Merge branch 'china/dev' into 0功能/命格

# Conflicts:
#	Assets/ManagedResources/~Lua/Data/UIData.lua
dev_chengFeng
ZhangBiao 2021-12-08 14:18:38 +08:00
commit be16abf79a
14 changed files with 3074 additions and 72 deletions

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: b31d31f5f43a097469b2772dabc937bd
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -58436,6 +58436,10 @@ MonoBehaviour:
extension: .prefab
resPathIndex: 695
resAbNameIndex: 3150
- resName: ArenaTrialPanel
extension: .prefab
resPathIndex: 696
resAbNameIndex: 3151
- resName: FightLevelChapterPanel
extension: .prefab
resPathIndex: 696

View File

@ -1372,6 +1372,7 @@ ActivityTypeDef = {
ContinueGift = 85, -- 连续礼包
ContinuePackage = 87, -- 连购礼包
Incarnation = 86,--抽卡变身卡
jingjishilian = 88,
}
--活动结束需要处理面板关闭类型
ActivityTypePanel = {
@ -1830,6 +1831,7 @@ HELP_TYPE = {
tailsmainSoul = 117,
Incarnation = 118,
LingMaiMiJing = 116,--灵脉秘境
jingjishilian = 122,
}
NumToComplexFont = {

View File

@ -436,6 +436,7 @@ UIName = {
ContinuePackagePanel = 442, -- 连购礼包new
GemPanel = 443, --命格界面
RewardGemSingleShowPopup = 444,--命石信息界面
ArenaTrialPanel = 445,
}
SubUIConfig = {

View File

@ -5684,23 +5684,28 @@ local passivityList = {
return
end
if skill and skill.owner==role and (skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra) and target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
local dmg= floor(BattleUtil.ErrorCorrection((damage-finalDmg)*f1))
local list = RoleManager.Query(function(v) return v.camp ~= role.camp end)
list = BattleUtil.SortByHpFactor(list,0)
-- if not list[1]:IsDead() then
if list then
if not point then
point=list[1]
end
BattleUtil.FinalDamage(nil,role,point,dmg)
if curNum>=maxNum then
return
end
if num>0 then
BattleUtil.CalRage(role,point,num,CountTypeName.Sub)
curNum=curNum+num
end
end
BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime,function()
local dmg= floor(BattleUtil.ErrorCorrection((damage-finalDmg)*f1))
local list = RoleManager.Query(function(v) return v.camp ~= role.camp end)
list = BattleUtil.SortByHpFactor(list,0)
-- if not list[1]:IsDead() then
if list then
if not point then
point=list[1]
end
if point==nil then
return
end
BattleUtil.FinalDamage(nil,role,point,dmg)
if curNum>=maxNum then
return
end
if num>0 then
BattleUtil.CalRage(role,point,num,CountTypeName.Sub)
curNum=curNum+num
end
end
end)
end
end
role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit,nil,nil,role)
@ -10163,6 +10168,7 @@ local passivityList = {
end
role.Event:AddEvent(BattleEventName.BuffCaster, OnBuffStart,nil,nil,role)
end
end,
}
return passivityList

View File

@ -27,6 +27,9 @@ end
-- 记录承受伤害
function NoDead:OnRoleBeHit(atkRole, damage, bCrit, finalDmg, damageType, skill,isDirect)
if skill and (skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill ) and atkRole.camp~=self.target.camp then
if self.changePro==nil then
self.changePro=0.1
end
self.recordDamage=self.recordDamage+math.floor(damage*self.changePro)
end
end
@ -65,6 +68,9 @@ function NoDead:OnEnd()
self.target.Event:RemoveEvent(BattleEventName.RoleBeHit,self.OnRoleBeHit,self)
end
--self.target.Event
if self.pro==nil then
self.pro=0
end
local isRand=BattleUtil.RandomAction(self.pro,function()
RoleManager.RemoveDeadRole(self.target)
self.target.isDead=false

