Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev

dev_chengFeng
jiaoyangna 2021-03-19 11:09:11 +08:00
commit cbfad48efb
8 changed files with 44 additions and 22 deletions

View File

@ -81362,7 +81362,7 @@ MonoBehaviour:
m_HorizontalOverflow: 0
m_VerticalOverflow: 0
m_LineSpacing: 1
m_Text: 3
m_Text: 18
--- !u!1 &6530875567309028468
GameObject:
m_ObjectHideFlags: 0

View File

@ -186,7 +186,7 @@ MonoBehaviour:
m_HorizontalOverflow: 1
m_VerticalOverflow: 1
m_LineSpacing: 1
m_Text: "\u4EAC\u65B0\u51FA\u6587[2020]241\u53F7 \u51FA\u7248ISBN 978-7-498-08833-8\n\u8457\u4F5C\u6743\u4EBA\uFF1A\u5317\u4EAC\u84DD\u9CB8\u65F6\u4EE3\u79D1\u6280\u6709\u9650\u516C\u53F8
m_Text: "\u56FD\u65B0\u51FA\u5BA1[2021]424\u53F7 \u51FA\u7248ISBN 978-7-498-08833-8\n\u8457\u4F5C\u6743\u4EBA\uFF1A\u5317\u4EAC\u84DD\u9CB8\u65F6\u4EE3\u79D1\u6280\u6709\u9650\u516C\u53F8
\u51FA\u7248\u5355\u4F4D\uFF1A\u5317\u4EAC\u51A0\u6E38\u65F6\u7A7A\u6570\u7801\u6280\u672F\u6709\u9650\u516C\u53F8"
--- !u!1 &2126607396
GameObject:

View File

@ -11,6 +11,7 @@ local monsterData = {}
local rewardData = {}
local curNodeConFig
local type = 1 --1 前往 2 放弃
local ExpeSetting = ConfigManager.GetConfig(ConfigName.ExpeditionSetting)
function this:InitComponent(gameObject)
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.power = Util.GetGameObject(gameObject, "Power/Value"):GetComponent("Text")
@ -59,7 +60,7 @@ function this:OnShow(_parent,...)
local Reward = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.ExpeditionFloorConfig,"Floor",ExpeditionManager.expeditionLeve,"FloorLay",monsterData.lay - 1)
if Reward and Reward.Reward and #Reward.Reward > 0 then
for i = 1, #Reward.Reward do
local rewardGroupConfig = ConfigManager.TryGetConfigData(ConfigName.RewardGroup,Reward.Reward[i])
local rewardGroupConfig = ConfigManager.TryGetConfigData(ConfigName.RewardGroup,ExpeSetting[1].SpecialReward)--Reward.Reward[i])
if rewardGroupConfig and #rewardGroupConfig.ShowItem > 0 then
for j = 1, #rewardGroupConfig.ShowItem do
local v = rewardGroupConfig.ShowItem[j]

View File

@ -157,7 +157,7 @@ function this.SetCardSingleData(o,monsterId, _pos)
live.transform.localPosition = Vector3.zero
local zs = Util.GetGameObject(o, "zs")
local zsName = GetHeroCardStarZs[heroConfig.Star]
local zsName = GetHeroCardStarZs[monsterId.star]
if zsName == "" then
zs:SetActive(false)
else
@ -168,12 +168,12 @@ function this.SetCardSingleData(o,monsterId, _pos)
yuanImage:SetActive(false)
lv.text=monsterId.level
bg.sprite = Util.LoadSprite(GetFormationHeroCardStarBg[heroConfig.Star])
fg.sprite = Util.LoadSprite(GetHeroCardStarFg[heroConfig.Star])
bg.sprite = Util.LoadSprite(GetFormationHeroCardStarBg[monsterId.star])
fg.sprite = Util.LoadSprite(GetHeroCardStarFg[monsterId.star])
pro.sprite=Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
SetCardStars(starGrid,heroConfig.Star)
if heroConfig.Star > 9 then
SetCardStars(starGrid,monsterId.star)
if monsterId.star > 9 then
Util.GetGameObject(o,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(true)
else
Util.GetGameObject(o,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(false)

