【森罗幻境】下方头像顺序,后端把顺序换了

dev_chengFeng
ZhangBiao 2020-12-28 15:19:46 +08:00
parent db910c2706
commit c649621d85
7 changed files with 30 additions and 258 deletions

View File

@ -1647,7 +1647,7 @@ function SubString(inputstr,num)
end
function SetHeroIcon(heroData,icon,heroConfig)
LogGreen("heroData.skinId:"..tostring(heroData.skinId))
-- LogGreen("heroData.skinId:"..tostring(heroData.skinId))
if not heroData.skinId or heroData.skinId == 0 then
icon.sprite = Util.LoadSprite(GetResourcePath(heroConfig.Icon))
else

View File

@ -74,24 +74,23 @@ function FormationEditPopup:BindEvent()
--选定按钮
Util.AddClick(this.BtnSure, function()
local go=function()
Log(Language[10668])
local dids={}
for i, v in ipairs(choosedList) do
table.insert(dids,v.did)
end
if #choosedList <= maxNum and #choosedList > 0 then
NetManager.TrialHeroInfoSaveRequest(dids,function()
PopupTipPanel.ShowTip(Language[10669])
if func~=nil then --保存完毕后 将英雄did合集传递过去 此时我拥有这些英雄 不用担心英雄已被删除
func(dids)
end
PlayerPrefs.SetInt(PlayerManager.uid.."Trial",1)--设置森罗红点关
CheckRedPointStatus(RedPointType.Trial)
self:ClosePanel()
end)
else
PopupTipPanel.ShowTip(Language[12323])
end
NetManager.TrialHeroInfoSaveRequest(dids,function()
PopupTipPanel.ShowTip(Language[10669])
if func~=nil then --保存完毕后 将英雄did合集传递过去 此时我拥有这些英雄 不用担心英雄已被删除
func(dids)
end
PlayerPrefs.SetInt(PlayerManager.uid.."Trial",1)--设置森罗红点关
CheckRedPointStatus(RedPointType.Trial)
self:ClosePanel()
end)
else
PopupTipPanel.ShowTip(Language[12323])
end
end
if #choosedList < maxNum and #choosedList > 0 then
@ -180,19 +179,7 @@ end
function FormationEditPopup:OnOpen(...)
local args={...}
func=args[1]
-- curFormationIndex = formationIndex
-- _LimitLevel = limitLevel or 0
-- _LimitNum = limitNum or 1
-- logErrorTrace("限制等级是" .. limitLevel)
choosedList ={}
-- curFormation = FormationManager.GetFormationByID(curFormationIndex)
-- for j = 1, #curFormation.teamHeroInfos do
-- local teamInfo = curFormation.teamHeroInfos[j]
-- table.insert(choosedList, {did =teamInfo.heroId, choosed = 0,position=teamInfo.position})
-- end
order = 0--#curFormation.teamHeroInfos
sortType = SortTypeConst.Lv
proId = ProIdConst.All
@ -229,9 +216,7 @@ end
--设置英雄列表数据
function this.SetRoleList(_roleDatas)
this:SortHeroDatas(_roleDatas)
-- curFormation = FormationManager.formationList[curFormationIndex]
goList={}
-- orderImageTextList={}
this.ScrollView:SetData(_roleDatas, function(index, go)
this.SingleHeroDataShow(go, _roleDatas[index])
end)
@ -242,17 +227,10 @@ function this.SingleHeroDataShow(_go, _heroData)
local go = _go
goList[heroData.dynamicId]=go
local choosed = Util.GetGameObject(go, "choosed")
-- local orderImage= Util.GetGameObject(go, "orderImage")
-- local orderImageText=Util.GetGameObject(go, "orderImage/orderImageText"):GetComponent("Text")
choosed:SetActive(false)
-- orderImage:SetActive(false)
-- orderImageText.text=""
for i,v in ipairs(choosedList) do
if(heroData.dynamicId==v.did) then
choosed:SetActive(true)
-- orderImage:SetActive(true)
-- orderImageText.text=v.position
-- table.insert(orderImageTextList,orderImageText)
end
end
@ -260,9 +238,7 @@ function this.SingleHeroDataShow(_go, _heroData)
Util.GetGameObject(go, "icon"):GetComponent("Image").sprite = Util.LoadSprite(heroData.icon)
Util.GetGameObject(go, "lv/Text"):GetComponent("Text").text = heroData.lv
Util.GetGameObject(go, "icon"):GetComponent("Image").sprite = Util.LoadSprite(heroData.icon)
-- Util.GetGameObject(go, "posIcon"):GetComponent("Image").sprite = Util.LoadSprite(heroData.professionIcon)
Util.GetGameObject(go, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
-- Util.GetGameObject(go, "heroStage"):GetComponent("Image").sprite = Util.LoadSprite(HeroStageSprite[heroData.heroConfig.HeroStage])
--剩余血量 无尽副本才显示
local hpExp = Util.GetGameObject(go, "hpExp")
@ -271,21 +247,15 @@ function this.SingleHeroDataShow(_go, _heroData)
local starPre = Util.GetGameObject(go, "starPre")
SetHeroStars(starGrid, heroData.star)
this.SetHeroBlood(hpExp, heroHp, go)
--hpExp:SetActive(false)
--hpExp:GetComponent("Slider").value = 0.5
-- Click On
Util.AddOnceClick(go, function()
for k, v in ipairs(choosedList) do
if v.did == heroData.dynamicId then
--选择的条目已存在移除选择的item
choosed:SetActive(false)
-- orderImage:SetActive(false)
-- orderImageText.text=""
table.remove(choosedList,k)
order=order-1
-- table.remove(orderImageTextList,k)
chooseIndex=v.position
for i,v in ipairs(choosedList) do
if(choosedList[i].position>chooseIndex) then
choosedList[i].position=v.position-1
@ -296,23 +266,17 @@ function this.SingleHeroDataShow(_go, _heroData)
end
end
-- 当前可选的最大上阵人数
-- maxNum = 5--ActTimeCtrlManager.MaxArmyNum()
if #choosedList >= maxNum then
-- if maxNum < 5 then
-- PopupTipPanel.ShowTip(ActTimeCtrlManager.NextArmCondition())
-- end
PopupTipPanel.ShowTip(Language[10671])
return
end
-- 判断是否有血量
if heroHp and heroHp <= 0 then PopupTipPanel.ShowTip(Language[10672]) return end
LogPink("Id:"..heroData.id.." 动态Id"..heroData.dynamicId)
choosed:SetActive(true)
-- orderImage:SetActive(true)
order=order+1
table.insert(choosedList, {did = heroData.dynamicId, choosed = choosed, position=order})
-- table.insert(orderImageTextList,orderImageText)
this.OnClickTabBtn(proId)
choosedList[heroData.dynamicId] = choosed
end)

