Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c
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- target: {fileID: 6473444402870397754, guid: 5daa3a0ddb216d14093aa7cd11574675,
|
||||||
|
type: 3}
|
||||||
|
propertyPath: m_Pivot.y
|
||||||
|
value: 0.5
|
||||||
|
objectReference: {fileID: 0}
|
||||||
|
- target: {fileID: 6473444402870397754, guid: 5daa3a0ddb216d14093aa7cd11574675,
|
||||||
|
type: 3}
|
||||||
|
propertyPath: m_LocalScale.x
|
||||||
|
value: 1.2
|
||||||
|
objectReference: {fileID: 0}
|
||||||
|
- target: {fileID: 6473444402870397754, guid: 5daa3a0ddb216d14093aa7cd11574675,
|
||||||
|
type: 3}
|
||||||
|
propertyPath: m_LocalScale.y
|
||||||
|
value: 1.2
|
||||||
|
objectReference: {fileID: 0}
|
||||||
|
m_RemovedComponents: []
|
||||||
|
m_SourcePrefab: {fileID: 100100000, guid: 5daa3a0ddb216d14093aa7cd11574675, type: 3}
|
||||||
|
--- !u!224 &6473444401280887429 stripped
|
||||||
|
RectTransform:
|
||||||
|
m_CorrespondingSourceObject: {fileID: 6473444402870397754, guid: 5daa3a0ddb216d14093aa7cd11574675,
|
||||||
|
type: 3}
|
||||||
|
m_PrefabInstance: {fileID: 1640104383}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
--- !u!1001 &2206951526822331305
|
--- !u!1001 &2206951526822331305
|
||||||
PrefabInstance:
|
PrefabInstance:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
|
|
@ -4,8 +4,6 @@ local this = FightLevelSingleChapterPanel
|
||||||
local sortingOrder = 0
|
local sortingOrder = 0
|
||||||
local boxList = {}
|
local boxList = {}
|
||||||
local levelList = {}
|
local levelList = {}
|
||||||
local levelListEffect = {}
|
|
||||||
local starListEffect = {}
|
|
||||||
local chapterId = 0
|
local chapterId = 0
|
||||||
local chapterData = {}
|
local chapterData = {}
|
||||||
local allMissionDailyBoxItemPres = {}
|
local allMissionDailyBoxItemPres = {}
|
||||||
|
@ -27,8 +25,6 @@ function FightLevelSingleChapterPanel:InitComponent()
|
||||||
this.prb = Util.GetGameObject(self.gameObject, "middle/prb")
|
this.prb = Util.GetGameObject(self.gameObject, "middle/prb")
|
||||||
this.rect = Util.GetGameObject(self.gameObject, "middle/rect")
|
this.rect = Util.GetGameObject(self.gameObject, "middle/rect")
|
||||||
levelList = {}
|
levelList = {}
|
||||||
levelListEffect = {}
|
|
||||||
starListEffect = {}
|
|
||||||
this.rewardBoxParent = Util.GetGameObject(self.gameObject, "middle/rewardBg/btnList")
|
this.rewardBoxParent = Util.GetGameObject(self.gameObject, "middle/rewardBg/btnList")
|
||||||
this.progressBottom = Util.GetGameObject(self.gameObject, "middle/rewardBg/progressBottom/Image"):GetComponent("Image")
|
this.progressBottom = Util.GetGameObject(self.gameObject, "middle/rewardBg/progressBottom/Image"):GetComponent("Image")
|
||||||
for i = 1, 3 do
|
for i = 1, 3 do
|
||||||
|
@ -50,6 +46,7 @@ function FightLevelSingleChapterPanel:InitComponent()
|
||||||
this.pointPre = Util.GetGameObject(self.gameObject, "middle/pointPre")
|
this.pointPre = Util.GetGameObject(self.gameObject, "middle/pointPre")
|
||||||
this.pointParent = Util.GetGameObject(self.gameObject, "middle/pointParent")
|
this.pointParent = Util.GetGameObject(self.gameObject, "middle/pointParent")
|
||||||
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
|
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
|
||||||
|
this.mask = Util.GetGameObject(self.gameObject, "mask")
|
||||||
end
|
end
|
||||||
|
|
||||||
--绑定事件(用于子类重写)
|
--绑定事件(用于子类重写)
|
||||||
|
@ -70,16 +67,9 @@ function FightLevelSingleChapterPanel:BindEvent()
|
||||||
end
|
end
|
||||||
function FightLevelSingleChapterPanel:OnSortingOrderChange()
|
function FightLevelSingleChapterPanel:OnSortingOrderChange()
|
||||||