View File

@ -81,7 +81,7 @@ function Expert_UpLv:OnShowData(isTop,isAni)
end)
this.ScrollView:SetData(activeData.mission, function (index, go)
this.SingleItemDataShow(go, activeData.mission[index])
end,not isTop,not isAni)
end,isTop,not isAni)
if isPlayAnim then
SecTorPlayAnimByScroll(self.ScrollView)
isPlayAnim = false

View File

@ -53,7 +53,7 @@ end
--绑定事件(用于子类重写)
function StoryDialoguePanel:BindEvent()
Util.AddClick(this.btnNext, function ()
local isEnd = OpConfig[optionID].JumpType == 4
local isEnd = OpConfig[optionID].JumpType == 4
if isEnd and static_callBack then
static_callBack()
static_callBack = nil
@ -126,12 +126,7 @@ function this.RefreshPanel(eventId, isFirstOpen)
this.RoleName.gameObject:SetActive(isRightType)
this.btnNext:SetActive(isRightType)
-- 新手隐藏阶段必须隐藏,其他时候随着面板变化
if GuideManager.IsInMainGuide() then
this.jumpRoot:SetActive(false)
else
this.jumpRoot:SetActive(isRightType)
end
local showValues = GetLanguageStrById(chapterEventPointData[eventId].ShowValues)
local options = chapterEventPointData[eventId].Option
local dir = chapterEventPointData[eventId].ShowDir
@ -140,6 +135,17 @@ function this.RefreshPanel(eventId, isFirstOpen)
local showMask = chapterEventPointData[eventId].Isdark == 1
this.mask:SetActive(showMask)
-- 新手隐藏阶段必须隐藏,其他时候随着面板变化
if GuideManager.IsInMainGuide() then
if options[2] then
this.jumpRoot:SetActive(true)
else
this.jumpRoot:SetActive(false)
end
else
this.jumpRoot:SetActive(isRightType)
end
-- 设置对话背景图
local bgName = chapterEventPointData[eventId].DialogueBg
if not bgName or bgName == "" then
@ -154,7 +160,8 @@ function this.RefreshPanel(eventId, isFirstOpen)
optionID = options[1]
jumpId = chapterEventPointData[eventId].NextOptPanelId
if jumpId and jumpId ~= 0 then
jumpId = chapterEventPointData[jumpId].Option[1]
-- jumpId = chapterEventPointData[jumpId].Option[1]
jumpId = options[2]
else
jumpId = 0
end

View File

@ -37,6 +37,7 @@ function this.EventTrigger(eventId, callBack)
local options = chapterDataConfig[eventId].Option
if showType and showValues and options then
LogError("showtype "..showType.." showvalue "..showValues)
-- 如果是第一次打开,则打开开幕界面
if showType == 11 then -- 对话界面
if callBack then
@ -59,9 +60,9 @@ function this.EventTrigger(eventId, callBack)
}
UIManager.OpenPanel(UIName.GuideBattlePanel, testFightData, function()
StoryManager.EventTrigger(300017, function ()
PatFaceManager.isLogin = true
UIManager.OpenPanel(UIName.FightPointPassMainPanel)
LoadingPanel.End()
-- PatFaceManager.isLogin = true
-- UIManager.OpenPanel(UIName.FightPointPassMainPanel)
-- LoadingPanel.End()
end)
end)
elseif showType == 15 then -- 播放转场特效
@ -107,7 +108,20 @@ function this.StoryJumpType(optionId, panel)
if UIManager.IsOpen(UIName.StoryDialoguePanel) then
UIManager.ClosePanel(UIName.StoryDialoguePanel)
end
elseif jumpType == 5 then
-- 打开主城
PatFaceManager.isLogin = true
UIManager.OpenPanel(UIName.FightPointPassMainPanel)
LoadingPanel.End()
-- 关闭剧情
if panel then
panel:ClosePanel()
end
if UIManager.IsOpen(UIName.StoryDialoguePanel) then
UIManager.ClosePanel(UIName.StoryDialoguePanel)
end
elseif jumpType == 1 then -- 继续对话,往下跳转
local nextEventId = chapterOptionData[optionId].JumpTypeValues
local nextEventShowType = chapterDataConfig[nextEventId].ShowType

View File

@ -33,7 +33,7 @@ function TimeLimitSkin:BindEvent()
}
UIManager.OpenPanel(UIName.BattlePanel, testFightData, BATTLE_TYPE.Test,function ()
Timer.New(function ()
this:Refresh()
TimeLimitSkin:RefreshData()
end,3):Start()
end)
end)