View File

@ -130,18 +130,9 @@ end
function this.SetEndlessShow()
-- 无尽副本的回城设置
if CarbonManager.difficulty == 4 then
-- 先看看是否是能回去
-- if not EndLessMapManager.IsMapTeamAlive()then
-- PopupTipPanel.ShowTip(Language[11233])
-- return
-- end
-- 先发更新事件点协议
MapManager.MapUpdateEvent(-1000, function ()
Log(Language[11234])
-- NetManager.RequestEndLessStats(function ()
-- UIManager.OpenPanel(UIName.MapStatsPanel, true)
-- end)
Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out,0)
end)
else
@ -191,7 +182,6 @@ end
function this:OnShow()
UIManager.camera.clearFlags = CameraClearFlags.Depth
local mapId = MapManager.curMapId
LogYellow("MapManager.curMapId"..MapManager.curMapId)
--- 副本地图音效统一改成一个
SoundManager.PlayMusic(SoundConfig.BGM_CarbonMap)
-- 环境音
@ -224,37 +214,26 @@ function this:OnOpen(...)
-- 永久隐藏设置按钮
ctrlView.Init()
CarbonManager.isPassFight = true
-- 在这设置所有副本的初始化设置
-- 根据副本类型显示
this.InitCompShow(CarbonManager.difficulty)
-- 地图迷雾显示
this.SetMapFog()
pointHandleView.GeneratePoint()
-- 进地图初始化位置
local pos = MapManager.roleInitPos
this.InitRolePosition(pos, MapManager.curMapId)
EndLessMapManager.srcMapId = MapManager.curMapId
missionView.Init()
trialPanel:OnOpen()
endLessMapView.OnOpen()
-- 副本相关的初始化设置
this.InitCarbonSet()
-- 如果100%,弹出离开界面
this.ExploreInitSet()
this.InitrightUpBtn()
---- 刷新被主角狗眼糟蹋过的点
EndLessMapManager.isOpenedFullPanel = false
--- 刷新buff显示
this.RefreshBuffShow()
end
@ -262,10 +241,8 @@ end
---==================== 地图初始化处理部分 ==================================
function this.SetMapFog()
local mapId = MapManager.curMapId
local fogVal = ChallengeMapConfig[mapId].isShowFog
LogPink("地图初始化迷雾:"..tostring(fogVal))
if fogVal and fogVal == 0 then
TileMapView.isShowFog = false
else
@ -333,14 +310,9 @@ function this.SetRoleShow(scale, pos,num)
DoTween.To(DG.Tweening.Core.DOGetter_float(function () return TileMapView.GetMapMinScale() end),
DG.Tweening.Core.DOSetter_float(TileMapController.SetScale),
scale, 1):SetEase(Ease.Linear):OnComplete(function ()
-- this.Mask:SetActive(false)
playerView.Init(pos,num)
-- 进图初始化完成
MapManager.FirstEnter = false
playerView.leader.transform:SetParent(ctrlView.Ctrl.transform)
-- leader的父级设置为Ctrl后Z轴的值发生了变化 需要重新设置
local v3 = playerView.leader.transform.localPosition
@ -363,13 +335,10 @@ function this.OnMapDataChange(refreshType)
-- 增加视野范围
local u, v = Map_Pos2UV(MapManager.curPos)
TileMapView.UpdateWarFog(u, v, MapManager.fogSize)
elseif refreshType == 3 then
-- 增加扎营次数
elseif refreshType == 4 then
--增加采矿暴击率
elseif refreshType == 5 then
-- 刷新行动力显示
elseif refreshType == 6 then
@ -501,26 +470,13 @@ end
function this.OnMapOut(outType)
--出图不需要发协议了
Log("outType ====== " .. outType)
-- 无尽副本需要传目的地的地图ID
-- local distMapId = 0
-- if CarbonManager.difficulty == CARBON_TYPE.ENDLESS and nextMapId > 0 then
-- distMapId = nextMapId
-- end
-- NetManager.MapOutRequest(outType, function (msg)
if outType == 0 then
this.BackHome()
MapManager.Mapping = false
-- elseif outType == 1 then -- 正常出图
-- this.BackToCarbonPanel()
-- MapManager.Mapping = false
else --换层或者换地图
this.ChangeMapByType()
end
Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