View File

@ -56,7 +56,7 @@ function SkillSetView:Show(camp, pos, BattleView)
self.rt.text = self.roleView.SkillCaster.actionTime*1000
self.rt2.text = self.roleView.SkillCaster.soundTime*1000
local nCId = BattleManager.GetCombatIdBySkin(nSkillId, 0)
local nCId = BattleManager.GetCombatIdBySkin(nSkillId, self.role.roleData.skinId)
local nCombat = BattleManager.GetSkillCombat(nCId)
self.nt1.text = nCombat.BeforeEffectDelay
self.nt2.text = nCombat.KeyFrame
@ -65,7 +65,7 @@ function SkillSetView:Show(camp, pos, BattleView)
self.nt5.text = nCombat.SkillDuration
self.nt6.text = nCombat.SkillNumber
local sCId = BattleManager.GetCombatIdBySkin(sSkillId, 0)
local sCId = BattleManager.GetCombatIdBySkin(sSkillId, self.role.roleData.skinId)
local sCombat = BattleManager.GetSkillCombat(sCId)
self.st1.text = sCombat.BeforeEffectDelay
self.st2.text = sCombat.KeyFrame
@ -85,7 +85,7 @@ function SkillSetView:ApplyData()
self.roleView.SkillCaster.actionTime = (tonumber(self.rt.text)or 0)/1000
self.roleView.SkillCaster.soundTime = (tonumber(self.rt2.text)or 0)/1000
local ncId = BattleManager.GetCombatIdBySkin(nSkillId, 0)
local ncId = BattleManager.GetCombatIdBySkin(nSkillId, self.role.roleData.skinId)
local nCombat = BattleManager.GetSkillCombat(ncId)
local nBeforeEffectDelay = tonumber(self.nt1.text) or 0
local nKeyFrame = tonumber(self.nt2.text) or 0
@ -98,13 +98,11 @@ function SkillSetView:ApplyData()
nCombat.BeforeEffectDelay = nBeforeEffectDelay
nCombat.DamageDelay = nDamageDelay
BattleManager.SetSkillCombat(ncId, nCombat)
for i=2, #self.role.skill do
self.role.skill[2] = nKeyFrame/1000
self.role.skill[3] = nSkillDuration/1000
self.role.skill[4] = nSkillNumber
end
self.role.skill[2] = nKeyFrame/1000
self.role.skill[3] = nSkillDuration/1000
self.role.skill[4] = nSkillNumber
local scId = BattleManager.GetCombatIdBySkin(sSkillId, 0)
local scId = BattleManager.GetCombatIdBySkin(sSkillId, self.role.roleData.skinId)
local sCombat = BattleManager.GetSkillCombat(scId)
local sBeforeEffectDelay = tonumber(self.st1.text) or 0
local sKeyFrame = tonumber(self.st2.text) or 0
@ -117,11 +115,9 @@ function SkillSetView:ApplyData()
sCombat.BeforeEffectDelay = sBeforeEffectDelay
sCombat.DamageDelay = sDamageDelay
BattleManager.SetSkillCombat(scId, sCombat)
for i=2, #self.role.superSkill do
self.role.superSkill[2] = sKeyFrame/1000
self.role.superSkill[3] = sSkillDuration/1000
self.role.superSkill[4] = sSkillNumber
end
self.role.superSkill[2] = sKeyFrame/1000
self.role.superSkill[3] = sSkillDuration/1000
self.role.superSkill[4] = sSkillNumber
PopupTipPanel.ShowTip(Language[10212])
end