--特效层级重设
|
--特效层级重设
|
||||||
if starListEffect and #starListEffect > 0 then
|
if levelList and #levelList > 0 then
|
||||||
for i=1,#starListEffect do
|
for i=1,#levelList do
|
||||||
-- Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - sortingOrder)
|
Util.SetParticleSortLayer(levelList[i], self.sortingOrder + 1)
|
||||||
Util.SetParticleSortLayer(starListEffect[i], self.sortingOrder + 1)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
if levelListEffect and #levelListEffect > 0 then
|
|
||||||
for i=1,#levelListEffect do
|
|
||||||
-- Util.AddParticleSortLayer(levelListEffect[i], self.sortingOrder - sortingOrder)
|
|
||||||
Util.SetParticleSortLayer(levelListEffect[i], self.sortingOrder + 1)
|
|
||||||
end
|
end
|
||||||
sortingOrder = self.sortingOrder
|
sortingOrder = self.sortingOrder
|
||||||
end
|
end
|
||||||
|
@ -87,6 +77,7 @@ end
|
||||||
--界面打开时调用(用于子类重写)
|
--界面打开时调用(用于子类重写)
|
||||||
function FightLevelSingleChapterPanel:OnOpen(_chapterId)
|
function FightLevelSingleChapterPanel:OnOpen(_chapterId)
|
||||||
chapterId = _chapterId
|
chapterId = _chapterId
|
||||||
|
this.mask:SetActive(false)
|
||||||
-- SoundManager.PlaySound(SoundConfig.Sound_WorldMap)
|
-- SoundManager.PlaySound(SoundConfig.Sound_WorldMap)
|
||||||
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
|
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
|
||||||
end
|
end
|
||||||
|
@ -168,10 +159,6 @@ function this.SetSingleLevel(levelDatas)
|
||||||
go.transform.localScale = Vector3.one
|
go.transform.localScale = Vector3.one
|
||||||
go.transform.localPosition = Vector3.zero
|
go.transform.localPosition = Vector3.zero
|
||||||
levelList[i] = go
|
levelList[i] = go
|
||||||
levelListEffect[i] = Util.GetGameObject(go, "UI_Effect_Kuang_JinSe")
|
|
||||||
for j = 1, 3 do
|
|
||||||
starListEffect[i] = Util.GetGameObject(go, "isFirst/Fx_star_looping (".. j ..")")
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
go.gameObject:SetActive(false)
|
go.gameObject:SetActive(false)
|
||||||
end
|
end
|
||||||
|
@ -191,10 +178,8 @@ function this.SetSingleLevel(levelDatas)
|
||||||
UI_Effect_Kuang_JinSe:SetActive(isOpen == 0 and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel)
|
UI_Effect_Kuang_JinSe:SetActive(isOpen == 0 and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel)
|
||||||
isFarstEffect:SetActive(levelData.isFirst and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel)
|
isFarstEffect:SetActive(levelData.isFirst and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel)
|
||||||
for j = 1, 3 do
|
for j = 1, 3 do
|
||||||
-- Util.AddParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder - (sortingOrder - 1))
|
|
||||||
Util.SetParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder + 1)
|
Util.SetParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder + 1)
|
||||||
end
|
end
|
||||||
-- Util.AddParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder - (sortingOrder - 1))
|
|
||||||
Util.SetParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder + 1)
|
Util.SetParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder + 1)
|
||||||
if levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then --主关卡
|
if levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then --主关卡
|
||||||
prb1:SetActive(true)
|
prb1:SetActive(true)
|
||||||
|
@ -228,19 +213,38 @@ function this.SetSingleLevel(levelDatas)
|
||||||
end)
|
end)
|
||||||
elseif levelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevelReward then--副关卡奖励
|
elseif levelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevelReward then--副关卡奖励
|
||||||
prb2:SetActive(true)
|
prb2:SetActive(true)
|
||||||
|