-- end, distMapId)
if outType == 0 then
this.BackHome()
MapManager.Mapping = false
else --换层或者换地图
this.ChangeMapByType()
end
Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
end
-- ========================= 死出图的各种方法 ==========================
@ -552,53 +508,6 @@ local panelNeedOpen = {
[4] = UIName.EndLessCarbonPanel,
}
-- 从副本正常出图
-- function this.BackToCarbonPanel()
-- local triggerCallBack
-- triggerCallBack = function (panelType, panel)
-- if panelType == UIName.MapPanel then
-- this.Dispose()
-- Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
-- end
-- BagManager.InBagGetMapBag()
-- end
-- Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
-- -- 清空一下副本任务
-- this.ResetMapData()
-- -- 从序章出来的回到主界面
-- if MapManager.curMapId == 0 or MapManager.curMapId == 100 then
-- SwitchPanel.OpenPanel(UIName.MainPanel)
-- else
-- if(MapTrialManager.curTowerLevel>MapTrialManager.highestLevel) then
-- if not MapTrialManager.IsFinalLevel()then
-- MapTrialManager.highestLevel=MapTrialManager.curTowerLevel-1
-- else
-- MapTrialManager.highestLevel = MapTrialManager.curTowerLevel
-- end
-- end
-- SwitchPanel.OpenPanel(UIName.MainPanel)
-- end
-- -- 刷新红点
-- if CarbonManager.difficulty == 2 then
-- this.TrialCopyData()
-- elseif CarbonManager.difficulty == 1 then
-- CheckRedPointStatus(RedPointType.NormalExplore_GetStarReward)
-- elseif CarbonManager.difficulty == 3 then
-- this.TrialCopyData()
-- CheckRedPointStatus(RedPointType.HeroExplore_OpenMap)
-- CheckRedPointStatus(RedPointType.HeroExplore_Feats)
-- elseif CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
-- end
-- poolManager:ClearPool()
-- end
-- 正常出图需要消除的数据
function this.ResetMapData()
EndLessMapManager.srcMapId = 0
@ -609,12 +518,12 @@ function this.ResetMapData()
end
-- 换层或者换地图
function this.ChangeMapByType(msg)
function this.ChangeMapByType()
local carbonType = CarbonManager.difficulty
-- 在试炼副本中的是换层操作
if carbonType == 2 then
Log(Language[11239])
this.TrialChangeFloor(msg)
this.TrialChangeFloor()
elseif carbonType == 4 then
Log(Language[11240])
-- 执行换图方法
@ -623,13 +532,13 @@ function this.ChangeMapByType(msg)
end
-- 试炼副本的换层操作
function this.TrialChangeFloor(msg)
function this.TrialChangeFloor()
-- 设置不可点击
ctrlView.SetCtrlState(true)
this.ClearBag()
this.StopWalking()
NetManager.MapInfoRequest(MapManager.curCarbonType,function (msg)
NetManager.MapInfoRequest(MapManager.curCarbonType,function ()
local triggerCallBack
triggerCallBack = function (panelType, panel)
if panelType == UIName.SwitchPanel then
@ -639,18 +548,8 @@ function this.TrialChangeFloor(msg)
end
Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
-- 试炼副本的完成时间
-- if msg.useTime then
-- Log(Language[11241] .. msg.useTime)
-- MapTrialManager.doneTime = msg.useTime
-- end
SwitchPanel.OpenPanel(UIName.MapPanel)
MapTrialManager.isChangeLevel = false
Log("换层前的层数:"..MapTrialManager.curTowerLevel)
Log("要换到的层数:"..msg.curTower)
-- if MapTrialManager.curTowerLevel<10000 then
-- MapTrialManager.curTowerLevel = MapTrialManager.curTowerLevel + 1
-- end
--设置 进入下一层后领取全部奖励
MissionManager.GetAllRewardTrigger()
end)