View File

@ -141,7 +141,7 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
self.rageSlider.fillAmount = self.role.Rage / 4
self.rageText.gameObject:SetActive(false)
self.rageText.text = ""
self.currAniName="idle"
-- 伤害文字显示
self.LastBuffFloatingTime = Time.realtimeSinceStartup
self.BuffFloatingCount = 0
@ -362,18 +362,23 @@ function EnemyView:SetHighLight(isLight, eScale, dur, func)
end), ec, dur):SetEase(Ease.Linear)
end
-- 播放动画
function EnemyView:PlaySpineAnim(gog, time, name, isLoop)
if isLoop then
gog.AnimationState:SetAnimation(time, name, isLoop)
self.currAniName=name
else
local _complete = nil
_complete = function(state)
gog.AnimationState.Complete = gog.AnimationState.Complete - _complete
gog.AnimationState:SetAnimation(0, "idle", true)
self.currAniName="idle"
end
gog.AnimationState:ClearTracks() -- 清除上一个动画的影响(修复概率攻击动画播放错误的问题)
gog.AnimationState:SetAnimation(time, name, isLoop)
self.currAniName=name
gog.AnimationState.Complete = gog.AnimationState.Complete + _complete
end
end
@ -536,22 +541,30 @@ function EnemyView:DOHitEffect(time, func)
if not time or time < 0.3 then
time = 0.3
end
-- 受击放大1.2倍
self:DoScale(1.2, 0.1)
-- 卡面变红
self.RoleLiveGOGraphic:DOColor(Color.New(1,0,0,1), 0.1):OnComplete(function ()
self.RoleLiveGOGraphic:DOColor(Color.New(1,1,1,1), 0.1):SetDelay(time)
end)
-- 震动
self.RoleLiveGOTran:DOShakeAnchorPos(time, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function ()
self.RoleLiveGO.transform.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2] )
-- 恢复大小
self:DoScale(1, 0.1)
if self.currAniName~="idle" and self.currAniName~="hit" then
-- 受击放大1.2倍
self:DoScale(1.2, 0.1)
-- 卡面变红
self.RoleLiveGOGraphic:DOColor(Color.New(1,0,0,1), 0.1):OnComplete(function ()
self.RoleLiveGOGraphic:DOColor(Color.New(1,1,1,1), 0.1):SetDelay(time)
end)
-- 震动
self.RoleLiveGOTran:DOShakeAnchorPos(time, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function ()
self.RoleLiveGO.transform.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2] )
-- 恢复大小
self:DoScale(1, 0.1)
-- 回调
if func then
func()
end
end)
else
-- 回调
if func then
func()
end
end)
end
end

