parent
8ec0256d78
commit
c72ccc962b
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@ -147,7 +147,8 @@ function MapOptionPanel:OnOpen(...)
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if isFirstOpen then
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this.SetBg()
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end
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this.RefreshPanel()
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jumpId = 0
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nextOptId = 0
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if panleType == 3 then
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nextOptId = options[1]
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jumpId = options[2]
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@ -157,6 +158,7 @@ function MapOptionPanel:OnOpen(...)
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elseif panleType == 11 then
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nextOptId = options[1]
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end
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this.RefreshPanel()
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else
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Log("传入的参数为空!!")
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return
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@ -176,15 +178,18 @@ function this.OnInfoChange(_showType, _eventId, _showValues, _options)
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local isOptionPanel = panleType == 4
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this.PanelInit(isOptionPanel)
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if isOptionPanel then
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jumpId = 0
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nextOptId = 0
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if panleType == 3 then
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nextOptId = options[1]
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jumpId = options[2]
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elseif panleType == 4 then
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-- 初始化动画
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this.InitAnimi()
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else
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elseif panleType == 11 then
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nextOptId = options[1]
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jumpId = options[2]
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this.RefreshPanel()
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end
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this.RefreshPanel()
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end
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end
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@ -305,7 +310,6 @@ function this.ShowLive2d(resId, live2dDir)
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else
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live2dRoot = this.left2dRoot
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end
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LogGreen("roleName:"..roleName)
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if not roleName or roleName == "" then
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this.nameFrame:SetActive(false)
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else
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@ -437,6 +437,7 @@ local funcList = {
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[8] = noHandle,
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[9] = noHandle,
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[10] = createNamePanel,
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[11] = mapDialoguePanel,
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[13] = walkingShop,
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[14] = elitePanel,
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[15] = trailMapShop,
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@ -21,19 +21,13 @@ end
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function this.UpdateEventPoint(msg, optionId, func)
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-- 下一个事件ID
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this.nextEventId = msg.eventId
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-- 行为类型
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LogGreen("msg.EventBehaviorCommon.behaviorType:"..msg.EventBehaviorCommon.behaviorType)
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local behaviorType = msg.EventBehaviorCommon.behaviorType
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-- 推任务专用消息
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-- --LogGreen("msg中返回的事件ID是 ".. (msg.eventId or "无事件id"))
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-- --LogGreen("msg中得到的行为类型是 ".. behaviorType)
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-- --LogGreen("msg中返回的剩余时间 " .. (msg.leftTime or "无时间"))
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local beArgs = {}
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for i=1, #msg.EventBehaviorCommon.eventBehaviorValues do
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local item = msg.EventBehaviorCommon.eventBehaviorValues[i]
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local args = {}
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for j=1, #item.behaviorValues do
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--Log("item id:"..item.behaviorValues[j])
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----Log("item id:"..item.behaviorValues[j])
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args[j] = item.behaviorValues[j]
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end
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beArgs[i] = args
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@ -54,7 +48,6 @@ function this.UpdateEventPoint(msg, optionId, func)
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elseif behaviorType == 3 then -- 侦查
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elseif behaviorType == 4 then
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elseif behaviorType == 5 then
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Log("服务器收到的地图ID")
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behaviorNodeList = {
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{"MoveTo", {mapID = beArgs[1][1], u = beArgs[1][2], v = beArgs[1][3] }},
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@ -147,7 +140,7 @@ function this.UpdateEventPoint(msg, optionId, func)
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}
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elseif behaviorType == 23 then --第一次触发时,完成任务往下推一步。
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elseif behaviorType == 24 then --服务器跳转地图点到指定状态,客户端不读取新事件
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Log("服务器执行行为")
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--Log("服务器执行行为")
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elseif behaviorType == 25 then --完成任务往下推一步,销毁当前地图点,服务器跳转地图点到指定状态,客户端不读取新事件 4#103018#103019 任务id#地图点id#新事件id
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behaviorNodeList = {
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{"ParseMission", {mission = msg.mission, isInit = false, drop = msg.missionDrop}},
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@ -157,7 +150,7 @@ function this.UpdateEventPoint(msg, optionId, func)
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elseif behaviorType == 27 then -- 服务器推送下一个任务
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elseif behaviorType == 28 then -- 扣除行动力
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local num = beArgs[1][1]
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Log("28 ------------事件点扣除行动力------------- MapManager.leftStep-num ".. MapManager.leftStep.." "..num)
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--Log("28 ------------事件点扣除行动力------------- MapManager.leftStep-num ".. MapManager.leftStep.." "..num)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.ProgressChange, 6, 0, 0, num, false)
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elseif behaviorType == 29 then -- 消耗道具并销毁当前位置
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@ -274,7 +267,6 @@ function this.UpdateEventPoint(msg, optionId, func)
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}
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elseif behaviorType == 49 then -- 事件点开始倒计时
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Log("事件点开始倒计时,在Indication中执行")
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behaviorNodeList = {
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{"ShowReward", {drop = msg.drop}},
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}
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@ -327,7 +319,7 @@ function this.UpdateEventPoint(msg, optionId, func)
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table.insert(behaviorNodeList, {"ShowReward", {drop = msg.drop}})
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end
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-- 执行行为节点
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Log("执行事件,behaviorType = ".. behaviorType)
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--Log("执行事件,behaviorType = ".. behaviorType)
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BHController.SeqExcuteNodeArray(behaviorNodeList, function()
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if func then func(this.nextEventId) end
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end)
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@ -356,7 +348,7 @@ function this.JumpEventPoint(eventId, optionId, panel, func)
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elseif jumpType == 1 or jumpType == 2 or jumpType == 3 or jumpType == 11 then --读取,刷新事件点
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NetManager.EventUpdateRequest(eventId, optionId, function (e)
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MissionManager.EventPointTrigger(e)
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Log(" 后端返回事件点ID " .. e)
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--Log(" 后端返回事件点ID " .. e)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.ProgressChange, 1, optionId)
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end)
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elseif jumpType == 5 or jumpType == 7 or jumpType == 8 then --关闭界面,读取,刷新事件点
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