【森罗幻境】下方头像顺序,后端把顺序换了
parent
db910c2706
commit
c649621d85
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@ -1647,7 +1647,7 @@ function SubString(inputstr,num)
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end
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function SetHeroIcon(heroData,icon,heroConfig)
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LogGreen("heroData.skinId:"..tostring(heroData.skinId))
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-- LogGreen("heroData.skinId:"..tostring(heroData.skinId))
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if not heroData.skinId or heroData.skinId == 0 then
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icon.sprite = Util.LoadSprite(GetResourcePath(heroConfig.Icon))
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else
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@ -74,24 +74,23 @@ function FormationEditPopup:BindEvent()
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--选定按钮
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Util.AddClick(this.BtnSure, function()
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local go=function()
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Log(Language[10668])
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local dids={}
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for i, v in ipairs(choosedList) do
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table.insert(dids,v.did)
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end
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if #choosedList <= maxNum and #choosedList > 0 then
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NetManager.TrialHeroInfoSaveRequest(dids,function()
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PopupTipPanel.ShowTip(Language[10669])
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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
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func(dids)
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end
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PlayerPrefs.SetInt(PlayerManager.uid.."Trial",1)--设置森罗红点关
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CheckRedPointStatus(RedPointType.Trial)
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self:ClosePanel()
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end)
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else
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PopupTipPanel.ShowTip(Language[12323])
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end
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NetManager.TrialHeroInfoSaveRequest(dids,function()
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PopupTipPanel.ShowTip(Language[10669])
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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
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func(dids)
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end
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PlayerPrefs.SetInt(PlayerManager.uid.."Trial",1)--设置森罗红点关
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CheckRedPointStatus(RedPointType.Trial)
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self:ClosePanel()
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end)
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else
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PopupTipPanel.ShowTip(Language[12323])
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end
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end
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if #choosedList < maxNum and #choosedList > 0 then
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@ -180,19 +179,7 @@ end
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function FormationEditPopup:OnOpen(...)
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local args={...}
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func=args[1]
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-- curFormationIndex = formationIndex
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-- _LimitLevel = limitLevel or 0
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-- _LimitNum = limitNum or 1
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-- logErrorTrace("限制等级是" .. limitLevel)
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choosedList ={}
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-- curFormation = FormationManager.GetFormationByID(curFormationIndex)
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-- for j = 1, #curFormation.teamHeroInfos do
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-- local teamInfo = curFormation.teamHeroInfos[j]
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-- table.insert(choosedList, {did =teamInfo.heroId, choosed = 0,position=teamInfo.position})
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-- end
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order = 0--#curFormation.teamHeroInfos
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sortType = SortTypeConst.Lv
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proId = ProIdConst.All
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@ -229,9 +216,7 @@ end
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--设置英雄列表数据
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function this.SetRoleList(_roleDatas)
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this:SortHeroDatas(_roleDatas)
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-- curFormation = FormationManager.formationList[curFormationIndex]
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goList={}
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-- orderImageTextList={}
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this.ScrollView:SetData(_roleDatas, function(index, go)
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this.SingleHeroDataShow(go, _roleDatas[index])
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end)
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@ -242,17 +227,10 @@ function this.SingleHeroDataShow(_go, _heroData)
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local go = _go
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goList[heroData.dynamicId]=go
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local choosed = Util.GetGameObject(go, "choosed")
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-- local orderImage= Util.GetGameObject(go, "orderImage")
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-- local orderImageText=Util.GetGameObject(go, "orderImage/orderImageText"):GetComponent("Text")
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choosed:SetActive(false)
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-- orderImage:SetActive(false)
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-- orderImageText.text=""
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for i,v in ipairs(choosedList) do
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if(heroData.dynamicId==v.did) then
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choosed:SetActive(true)
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-- orderImage:SetActive(true)
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-- orderImageText.text=v.position