View File

@ -172,6 +172,7 @@ function PlayerView:onCreate(go, role, position, root)
else
self.lvHpObj:GetComponent("RectTransform").anchoredPosition=Vector3.New(0,0,0)
end
self.currAniName=""
-- 伤害文字显示
self.LastBuffFloatingTime = Time.realtimeSinceStartup
self.BuffFloatingCount = 0
@ -384,16 +385,20 @@ function PlayerView:SetHighLight(isLight, eScale, dur, func)
end
-- 播放动画
function PlayerView:PlaySpineAnim(gog, time, name, isLoop)
if isLoop then
self.currAniName=name
gog.AnimationState:SetAnimation(time, name, isLoop)
else
local _complete = nil
_complete = function(state)
gog.AnimationState.Complete = gog.AnimationState.Complete - _complete
self.currAniName="idle"
gog.AnimationState:SetAnimation(0, "idle", true)
end
gog.AnimationState:ClearTracks() -- 清除上一个动画的影响(修复概率攻击动画播放错误的问题)
self.currAniName=name
gog.AnimationState:SetAnimation(time, name, isLoop)
gog.AnimationState.Complete = gog.AnimationState.Complete + _complete
end
@ -443,8 +448,8 @@ function PlayerView:OnSkillEnd()
--local cardRenderMat = self.liveRender.material
--cardRenderMat:SetInt("_IsMask", 1)
-- 动画播放就停止
if self.rlgTween2 then self.rlgTween2:Kill() end
if self.rlgTween3 then self.rlgTween3:Kill() end
--if self.rlgTween2 then self.rlgTween2:Kill() end
--if self.rlgTween3 then self.rlgTween3:Kill() end
--self.RoleLiveParnet.transform.localScale = Vector3.one --Vector2.New(self.offset[1], self.offset[2])
--self.RoleLiveParnet.transform.localPosition = Vector3(0, 0, 0)
--self.liveRender.transform.anchoredPosition = Vector2.zero--Vector2.New(self.offset[1], self.offset[2])
@ -595,35 +600,42 @@ function PlayerView:DOHitEffect(time, func)
if not time or time < 0.3 then
time = 0.3
end
-- 受击放大1.2倍
self:DoScale(1.2, 0.1)
-- 卡面变红
DoTween.To(DG.Tweening.Core.DOGetter_float( function () return 1 end),
DG.Tweening.Core.DOSetter_float(function (progress)
local color = Color.New(1, progress, progress, 1)
Util.SetColor(self.GameObject, color)
Util.SetColor(self.RoleLiveGOGraphic, color)
end), 0, 0.1):SetEase(Ease.Linear):OnComplete(function()
DoTween.To(DG.Tweening.Core.DOGetter_float( function () return 0 end),
if self.currAniName~="idle" and self.currAniName~="hit" then
-- 受击放大1.2倍
self:DoScale(1.2, 0.1)
-- 卡面变红
DoTween.To(DG.Tweening.Core.DOGetter_float( function () return 1 end),
DG.Tweening.Core.DOSetter_float(function (progress)
local color = Color.New(1, progress, progress, 1)
Util.SetColor(self.GameObject, color)
Util.SetColor(self.RoleLiveGOGraphic, color)
end), 1, 0.1):SetEase(Ease.Linear):SetDelay(time)
end)
-- 震动
self.RoleLiveGOTran:DOShakeAnchorPos(time, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function ()
self.RoleLiveGOTran.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2] )
-- if self.GameObject then
-- self.GameObject.transform.parent.anchoredPosition = Vector2.New(self.role.position == 1 and -145 or 0, -221)
-- end
-- 恢复大小
self:DoScale(1, 0.1)
-- 回调
end), 0, 0.1):SetEase(Ease.Linear):OnComplete(function()
DoTween.To(DG.Tweening.Core.DOGetter_float( function () return 0 end),
DG.Tweening.Core.DOSetter_float(function (progress)
local color = Color.New(1, progress, progress, 1)
Util.SetColor(self.GameObject, color)
Util.SetColor(self.RoleLiveGOGraphic, color)
end), 1, 0.1):SetEase(Ease.Linear):SetDelay(time)
end)
-- 震动
self.RoleLiveGOTran:DOShakeAnchorPos(time, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function ()
self.RoleLiveGOTran.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2] )
-- if self.GameObject then
-- self.GameObject.transform.parent.anchoredPosition = Vector2.New(self.role.position == 1 and -145 or 0, -221)
-- end
-- 恢复大小
self:DoScale(1, 0.1)
-- 回调
if func then
func()
end
end)
else
if func then
func()
end
end)
end
end

View File

@ -944,6 +944,7 @@ local OpenSeverWelfareRewardShow = {
[19] = {image1 = "r_guanka_guankajianglishenfu",image2 = "r_guanka_guankajiangli02_zh"},
[81128] = {image1 = "r_guanka_guankajianglibaoxiang",image2 = "r_guanka_guankajiangli03_zh"},
[11023] = {image1 = "r_guanka_guankajianglishunwukong",image2 = "r_guanka_guankajiangli04_zh"},
[87] = {image1 = "r_Material_Mineral_0003",image2 = ""},
}
function this.UpdateOpenSeverWelfare()
local mainLevelConfig = ConfigManager.GetConfig(ConfigName.MainLevelConfig)
@ -965,9 +966,18 @@ function this.UpdateOpenSeverWelfare()
end
this.btnOpenSeverWelfare:SetActive(isShowBtn)
if not curMissionConfig then return end
-- 奖励图
this.OpenSeverWelfareicon.sprite = this.spLoader:LoadSprite(OpenSeverWelfareRewardShow[curMissionConfig.Reward[1][1]].image1)
this.OpenSeverWelfareiconText.sprite = this.spLoader:LoadSprite(OpenSeverWelfareRewardShow[curMissionConfig.Reward[1][1]].image2)
this.OpenSeverWelfareicon:SetNativeSize()
-- 文字
local imgName2 = OpenSeverWelfareRewardShow[curMissionConfig.Reward[1][1]].image2
if imgName2 and imgName2 ~= "" then
this.OpenSeverWelfareiconText.sprite = this.spLoader:LoadSprite(imgName2)
this.OpenSeverWelfareiconText.gameObject:SetActive(true)
else
this.OpenSeverWelfareiconText.gameObject:SetActive(false)
end
--
local curPassLevelSortId = FightPointPassManager.lastPassFightId ~= FightPointPassManager.curOpenFight and mainLevelConfig[FightPointPassManager.lastPassFightId].SortId or 0
local getRewardLevelSortId = mainLevelConfig[curMissionConfig.Values[1][1]].SortId
this.OpenSeverWelfareRed:SetActive(curPassLevelSortId >= getRewardLevelSortId)