View File

@ -253,7 +253,6 @@ function this.UpdatePowerValue()
else
this.levelNum.text = string.format(Language[11252], MapTrialManager.curTowerLevel)
end
LogPink(Language[11253] .. MapTrialManager.curTowerLevel)
powerValue = MapTrialManager.powerValue
this.SetTargetState(powerValue)

View File

@ -38,7 +38,7 @@ function this.Init()
this.Ctrl.transform:SetParent(UIManager.uiRoot.transform.parent)
this.Ctrl.transform.position = Vector3(0, 0, -100)
pointHandleView.Ctrl = this.Ctrl
Log(Language[11294] .. MapManager.curMapId)
-- Log(Language[11294] .. MapManager.curMapId)
TileMapView.OnInit = this.OnInit
TileMapView.fogSize = MapManager.fogSize

View File

@ -325,7 +325,6 @@ function this.JumpEventPoint(eventId, optionId, panel, func)
end
panel:ClosePanel()
NetManager.EventUpdateRequest(eventId, optionId, function ()
LogYellow("点击之后走了这?")
this.CurTriggerPanel = nil
Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
Game.GlobalEvent:DispatchEvent(GameEvent.Map.ProgressChange, 1, optionId)

View File

@ -351,6 +351,9 @@ function this.MapInfoRequest(mapModeId,func)
msg:ParseFromString(data)
MapManager.curMapId = msg.mapId
MapManager.trialHeroInfo=msg.infos
for i = 1, #msg.infos do
Log("Id:"..msg.infos[i].tmpId.." 动态Id"..msg.infos[i].heroId)
end
MapTrialManager.curTowerLevel = msg.curTower
MapTrialManager.bombUsed = msg.bombUsed
MapTrialManager.killCount=msg.killCount
@ -365,65 +368,10 @@ function this.MapInfoRequest(mapModeId,func)
end
-- 请求进图后
MapManager.Mapping = true
Log("服务器返回的MapID:"..msg.mapId.." 当前层数"..msg.curTower.." msg.bombUsed"..msg.bombUsed)
-- if msg.exploreDetail then
-- MapManager.InitAllMapProgressData(msg.exploreDetail)--更新当前地图探索度
-- end
Log("当前地图编号MapID:"..msg.mapId.." 当前层数:"..msg.curTower.." 使用炸弹:"..msg.bombUsed)
end)
end
-- --请求地图离开
-- function this.MapOutRequest(outType, func, nextMapId)
-- local data = MapInfoProto_pb.MapOutRequest()
-- data.curXY = MapManager.curPos
-- data.mapId = MapManager.curMapId
-- data.outType = outType
-- -- 无尽副本使用
-- local distMapId = 0
-- if not nextMapId or nextMapId == 0 then
-- distMapId = 0
-- else
-- distMapId = nextMapId
-- end
-- data.targetMapId = distMapId
-- Log("data.targetMapId == " .. data.targetMapId)
-- Log("MapOutRequest MapManager.curMapId " .. MapManager.curMapId)
-- for i = 1, #MapManager.stepList do
-- --将当前探索步骤传给后端同步校验
-- data.cells:append(MapManager.stepList[i])
-- end
-- local msg = data:SerializeToString()
-- Network:SendMessageWithCallBack(MessageTypeProto_pb.MAP_OUT_REQUEST, MessageTypeProto_pb.MAP_OUT_RESPONSE, msg, function(buffer)
-- local data = buffer:DataByte()
-- local msg = MapInfoProto_pb.MapOutResponse()
-- msg:ParseFromString(data)
-- if func then
-- func(msg)
