【山河社稷图】

dev_chengFeng
zhangqiang 2021-05-21 19:07:46 +08:00
parent d95768226b
commit cb86e3efd4
7 changed files with 6103 additions and 6586 deletions

View File

@ -1720,8 +1720,8 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0, y: 17.2}
m_SizeDelta: {x: 1080, y: 1645.2}
m_AnchoredPosition: {x: 0, y: -27.2}
m_SizeDelta: {x: 1080, y: 1865.8}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!1 &5508372001009023518
GameObject:

View File

@ -810,7 +810,7 @@ GameObject:
m_Component:
- component: {fileID: 1124792822409242391}
- component: {fileID: 1124792822409242377}
- component: {fileID: 1124792822409242376}
- component: {fileID: 7761454474100390247}
m_Layer: 5
m_Name: Image
m_TagString: Untagged
@ -845,7 +845,7 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1124792822409242390}
m_CullTransparentMesh: 0
--- !u!114 &1124792822409242376
--- !u!114 &7761454474100390247
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@ -854,26 +854,31 @@ MonoBehaviour:
m_GameObject: {fileID: 1124792822409242390}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: -765806418, guid: f70555f144d8491a825f0804e09c671c, type: 3}
m_Script: {fileID: 708705254, guid: f70555f144d8491a825f0804e09c671c, type: 3}
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_Color: {r: 0.99215686, g: 0.92156863, b: 0.7607843, a: 1}
m_RaycastTarget: 1
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_Sprite: {fileID: 0}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1
m_FillMethod: 4
m_FillAmount: 1
m_FillClockwise: 1
m_FillOrigin: 0
m_UseSpriteMesh: 0
m_FontData:
m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
m_FontSize: 80
m_FontStyle: 0
m_BestFit: 0
m_MinSize: 7
m_MaxSize: 80
m_Alignment: 4
m_AlignByGeometry: 0
m_RichText: 1
m_HorizontalOverflow: 1
m_VerticalOverflow: 1
m_LineSpacing: 1
m_Text: 1
--- !u!1 &1327947703286240711
GameObject:
m_ObjectHideFlags: 0
@ -2045,7 +2050,7 @@ RectTransform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3235000167935699174}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:

View File

@ -16,7 +16,7 @@ function FightLevelChapterPanel:InitComponent()
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
this.prb = Util.GetGameObject(self.gameObject, "middle/prb")
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.gameObject, "middle/rect").transform,
this.prb, nil, Vector2.New(1080, 1645.2), 1, 1, Vector2.New(0,0))
this.prb, nil, Vector2.New(1080, 1865.8), 1, 1, Vector2.New(0,0))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
end