View File

@ -0,0 +1,195 @@
require("Base/BasePanel")
local ArenaTrialPanel = Inherit(BasePanel)
--初始化组件(用于子类重写)
function ArenaTrialPanel:InitComponent()
self.spLoader = SpriteLoader.New()
self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform)
self.btnBack = Util.GetGameObject(self.gameObject,"bg/BackBtn")
self.liveRoot = Util.GetGameObject(self.gameObject,"bg/ren")
self.helpBtn = Util.GetGameObject(self.gameObject, "helpBtn")
self.helpPosition = self.helpBtn:GetComponent("RectTransform").localPosition
self.rankingBtn = Util.GetGameObject(self.gameObject, "rankingBtn")
self.title = Util.GetGameObject(self.gameObject,"bg/kuang/zi"):GetComponent("Image")
self.goBtn = Util.GetGameObject(self.gameObject,"bg/kuang/goBtn")
self.goBtnImage = Util.GetGameObject(self.goBtn,"zi"):GetComponent("Image")
self.Rank = Util.GetGameObject(self.goBtn,"di")
self.goNum = Util.GetGameObject(self.Rank,"num"):GetComponent("Text")
self.goTips = Util.GetGameObject(self.goBtn,"tips"):GetComponent("Text")
self.time = Util.GetGameObject(self.gameObject,"bg/kuang/time/Text"):GetComponent("Text")
self.Scroll = Util.GetGameObject(self.gameObject,"bg/kuang/Scroll")
self.leftTime = Util.GetGameObject(self.gameObject,"bg/LeftTime"):GetComponent("Text")
self.itemPre = Util.GetGameObject(self.gameObject,"itemPre")
local rootHight = self.Scroll.transform.rect.height
local width = self.Scroll.transform.rect.width
self.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.Scroll.transform,
self.itemPre, nil, Vector2.New(width, rootHight), 1, 1, Vector2.New(0, 0))
self.ScrollView.moveTween.MomentumAmount = 1
self.ScrollView.moveTween.Strength = 2
self.itemList = {}
self.live = nil
end
--绑定事件(用于子类重写)
function ArenaTrialPanel:BindEvent()
Util.AddClick(self.btnBack, function()
self:ClosePanel()
end)
Util.AddClick(self.goBtn, function()
JumpManager.GoJump(8001)
end)
Util.AddClick(self.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.jingjishilian, self.helpPosition.x,self.helpPosition.y)
end)
Util.AddClick(self.rankingBtn, function()
UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[6])
end)
end
--添加事件监听(用于子类重写)
function ArenaTrialPanel:AddListener()
end
--移除事件监听(用于子类重写)
function ArenaTrialPanel:RemoveListener()
end
--界面打开时调用(用于子类重写)
function ArenaTrialPanel:OnOpen()
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 ArenaTrialPanel:OnShow()
self:Refresh(true,true)
end
function ArenaTrialPanel:Refresh(isTop,isAni)
self.actData = CommonActPageManager.GetData(ActivityTypeDef.jingjishilian)
self.title.sprite = self.spLoader:LoadSprite("s_shanheshilian_shanheshilianzi")
self.goBtnImage.sprite = self.spLoader:LoadSprite("s_shanheshilian_anniushangzi")
if self.live then
poolManager:UnLoadLive(self.live.gameObject.name, self.live)
self.live = nil
end
local data = ConfigManager.GetConfigDataByKey(ConfigName.HeroConfig,"ReadingName","敖丙")
self.live = poolManager:LoadLive(GetResourcePath(data.Live), self.liveRoot.transform,
Vector3.one * data.Scale, Vector3.New(data.Position[1], data.Position[2], 0))
local SkeletonGraphic = self.live:GetComponent("SkeletonGraphic")
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