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-- table.insert(orderImageTextList,orderImageText)
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end
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end
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@ -260,9 +238,7 @@ function this.SingleHeroDataShow(_go, _heroData)
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Util.GetGameObject(go, "icon"):GetComponent("Image").sprite = Util.LoadSprite(heroData.icon)
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Util.GetGameObject(go, "lv/Text"):GetComponent("Text").text = heroData.lv
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Util.GetGameObject(go, "icon"):GetComponent("Image").sprite = Util.LoadSprite(heroData.icon)
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-- Util.GetGameObject(go, "posIcon"):GetComponent("Image").sprite = Util.LoadSprite(heroData.professionIcon)
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Util.GetGameObject(go, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
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-- Util.GetGameObject(go, "heroStage"):GetComponent("Image").sprite = Util.LoadSprite(HeroStageSprite[heroData.heroConfig.HeroStage])
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--剩余血量 无尽副本才显示
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local hpExp = Util.GetGameObject(go, "hpExp")
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@ -271,21 +247,15 @@ function this.SingleHeroDataShow(_go, _heroData)
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local starPre = Util.GetGameObject(go, "starPre")
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SetHeroStars(starGrid, heroData.star)
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this.SetHeroBlood(hpExp, heroHp, go)
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--hpExp:SetActive(false)
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--hpExp:GetComponent("Slider").value = 0.5
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-- Click On
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Util.AddOnceClick(go, function()
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for k, v in ipairs(choosedList) do
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if v.did == heroData.dynamicId then
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--选择的条目已存在,移除选择的item
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choosed:SetActive(false)
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-- orderImage:SetActive(false)
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-- orderImageText.text=""
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table.remove(choosedList,k)
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order=order-1
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-- table.remove(orderImageTextList,k)
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chooseIndex=v.position
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for i,v in ipairs(choosedList) do
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if(choosedList[i].position>chooseIndex) then
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choosedList[i].position=v.position-1
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@ -296,23 +266,17 @@ function this.SingleHeroDataShow(_go, _heroData)
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end
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end
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-- 当前可选的最大上阵人数
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-- maxNum = 5--ActTimeCtrlManager.MaxArmyNum()
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if #choosedList >= maxNum then
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-- if maxNum < 5 then
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-- PopupTipPanel.ShowTip(ActTimeCtrlManager.NextArmCondition())
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-- end
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PopupTipPanel.ShowTip(Language[10671])
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return
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end
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-- 判断是否有血量
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if heroHp and heroHp <= 0 then PopupTipPanel.ShowTip(Language[10672]) return end
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LogPink("Id:"..heroData.id.." 动态Id:"..heroData.dynamicId)
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choosed:SetActive(true)
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-- orderImage:SetActive(true)
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order=order+1
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table.insert(choosedList, {did = heroData.dynamicId, choosed = choosed, position=order})
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-- table.insert(orderImageTextList,orderImageText)
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this.OnClickTabBtn(proId)
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choosedList[heroData.dynamicId] = choosed
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end)
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@ -130,18 +130,9 @@ end
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function this.SetEndlessShow()
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-- 无尽副本的回城设置
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if CarbonManager.difficulty == 4 then
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-- 先看看是否是能回去
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-- if not EndLessMapManager.IsMapTeamAlive()then
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-- PopupTipPanel.ShowTip(Language[11233])
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-- return
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-- end
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-- 先发更新事件点协议
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MapManager.MapUpdateEvent(-1000, function ()
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Log(Language[11234])
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-- NetManager.RequestEndLessStats(function ()
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-- UIManager.OpenPanel(UIName.MapStatsPanel, true)
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-- end)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out,0)
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end)
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else
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@ -191,7 +182,6 @@ end
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function this:OnShow()
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UIManager.camera.clearFlags = CameraClearFlags.Depth
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local mapId = MapManager.curMapId
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LogYellow("MapManager.curMapId"..MapManager.curMapId)
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--- 副本地图音效统一改成一个
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SoundManager.PlayMusic(SoundConfig.BGM_CarbonMap)
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-- 环境音
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@ -224,37 +214,26 @@ function this:OnOpen(...)