local prb2Icon = Util.GetGameObject(prb2, "Icon")
|
||||||
prb2:GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and assistantLevleDiBg[1] or assistantLevleDiBg[2])
|
prb2:GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and assistantLevleDiBg[1] or assistantLevleDiBg[2])
|
||||||
local icon = isOpen == 0 and assistantLevleReward[1] or assistantLevleReward[2]
|
local icon = isOpen == 0 and assistantLevleReward[1] or assistantLevleReward[2]
|
||||||
if levelData.state == 1 then
|
if levelData.state == 1 then
|
||||||
icon = assistantLevleReward[3]
|
icon = assistantLevleReward[3]
|
||||||
end
|
end
|
||||||
Util.GetGameObject(prb2, "Icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(icon)
|
if isOpen == 0 then
|
||||||
|
prb2Icon:SetActive(false)
|
||||||
|
else
|
||||||
|
prb2Icon:SetActive(true)
|
||||||
|
end
|
||||||
|
prb2Icon:GetComponent("Image").sprite = this.spLoader:LoadSprite(icon)
|
||||||
|
Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KaiQi"):SetActive(levelData.state==1)
|
||||||
|
Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KaiQi/MeiKaiQi"):SetActive(false)
|
||||||
|
Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KaiQi"):GetComponent("Animator").enabled = false
|
||||||
|
Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KaiQi/KaiQi"):SetActive(levelData.state==1)
|
||||||
|
Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KeKaiQi"):SetActive(levelData.state==0 and isOpen == 0)
|
||||||
Util.AddOnceClick(levelList[i], function()
|
Util.AddOnceClick(levelList[i], function()
|
||||||
if isOpen == 0 then
|
if isOpen == 0 then
|
||||||
if levelData.state == 0 then
|
if levelData.state == 0 then
|
||||||
FightLevelManager.FightLevelFightBattle(levelData, function()
|
this.mask:SetActive(true)
|
||||||
this.OnShowPanel()
|
Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KeKaiQi"):SetActive(false)
|
||||||
this.LeftOrRightBtnClickEvent()
|
Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KaiQi"):SetActive(true)
|
||||||
end)
|
Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KaiQi"):GetComponent("Animator").enabled = true
|
||||||
|
Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KaiQi/MeiKaiQi"):SetActive(true)
|
||||||
|
Timer.New(function()
|
||||||
|
FightLevelManager.FightLevelFightBattle(levelData, function()
|
||||||
|
this.OnShowPanel()
|
||||||
|
this.LeftOrRightBtnClickEvent()
|
||||||
|
this.mask:SetActive(false)
|
||||||
|
end)
|
||||||
|
end, 1, 1, true):Start()
|
||||||
elseif levelData.state == 1 then
|
elseif levelData.state == 1 then
|
||||||
PopupTipPanel.ShowTip("奖励已领取!")
|
PopupTipPanel.ShowTip("奖励已领取!")
|
||||||
end
|
end
|
||||||
|
@ -251,7 +255,8 @@ function this.SetSingleLevel(levelDatas)
|
||||||
elseif isOpen == 2 then
|
elseif isOpen == 2 then
|
||||||
PopupTipPanel.ShowTip(string.format("到达%s级后解锁!",levelDatas[i].config.LevelLimit))
|
PopupTipPanel.ShowTip(string.format("到达%s级后解锁!",levelDatas[i].config.LevelLimit))
|
||||||
end
|
end
|
||||||
end)
|
end)
|
||||||
|
Util.SetParticleSortLayer(levelList[i], this.sortingOrder + 1)
|
||||||
elseif levelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevel then--副关卡战斗
|
elseif levelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevel then--副关卡战斗
|
||||||
prb3:SetActive(true)
|
prb3:SetActive(true)
|
||||||
prb3:GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and assistantLevleDiBg[1] or assistantLevleDiBg[2])
|
prb3:GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and assistantLevleDiBg[1] or assistantLevleDiBg[2])
|
||||||
|
@ -272,10 +277,6 @@ function this.SetSingleLevel(levelDatas)
|
||||||
end
|
end