local _, myRankInfo = ArenaManager.GetRankInfo()
local myRank = myRankInfo.personInfo.rank
if myRank < 0 then
myRank = Language[10036]
self.Rank .gameObject:SetActive(false)
self.goTips.text = myRank
else
self.Rank.gameObject:SetActive(true)
self.goNum.text = myRank
self.goTips.text = "第 名"
end
self:SetNumbers()
self:SetRewards(isTop,isAni)
end
function ArenaTrialPanel:SetNumbers()
--设置时间
if self.timer then
self.timer:Stop()
self.timer = nil
end
local time =self.actData.endTime - GetTimeStamp()
self.leftTime.text = string.format(Language[10512].."%s",TimeToFelaxible(time))
self.timer = Timer.New(function ()
time = time - 1
self.leftTime.text = string.format(Language[10512].."%s",TimeToFelaxible(time))
if time <= 0 then
self:ClosePanel()
end
end,1,-1,true)
self.timer:Start()
end
function ArenaTrialPanel:SetRewards(isTop,isAni)
local rewardTabs = {}
for i, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.ActivityRankingReward)) do
if v.ActivityId == self.actData.activityId then
table.insert(rewardTabs,v)
end
end
self.ScrollView:SetData(rewardTabs, function (index, go)
self:SingleDataShow(go, rewardTabs[index],index)
end,not isTop,not isAni)
end
function ArenaTrialPanel:SingleDataShow(item,data,index)
local sortNumTabs = {}
for i = 1, 4 do
sortNumTabs[i] = Util.GetGameObject(item, "SortNum/SortNum ("..i..")")
sortNumTabs[i]:SetActive(false)
end
local sort4Text = Util.GetGameObject(sortNumTabs[4],"TitleText"):GetComponent("Text")
local reward = Util.GetGameObject(item,"reward")
if data.MinRank == data.MaxRank then
if data.MaxRank < 4 then
sortNumTabs[data.MinRank]:SetActive(true)
else
sortNumTabs[4]:SetActive(true)
sort4Text.text = data.MaxRank
end
else
sortNumTabs[4]:SetActive(true)
if data.MaxRank < 0 then
sort4Text.text = data.MinRank .."+"
else
sort4Text.text = data.MinRank .."-".. data.MaxRank
end
end
if not self.itemList[item] then
self.itemList[item] = {}
end
for i = 1, #data.RankingReward do
if not self.itemList[item][i] then
self.itemList[item][i] = SubUIManager.Open(SubUIConfig.ItemView,reward.transform)
end
self.itemList[item][i]:OnOpen(false, data.RankingReward[i], 0.8,false,false,false,self.sortingOrder)
end
end
--界面关闭时调用(用于子类重写)
function ArenaTrialPanel:OnClose()
if self.timer then
self.timer:Stop()
self.timer = nil
end
if self.live then
poolManager:UnLoadLive(self.live.gameObject.name, self.live)
self.live = nil
end
end
--界面销毁时调用(用于子类重写)
function ArenaTrialPanel:OnDestroy()
if self.timer then
self.timer:Stop()
self.timer = nil
end
self.itemList = {}
if self.live then
poolManager:UnLoadLive(self.live.gameObject.name, self.live)
self.live = nil
end
end
return ArenaTrialPanel

View File

@ -1,6 +1,5 @@
fileFormatVersion: 2
guid: 662490c50a0740444ad18e93f84b5061
folderAsset: yes
guid: 80cb96a6503dffd4195efefdb2925ed6
DefaultImporter:
externalObjects: {}
userData:

View File

@ -1066,6 +1066,8 @@ function this:TabBtnAction(id,actType,data)
SwitchPanel.OpenPanel(UIName.YuJianXingPanel,nil,id)
end
end)
elseif id == ActivityTypeDef.jingjishilian then
UIManager.OpenPanel(UIName.ArenaTrialPanel)
end
elseif actType == 2 then
if id == FUNCTION_OPEN_TYPE.SERVER_START_GIFT then