【ID1009632】

【优化】修改无尽副本对话ui
dev_chengFeng
jiaoyangna 2021-07-07 11:53:23 +08:00
parent 8ec0256d78
commit c72ccc962b
3 changed files with 17 additions and 20 deletions

View File

@ -147,7 +147,8 @@ function MapOptionPanel:OnOpen(...)
if isFirstOpen then
this.SetBg()
end
this.RefreshPanel()
jumpId = 0
nextOptId = 0
if panleType == 3 then
nextOptId = options[1]
jumpId = options[2]
@ -157,6 +158,7 @@ function MapOptionPanel:OnOpen(...)
elseif panleType == 11 then
nextOptId = options[1]
end
this.RefreshPanel()
else
Log("传入的参数为空!!")
return
@ -176,15 +178,18 @@ function this.OnInfoChange(_showType, _eventId, _showValues, _options)
local isOptionPanel = panleType == 4
this.PanelInit(isOptionPanel)
if isOptionPanel then
jumpId = 0
nextOptId = 0
if panleType == 3 then
nextOptId = options[1]
jumpId = options[2]
elseif panleType == 4 then
-- 初始化动画
this.InitAnimi()
else
elseif panleType == 11 then
nextOptId = options[1]
jumpId = options[2]
this.RefreshPanel()
end
this.RefreshPanel()
end
end
@ -305,7 +310,6 @@ function this.ShowLive2d(resId, live2dDir)
else
live2dRoot = this.left2dRoot
end
LogGreen("roleName:"..roleName)
if not roleName or roleName == "" then
this.nameFrame:SetActive(false)
else

View File

@ -437,6 +437,7 @@ local funcList = {
[8] = noHandle,
[9] = noHandle,
[10] = createNamePanel,
[11] = mapDialoguePanel,
[13] = walkingShop,
[14] = elitePanel,
[15] = trailMapShop,

View File

@ -21,19 +21,13 @@ end
function this.UpdateEventPoint(msg, optionId, func)
-- 下一个事件ID
this.nextEventId = msg.eventId
-- 行为类型
LogGreen("msg.EventBehaviorCommon.behaviorType:"..msg.EventBehaviorCommon.behaviorType)
local behaviorType = msg.EventBehaviorCommon.behaviorType
-- 推任务专用消息
-- --LogGreen("msg中返回的事件ID是 ".. (msg.eventId or "无事件id"))
-- --LogGreen("msg中得到的行为类型是 ".. behaviorType)
-- --LogGreen("msg中返回的剩余时间 " .. (msg.leftTime or "无时间"))
local beArgs = {}
for i=1, #msg.EventBehaviorCommon.eventBehaviorValues do
local item = msg.EventBehaviorCommon.eventBehaviorValues[i]
local args = {}
for j=1, #item.behaviorValues do
--Log("item id:"..item.behaviorValues[j])
----Log("item id:"..item.behaviorValues[j])
args[j] = item.behaviorValues[j]
end
beArgs[i] = args
@ -54,7 +48,6 @@ function this.UpdateEventPoint(msg, optionId, func)
elseif behaviorType == 3 then -- 侦查
elseif behaviorType == 4 then
elseif behaviorType == 5 then
Log("服务器收到的地图ID")
behaviorNodeList = {
{"MoveTo", {mapID = beArgs[1][1], u = beArgs[1][2], v = beArgs[1][3] }},
@ -147,7 +140,7 @@ function this.UpdateEventPoint(msg, optionId, func)
}
elseif behaviorType == 23 then --第一次触发时,完成任务往下推一步。
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
Log("服务器执行行为")
--Log("服务器执行行为")
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
behaviorNodeList = {
{"ParseMission", {mission = msg.mission, isInit = false, drop = msg.missionDrop}},
@ -157,7 +150,7 @@ function this.UpdateEventPoint(msg, optionId, func)
elseif behaviorType == 27 then -- 服务器推送下一个任务
elseif behaviorType == 28 then -- 扣除行动力
local num = beArgs[1][1]
Log("28 ------------事件点扣除行动力------------- MapManager.leftStep-num ".. MapManager.leftStep.." "..num)
--Log("28 ------------事件点扣除行动力------------- MapManager.leftStep-num ".. MapManager.leftStep.." "..num)
Game.GlobalEvent:DispatchEvent(GameEvent.Map.ProgressChange, 6, 0, 0, num, false)
elseif behaviorType == 29 then -- 消耗道具并销毁当前位置
@ -274,7 +267,6 @@ function this.UpdateEventPoint(msg, optionId, func)
}
elseif behaviorType == 49 then -- 事件点开始倒计时
Log("事件点开始倒计时在Indication中执行")
behaviorNodeList = {
{"ShowReward", {drop = msg.drop}},
}
@ -327,7 +319,7 @@ function this.UpdateEventPoint(msg, optionId, func)
table.insert(behaviorNodeList, {"ShowReward", {drop = msg.drop}})
end
-- 执行行为节点
Log("执行事件behaviorType = ".. behaviorType)
--Log("执行事件behaviorType = ".. behaviorType)
BHController.SeqExcuteNodeArray(behaviorNodeList, function()
if func then func(this.nextEventId) end
end)
@ -356,7 +348,7 @@ function this.JumpEventPoint(eventId, optionId, panel, func)
elseif jumpType == 1 or jumpType == 2 or jumpType == 3 or jumpType == 11 then --读取,刷新事件点
NetManager.EventUpdateRequest(eventId, optionId, function (e)
MissionManager.EventPointTrigger(e)
Log(" 后端返回事件点ID " .. e)
--Log(" 后端返回事件点ID " .. e)
Game.GlobalEvent:DispatchEvent(GameEvent.Map.ProgressChange, 1, optionId)
end)
elseif jumpType == 5 or jumpType == 7 or jumpType == 8 then --关闭界面,读取,刷新事件点