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Util.SetGray(prb1, not (isOpen == 0))
|
|
||||||
-- Util.SetGray(prb2, not (isOpen == 0))
|
|
||||||
-- Util.SetGray(prb3, not (isOpen == 0))
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
function this.SetlevelBox(_rewardBoxDatas)
|
function this.SetlevelBox(_rewardBoxDatas)
|
||||||
|
@ -306,7 +307,6 @@ function this.SetlevelBox(_rewardBoxDatas)
|
||||||
-- Util.GetGameObject(boxList[i], "UI_Effect_BaoXiang_KeKaiQi"):SetActive(v.state==SingleDailyMissionState.Finish)
|
-- Util.GetGameObject(boxList[i], "UI_Effect_BaoXiang_KeKaiQi"):SetActive(v.state==SingleDailyMissionState.Finish)
|
||||||
Util.GetGameObject(boxList[i], "getFinish"):SetActive(false)
|
Util.GetGameObject(boxList[i], "getFinish"):SetActive(false)
|
||||||
Util.GetGameObject(boxList[i], "redPoint"):SetActive(false)
|
Util.GetGameObject(boxList[i], "redPoint"):SetActive(false)
|
||||||
-- LogYellow("missionConfigData.state ".._rewardBoxDatas[i].state.." chapterData.stars "..chapterData.stars.." missionConfigData.Star "..missionConfigData.Star)
|
|
||||||
if _rewardBoxDatas[i].state == 0 then
|
if _rewardBoxDatas[i].state == 0 then
|
||||||
if chapterData.stars >= missionConfigData.Star then
|
if chapterData.stars >= missionConfigData.Star then
|
||||||
Util.GetGameObject(boxList[i], "redPoint"):SetActive(true)
|
Util.GetGameObject(boxList[i], "redPoint"):SetActive(true)
|
||||||
|
@ -331,7 +331,6 @@ function this.SetlevelBox(_rewardBoxDatas)
|
||||||
elseif _rewardBoxDatas[i].state == 1 then
|
elseif _rewardBoxDatas[i].state == 1 then
|
||||||
Util.GetGameObject(boxList[i], "getFinish"):SetActive(true)
|
Util.GetGameObject(boxList[i], "getFinish"):SetActive(true)
|
||||||
Util.AddOnceClick(boxList[i], function()
|
Util.AddOnceClick(boxList[i], function()
|
||||||
-- PopupTipPanel.ShowTip("奖励已领取!")
|
|
||||||
this.FindBoxRewardInfo(missionConfigData)
|
this.FindBoxRewardInfo(missionConfigData)
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
|
@ -342,7 +341,6 @@ end
|
||||||
--左右按钮
|
--左右按钮
|
||||||
function this.LeftOrRightBtnClickEvent(index)
|
function this.LeftOrRightBtnClickEvent(index)
|
||||||
--index 为空时 刷新下左右按钮的显示 下一章节未开启的时候不显示右按钮 相反
|
--index 为空时 刷新下左右按钮的显示 下一章节未开启的时候不显示右按钮 相反
|
||||||
-- chapterData = FightLevelManager.GetChapterData(chapterId)
|
|
||||||
local upChapterId = chapterData.chapterId - 1
|
local upChapterId = chapterData.chapterId - 1
|
||||||
local upChapterData = FightLevelManager.GetChapterData(upChapterId)
|
local upChapterData = FightLevelManager.GetChapterData(upChapterId)
|
||||||
local canLeft = true
|
local canLeft = true
|
||||||
|
|
|
@ -639,6 +639,7 @@ function this.ClearRedPoint()
|
||||||
ClearRedPointObject(RedPointType.DiffMonster, this.rpYiYao)
|
ClearRedPointObject(RedPointType.DiffMonster, this.rpYiYao)
|
||||||
ClearRedPointObject(RedPointType.Vientiane, this.rpColorfulWorld)
|
ClearRedPointObject(RedPointType.Vientiane, this.rpColorfulWorld)
|
||||||
ClearRedPointObject(RedPointType.PokemonMainCity, this.rpPokemon)
|
ClearRedPointObject(RedPointType.PokemonMainCity, this.rpPokemon)
|
||||||
|
ClearRedPointObject(RedPointType.HongMeng,this.HongMengRedPoint)
|
||||||
ClearRedPointObject(RedPointType.TianShuMiJuan,this.rpbtnTianShuMiJuan)
|
ClearRedPointObject(RedPointType.TianShuMiJuan,this.rpbtnTianShuMiJuan)
|
||||||
ClearRedPointObject(RedPointType.LuckyTurn,this.rpbtnXingYunTanBao)
|
ClearRedPointObject(RedPointType.LuckyTurn,this.rpbtnXingYunTanBao)
|
||||||
ClearRedPointObject(RedPointType.FifteenDayGift,this.rpFifteenDayGift)
|
ClearRedPointObject(RedPointType.FifteenDayGift,this.rpFifteenDayGift)
|
||||||
|
|
Loading…
Reference in New Issue