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-- 永久隐藏设置按钮
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ctrlView.Init()
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CarbonManager.isPassFight = true
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-- 在这设置所有副本的初始化设置
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-- 根据副本类型显示
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this.InitCompShow(CarbonManager.difficulty)
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-- 地图迷雾显示
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this.SetMapFog()
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pointHandleView.GeneratePoint()
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-- 进地图初始化位置
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local pos = MapManager.roleInitPos
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this.InitRolePosition(pos, MapManager.curMapId)
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EndLessMapManager.srcMapId = MapManager.curMapId
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missionView.Init()
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trialPanel:OnOpen()
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endLessMapView.OnOpen()
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-- 副本相关的初始化设置
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this.InitCarbonSet()
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-- 如果100%,弹出离开界面
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this.ExploreInitSet()
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this.InitrightUpBtn()
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---- 刷新被主角狗眼糟蹋过的点
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EndLessMapManager.isOpenedFullPanel = false
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--- 刷新buff显示
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this.RefreshBuffShow()
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end
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@ -262,10 +241,8 @@ end
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---==================== 地图初始化处理部分 ==================================
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function this.SetMapFog()
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local mapId = MapManager.curMapId
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local fogVal = ChallengeMapConfig[mapId].isShowFog
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LogPink("地图初始化迷雾:"..tostring(fogVal))
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if fogVal and fogVal == 0 then
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TileMapView.isShowFog = false
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else
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@ -333,14 +310,9 @@ function this.SetRoleShow(scale, pos,num)
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DoTween.To(DG.Tweening.Core.DOGetter_float(function () return TileMapView.GetMapMinScale() end),
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DG.Tweening.Core.DOSetter_float(TileMapController.SetScale),
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scale, 1):SetEase(Ease.Linear):OnComplete(function ()
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-- this.Mask:SetActive(false)
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playerView.Init(pos,num)
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-- 进图初始化完成
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MapManager.FirstEnter = false
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playerView.leader.transform:SetParent(ctrlView.Ctrl.transform)
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-- leader的父级设置为Ctrl后,Z轴的值发生了变化, 需要重新设置
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local v3 = playerView.leader.transform.localPosition
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@ -363,13 +335,10 @@ function this.OnMapDataChange(refreshType)
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-- 增加视野范围
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local u, v = Map_Pos2UV(MapManager.curPos)
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TileMapView.UpdateWarFog(u, v, MapManager.fogSize)
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elseif refreshType == 3 then
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-- 增加扎营次数
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elseif refreshType == 4 then
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--增加采矿暴击率
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elseif refreshType == 5 then
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-- 刷新行动力显示
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elseif refreshType == 6 then
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@ -501,26 +470,13 @@ end
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function this.OnMapOut(outType)
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--出图不需要发协议了
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Log("outType ====== " .. outType)
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-- 无尽副本需要传目的地的地图ID
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-- local distMapId = 0
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-- if CarbonManager.difficulty == CARBON_TYPE.ENDLESS and nextMapId > 0 then
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-- distMapId = nextMapId
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-- end
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-- NetManager.MapOutRequest(outType, function (msg)
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if outType == 0 then
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this.BackHome()
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MapManager.Mapping = false
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-- elseif outType == 1 then -- 正常出图
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-- this.BackToCarbonPanel()
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-- MapManager.Mapping = false
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else --换层或者换地图
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this.ChangeMapByType()
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end
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Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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-- end, distMapId)
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if outType == 0 then
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this.BackHome()
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MapManager.Mapping = false
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else --换层或者换地图
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this.ChangeMapByType()
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end
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Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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end
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-- ========================= 死出图的各种方法 ==========================
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@ -552,53 +508,6 @@ local panelNeedOpen = {
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[4] = UIName.EndLessCarbonPanel,
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}
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-- 从副本正常出图
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-- function this.BackToCarbonPanel()
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-- local triggerCallBack
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-- triggerCallBack = function (panelType, panel)
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-- if panelType == UIName.MapPanel then
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-- this.Dispose()
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-- Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
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-- end
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-- BagManager.InBagGetMapBag()
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-- end
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-- Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
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-- -- 清空一下副本任务
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-- this.ResetMapData()
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-- -- 从序章出来的回到主界面