-- end
-- MapManager.stepList = {} --收到回调后,清空当前探索步骤
-- MapManager.pointAtkPower = {}
-- PlayerManager.curMapId = 0
-- MapManager.curMapId = 0
-- MapManager.Mapping = false
-- MapTrialManager.SetBossState(0)
-- end)
-- end
-- -- 请求开始探索副本地图
-- function this.CarbonMissionStartRequest(func)
-- Network:SendMessageWithCallBack(MessageTypeProto_pb.MAP_START_EXPLORE_REQUEST, MessageTypeProto_pb.MAP_START_EXPLORE_RESPONSE, nil, function(buffer)
-- local data = buffer:DataByte()
-- local msg = MapInfoProto_pb.MapStartExploreResponse()
-- msg:ParseFromString(data)
-- if func then
-- func(msg)
-- end
-- end)
-- end
--请求更新事件
function this.EventUpdateRequest(eventId, optionId, func)
local data = MapInfoProto_pb.EventUpdateRequest()
@ -438,36 +386,6 @@ function this.EventUpdateRequest(eventId, optionId, func)
end)
end
--初始化获取所有地图探索度
--function this.GetMapAccomplishRequest(func)
-- Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_ALL_MAP_ACCOMPLISH_REQUEST, MessageTypeProto_pb.GET_ALL_MAP_ACCOMPLISH_RESPONSE, nil, function (buffer)
-- local data = buffer:DataByte()
-- local msg = MapInfoProto_pb.GetMapAccomplishResponse()
-- msg:ParseFromString(data)
-- MapManager.InitAllMapPgData()
-- for i = 1, #msg.mapAccomplishInfo do
-- MapManager.InitAllMapProgressData(msg.mapAccomplishInfo[i])
-- end
-- if func then
-- func(msg)
-- end
-- end)
--end
--领取地图探索度箱子奖励
--function this.GetTakeMapBoxRequest(_mapId,_boxWeight, func)
-- local data = MapInfoProto_pb.TakeMapBoxRequest()
-- data.mapId = _mapId
-- data.boxWeight = _boxWeight
-- local msg = data:SerializeToString()
-- Network:SendMessageWithCallBack(MessageTypeProto_pb.TAKE_MAP_MISSION_BOX_REQUEST, MessageTypeProto_pb.TAKE_MAP_MISSION_BOX_RESPONSE, msg, function(buffer)
-- local data = buffer:DataByte()
-- local msg = MapInfoProto_pb.TakeMapBoxResponse()
-- msg:ParseFromString(data)
-- if func then
-- func(msg.drop)
-- end
-- end)
--end
--请求奖励领取
function this.GetActivityRewardRequest(missionId, activityId, func)
local data = PlayerInfoProto_pb.TakeActivityRewardRequest()
@ -1222,13 +1140,6 @@ function this.GetAllFightDataRequest(func)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.getAllLevelDifficultyInfosResponse()
msg:ParseFromString(data)
--FightManager.InitAllMapPgData(msg.levelDifficultyInfos)
-- MapTrialManager.RefreshTrialInfo(msg.towerCopyInfo)
-- CarbonManager.InitCarbonState(msg.mapInfos)
-- CarbonManager.InitNormalState(msg.playedGenMapId)
-- CarbonManager.InitCountDownProcess()
-- CarbonManager.difficultyId = msg.difficultMapOptions
-- CarbonManager.hasGetRewardCostStar = msg.starNum
MapTrialManager.InitTrialRewardData(msg.trialRewardInfo)
MapTrialManager.killCount=msg.killCount
if func then