank, number)
local spriteName = "ChouMa_" .. tostring(rank);
local sprite = Util.LoadSprite(spriteName); -- 无用的
local spriteName = "ChouMa_" .. tostring(rank);
local sprite = Util.LoadSprite(spriteName); -- 无用的
self.Img_Note.sprite = sprite;
self.Txt_Number.text = number;
end
self.Img_Note.sprite = sprite;
self.Txt_Number.text = number;
end

View File

@ -1,5 +1,4 @@

RewardPanel = {}
RewardPanel = {}
function RewardPanel:New(gameObject)
local b = {}
b.gameObject = gameObject
@ -11,18 +10,18 @@ end
--初始化组件(用于子类重写)
function RewardPanel:InitComponent()
self.spLoader = SpriteLoader.New()
self.bg = Util.GetGameObject(self.gameObject,"BG")
self.titleIma = Util.GetGameObject(self.bg,"Image")
self.title = Util.GetGameObject(self.titleIma,"Text"):GetComponent("Text")
self.content = Util.GetGameObject(self.bg,"getInfo"):GetComponent("Text")
self.grid = Util.GetGameObject(self.bg,"ViewRect/grid")
self.rewardMaskBtn = Util.GetGameObject(self.gameObject,"rewardMaskBtn")
self.bg = Util.GetGameObject(self.gameObject, "BG")
self.titleIma = Util.GetGameObject(self.bg, "Image")
self.title = Util.GetGameObject(self.titleIma, "Text"):GetComponent("Text")
self.content = Util.GetGameObject(self.bg, "getInfo"):GetComponent("Text")
self.grid = Util.GetGameObject(self.bg, "ViewRect/grid")
self.rewardMaskBtn = Util.GetGameObject(self.gameObject, "rewardMaskBtn")
self.items = {}
self.data = {}
end
function RewardPanel:BindEvent()
Util.AddOnceClick(self.rewardMaskBtn,function()
Util.AddOnceClick(self.rewardMaskBtn, function()
self.gameObject:SetActive(false)
end)
end
@ -31,7 +30,7 @@ function RewardPanel:OnOpen(vec)
end
function RewardPanel:SetData(data,sortingOrder)
function RewardPanel:SetData(data, sortingOrder)
self.data = data
self.bg.transform.localPosition = data.pos
self.gameObject:SetActive(true)
@ -42,28 +41,30 @@ function RewardPanel:SetData(data,sortingOrder)
self.titleIma.gameObject:SetActive(false)
end
if self.data.content and self.data.content ~= "" then
self.content.text = self.data.content
self.content.text = GetLanguageStrById(self.data.content)
self.content.gameObject:SetActive(true)
else
self.content.gameObject:SetActive(false)
end
for i = 1,#self.items do
self.items[i].gameObject:SetActive(false)
for i = 1, #self.items do
self.items[i].gameObject:SetActive(false)
end
for i = 1,#self.data.shows do
for i = 1, #self.data.shows do
if not self.items[i] then
self.items[i] = SubUIManager.Open(SubUIConfig.ItemView,self.grid.transform)
self.items[i] = SubUIManager.Open(SubUIConfig.ItemView, self.grid.transform)
end
self.items[i]:OnOpen(false, {self.data.shows[i][1],self.data.shows[i][2]}, 0.8,false,false,false,sortingOrder)
self.items[i]:OnOpen(false, { self.data.shows[i][1], self.data.shows[i][2] }, 0.8, false, false, false,
sortingOrder)
self.items[i].gameObject:SetActive(true)
end
end
function RewardPanel:OnClose()
self.spLoader:Destroy()
for i = 1,#self.items do
for i = 1, #self.items do
SubUIManager.Close(self.items[i])
end
self.items = {}
end
return RewardPanel
return RewardPanel

View File

@ -326,7 +326,7 @@ function ShopViewNew:RefreshBase()
-- 商店标题
if self.ShopConfig.Name and self.ShopConfig.Name ~= "" then
self.titleImg:GetComponent("Text").text = self.ShopConfig.Name ..
self.titleImg:GetComponent("Text").text = GetLanguageStrById(self.ShopConfig.Name) ..
Language
[10074] --self.spLoader:LoadSprite(self.ShopConfig.Title)
end
@ -441,7 +441,7 @@ function ShopViewNew:RechargeShopItemAdapter(shopItem, itemData)
-- 计算数据
local itemInfo = ShopManager.GetRechargeItemInfo(itemData.goodsId)
icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemInfo.Resources))
num.text = itemInfo.Name
num.text = GetLanguageStrById(itemInfo.Name)
price.text = MoneyUtil.GetMoneyMark() .. MoneyUtil.GetMoney(itemInfo.Price)
-- 判断首充赠送
@ -527,7 +527,7 @@ function ShopViewNew:ShopItemAdapter(shopItem, itemData)
if con.ItemDescribe then
local str = string.split(con.ItemDescribe, '')
if str[1] then
itemDes.text = str[1]
itemDes.text = GetLanguageStrById(str[1])
end
else
itemDes.gameObject:SetActive(false)