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-- if MapManager.curMapId == 0 or MapManager.curMapId == 100 then
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-- SwitchPanel.OpenPanel(UIName.MainPanel)
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-- else
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-- if(MapTrialManager.curTowerLevel>MapTrialManager.highestLevel) then
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-- if not MapTrialManager.IsFinalLevel()then
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-- MapTrialManager.highestLevel=MapTrialManager.curTowerLevel-1
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-- else
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-- MapTrialManager.highestLevel = MapTrialManager.curTowerLevel
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-- end
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-- end
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-- SwitchPanel.OpenPanel(UIName.MainPanel)
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-- end
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-- -- 刷新红点
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-- if CarbonManager.difficulty == 2 then
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-- this.TrialCopyData()
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-- elseif CarbonManager.difficulty == 1 then
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-- CheckRedPointStatus(RedPointType.NormalExplore_GetStarReward)
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-- elseif CarbonManager.difficulty == 3 then
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-- this.TrialCopyData()
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-- CheckRedPointStatus(RedPointType.HeroExplore_OpenMap)
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-- CheckRedPointStatus(RedPointType.HeroExplore_Feats)
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-- elseif CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
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-- end
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-- poolManager:ClearPool()
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-- end
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-- 正常出图需要消除的数据
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function this.ResetMapData()
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EndLessMapManager.srcMapId = 0
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@ -609,12 +518,12 @@ function this.ResetMapData()
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end
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-- 换层或者换地图
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function this.ChangeMapByType(msg)
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function this.ChangeMapByType()
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local carbonType = CarbonManager.difficulty
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-- 在试炼副本中的是换层操作
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if carbonType == 2 then
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Log(Language[11239])
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this.TrialChangeFloor(msg)
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this.TrialChangeFloor()
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elseif carbonType == 4 then
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Log(Language[11240])
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-- 执行换图方法
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@ -623,13 +532,13 @@ function this.ChangeMapByType(msg)
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end
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-- 试炼副本的换层操作
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function this.TrialChangeFloor(msg)
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function this.TrialChangeFloor()
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-- 设置不可点击
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ctrlView.SetCtrlState(true)
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this.ClearBag()
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this.StopWalking()
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NetManager.MapInfoRequest(MapManager.curCarbonType,function (msg)
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NetManager.MapInfoRequest(MapManager.curCarbonType,function ()
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local triggerCallBack
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triggerCallBack = function (panelType, panel)
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if panelType == UIName.SwitchPanel then
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@ -639,18 +548,8 @@ function this.TrialChangeFloor(msg)
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end
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Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
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-- 试炼副本的完成时间
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-- if msg.useTime then
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-- Log(Language[11241] .. msg.useTime)
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-- MapTrialManager.doneTime = msg.useTime
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-- end
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SwitchPanel.OpenPanel(UIName.MapPanel)
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MapTrialManager.isChangeLevel = false
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Log("换层前的层数:"..MapTrialManager.curTowerLevel)
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Log("要换到的层数:"..msg.curTower)
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-- if MapTrialManager.curTowerLevel<10000 then
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-- MapTrialManager.curTowerLevel = MapTrialManager.curTowerLevel + 1
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-- end
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--设置 进入下一层后领取全部奖励
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MissionManager.GetAllRewardTrigger()
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end)
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@ -253,7 +253,6 @@ function this.UpdatePowerValue()
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else
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this.levelNum.text = string.format(Language[11252], MapTrialManager.curTowerLevel)
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end
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LogPink(Language[11253] .. MapTrialManager.curTowerLevel)
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powerValue = MapTrialManager.powerValue
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this.SetTargetState(powerValue)
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@ -38,7 +38,7 @@ function this.Init()
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this.Ctrl.transform:SetParent(UIManager.uiRoot.transform.parent)
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this.Ctrl.transform.position = Vector3(0, 0, -100)
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pointHandleView.Ctrl = this.Ctrl
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Log(Language[11294] .. MapManager.curMapId)
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-- Log(Language[11294] .. MapManager.curMapId)
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TileMapView.OnInit = this.OnInit
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TileMapView.fogSize = MapManager.fogSize
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@ -325,7 +325,6 @@ function this.JumpEventPoint(eventId, optionId, panel, func)
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end
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panel:ClosePanel()
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NetManager.EventUpdateRequest(eventId, optionId, function ()
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LogYellow("点击之后走了这?")
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this.CurTriggerPanel = nil
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Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.ProgressChange, 1, optionId)
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@ -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
|
||||
|
|
Loading…
Reference in New Issue