View File

@ -19,7 +19,7 @@ function FightLevelSingleChapterPanel:InitComponent()
this.spLoader = SpriteLoader.New()
self.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
this.chapterNameText = Util.GetGameObject(self.gameObject, "rightUp/chapterNameText"):GetComponent("Text")
this.chapterNameImage = Util.GetGameObject(self.gameObject, "rightUp/starInfoBg/Image/Image"):GetComponent("Image")
this.chapterNameImage = Util.GetGameObject(self.gameObject, "rightUp/starInfoBg/Image/Image"):GetComponent("Text")
this.totalPro = Util.GetGameObject(self.gameObject, "rewardBg/totalProImage/totalPro"):GetComponent("Text")
this.prb = Util.GetGameObject(self.gameObject, "middle/prb")
@ -86,7 +86,7 @@ end
function this.OnShowPanel()
chapterData = FightLevelManager.GetChapterData(chapterId)
this.chapterNameText.text = chapterData.config.Name
this.chapterNameImage.sprite = this.spLoader:LoadSprite(chapterData.config.BigNumber)
this.chapterNameImage.text = chapterData.config.Id
if chapterData.node and LengthOfTable(chapterData.node) > 0 then
local curchapterData = {}
for key, value in pairs(chapterData.node) do
@ -101,7 +101,16 @@ function this.OnShowPanel()
this.ShowChapterPoint()
end
function this.ShowChapterPoint()
for i = 1, math.max(#allSmallPoint , #chapterData.config.UselessPoint) do
local num = 0
for i = 1, #chapterData.node do
if chapterData.node[i].config.UselessPoint then
for j = 1, #chapterData.node[i].config.UselessPoint do
num = num + 1
end
end
end
for i = 1, math.max(#allSmallPoint , num) do
local go = allSmallPoint[i]
if not go then
go = newObject(this.pointPre)
@ -113,14 +122,23 @@ function this.ShowChapterPoint()
end
go.gameObject:SetActive(false)
end
for i = 1, #chapterData.config.UselessPoint do
allSmallPoint[i].gameObject:SetActive(true)
allSmallPoint[i].transform.localPosition = Vector3.New(chapterData.config.UselessPoint[i][1],chapterData.config.UselessPoint[i][2],0)
local index = 0
for i = 1, #chapterData.node do
local isOpen = this.GetCurLevelIsOpen(chapterData.node[i])-- -1 未开启 0 开启 1 需解锁上一关 2 等级不足
if chapterData.node[i].config.UselessPoint then
for j = 1, #chapterData.node[i].config.UselessPoint do
index = index + 1
allSmallPoint[index].gameObject:SetActive(true)
allSmallPoint[index].transform.localPosition = Vector3.New(chapterData.node[i].config.UselessPoint[j][1],chapterData.node[i].config.UselessPoint[j][2],0)
local image = allSmallPoint[index]:GetComponent("Image")
image.sprite = this.spLoader:LoadSprite(isOpen == 0 and point[1] or point[2])
end
end
end
end
function this.SetSingleLevel(levelDatas)
for i = 1, math.max(#levelDatas , #levelList) do
for i = math.max(#levelDatas , #levelList), 1, -1 do
local go = levelList[i]
if not go then
go = newObject(this.prb)
@ -138,7 +156,7 @@ function this.SetSingleLevel(levelDatas)
levelList[i].transform.localPosition = Vector3.New(levelDatas[i].config.LevelPointPosition[1],levelDatas[i].config.LevelPointPosition[2],0)
local prb1 = Util.GetGameObject(levelList[i], "prb1")--主
local prb2 = Util.GetGameObject(levelList[i], "prb2")--副奖励
local prb3 = Util.GetGameObject(levelList[i], "prb2")--副战斗
local prb3 = Util.GetGameObject(levelList[i], "prb3")--副战斗
local isOpen = this.GetCurLevelIsOpen(levelDatas[i])-- -1 未开启 0 开启 1 需解锁上一关 2 等级不足
prb1:SetActive(false)
prb2:SetActive(false)

View File

@ -71,15 +71,15 @@ function this.SetInfo(root,data,index)
Util.GetGameObject(root,"warPower/Text"):GetComponent("Text").text = data.power
if data.type == 1 then
if fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then
Util.GetGameObject(root,"ClickBtn/tip"):GetComponent("Text").text = "首次三星通关"
Util.GetGameObject(root,"tip"):GetComponent("Text").text = "首次三星通关"
elseif fightLevelData.config.StageType == 3 then
Util.GetGameObject(root,"ClickBtn/tip"):GetComponent("Text").text = "首次通关"
Util.GetGameObject(root,"tip"):GetComponent("Text").text = "首次通关"
end
elseif data.type == 2 then
if fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then
Util.GetGameObject(root,"ClickBtn/tip"):GetComponent("Text").text = "最低战力三星通关"
Util.GetGameObject(root,"tip"):GetComponent("Text").text = "最低战力三星通关"
elseif fightLevelData.config.StageType == 3 then
Util.GetGameObject(root,"ClickBtn/tip"):GetComponent("Text").text = "最低战力通关"
Util.GetGameObject(root,"tip"):GetComponent("Text").text = "最低战力通关"
end
end
Util.AddOnceClick(Util.GetGameObject(root,"ClickBtn"), function()

View File

@ -63,8 +63,6 @@ function this.InitView()
this.root.btn_1_lab.text = Language[10710]
this.root.btn_2_lab.text = Language[10706]
MapManager.isCarbonEnter = false
this.root.formTip:SetActive(true)
this.root.formTip:GetComponent("Text").text = Language[10717] ..20 .. Language[10718]
local costTip = this.root.costTip
costTip:SetActive(false)
hadClick = false