剧情提交
parent
059c9940cc
commit
ccaab65e25
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@ -2358,7 +2358,7 @@ WALK_DIR = {
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PLAYER_WALK_DIR = {
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--没有坐骑的时候
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IDLE = {animation = "idle", y = 0},
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IDLEBACK = {animation = "idle", y = 180},
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IDLEBACK = {animation = "idle3", y = 0},
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JINGYA = {animation = "jingya", y = 0},
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LAUCH = {animation = "lauch", y = 0},
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TOUCH = {animation = "touch", y = 0},
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@ -44,6 +44,7 @@ function this.OnLevelChange()
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-- 首充引导特殊处理到十级开放
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if PlayerManager.level == 10 then
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table.insert(_FuncGuideList, 100200)
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StoryMapManager.isShowStory = true
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this.CheckFuncGuide()
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end
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end
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@ -112,6 +113,8 @@ end
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-- 检测功能引导
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function GuideManager.CheckFuncGuide()
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for k,v in pairs(funcDic) do
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end
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if not GuideManager.IsInMainGuide() and not _IsFuncGuild and #_FuncGuideList > 0 then
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local guideId = _FuncGuideList[1]
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if not funcDic[guideId] then
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@ -411,9 +411,7 @@ function this.ExecuteBehavior(beType, beArgs)
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local panel = c[1]
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local nextId = c[2]
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if id == panel and UIManager.IsTopShow(panel) then
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this.NextGuide(nextId)
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnOpen, OnFocus)
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnFocus, OnFocus)
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this.ShowStory(nextId,OnFocus)
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return
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end
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end
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@ -475,6 +473,41 @@ function this.ExecuteBehavior(beType, beArgs)
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end
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end
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function this.ShowStory(nextId,OnFocus)
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if StoryMapManager.isShowStory then
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StoryMapManager.isShowStory = false
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local isShowStory = 1
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if PlayerPrefs.HasKey("StoryMapPanel1"..PlayerManager.uid) then
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isShowStory = PlayerPrefs.GetInt("StoryMapPanel"..PlayerManager.uid)
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end
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if isShowStory == 1 then
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LogGreen("this.gameObject:"..this.gameObject.name)
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this.gameObject:SetActive(false)
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Game.GlobalEvent:AddEvent(GameEvent.GuaJi.CloseStoryMapPanel,function()
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this.GameSetActive(nextId,OnFocus)
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end)
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PlayerPrefs.SetInt("StoryMapPanel1"..PlayerManager.uid,0)
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StoryMapManager.InitData(1)
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else
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this.NextGuide(nextId)
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnOpen, OnFocus)
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnFocus, OnFocus)
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end
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else
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this.NextGuide(nextId)
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnOpen, OnFocus)
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnFocus, OnFocus)
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end
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end
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function this.GameSetActive(nextId,OnFocus)
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this.gameObject:SetActive(true)
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Game.GlobalEvent:RemoveEvent(GameEvent.GuaJi.CloseStoryMapPanel,this.GameSetActive)
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this.NextGuide(nextId)
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnOpen, OnFocus)
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnFocus, OnFocus)
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end
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function this.ShowGuide(id)
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this.id = id
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this.gameObject:GetComponent("Image").raycastTarget = true
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@ -1,6 +1,7 @@
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StoryMapManager = {}
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local this = StoryMapManager
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this.groupConfigs = {}
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this.isShowStory = false
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local storyMapConfig = ConfigManager.GetConfig(ConfigName.StoryMapConfig)
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--初始化
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function this.Initialize()
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@ -13,6 +13,8 @@ this.eventIndex = 0
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this.showDiaLog = false
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local lastLive2DId = 0
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local sortingOrder = 0
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local newSortingOrder = 0
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--初始化组件(用于子类重写)
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function StoryMapPanel:InitComponent()
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this.map = Util.GetGameObject(self.gameObject,"bg/mapParent")
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@ -73,6 +75,7 @@ end
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--界面打开时调用(用于子类重写)
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function StoryMapPanel:OnOpen(config)
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sortingOrder = 0
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this.PlayerGrouops = {}
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this.triggerEvent = {}
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curGroupConfig = config
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@ -142,23 +145,12 @@ function StoryMapPanel:OnShow()
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end
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function this:StackPop()
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-- local isEnterNext = true
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-- for k,v in pairs(this.PlayerGrouops) do
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-- if v.state == 1 then
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-- isEnterNext = false
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-- break
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-- end
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-- end
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-- if isEnterNext then
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LogGreen("前:"..this.callList:Count())
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if this.callList:Count() > 0 then
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this.callList:Pop()()
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LogGreen("后:"..this.callList:Count())
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else
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LogGreen("进入下一场景")
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StoryMapManager.GetSingleStoryConfig()
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end
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--end
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if this.callList:Count() > 0 then
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this.callList:Pop()()
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else
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sortingOrder = newSortingOrder
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StoryMapManager.GetSingleStoryConfig()
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end
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end
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function this:CheckTrigger(data,go)
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@ -169,40 +161,126 @@ function this:CheckTrigger(data,go)
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this:ShowDialog()
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elseif data.eventType == 2 then
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this.eventIndex = 0
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this:RunMap()
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this:RunMap(data.eventType)
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elseif data.eventType == 3 then
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this.eventIndex = 0
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--PopupTipPanel.ShowTip("进入一场假战斗")
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this:EnterFight()
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elseif data.eventType == 4 then --符咒闪烁了一下
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this.eventIndex = 0
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PopupTipPanel.ShowTip("符咒闪烁了一下")
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this:StackPop()
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--PopupTipPanel.ShowTip("符咒闪烁了一下")
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-- this:StackPop()
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if not this.UI_Effect_ChuFaEffect_04 then
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this.UI_Effect_ChuFaEffect_04 = poolManager:LoadAsset("UI_Effect_ChuFaEffect_04", PoolManager.AssetType.GameObject)
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this.UI_Effect_ChuFaEffect_04.name = "UI_Effect_ChuFaEffect_04"
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this.UI_Effect_ChuFaEffect_04.transform:SetParent(this.effectRoot.transform)
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this.UI_Effect_ChuFaEffect_04.transform.localPosition = Vector3.New(0,550,0)
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this.UI_Effect_ChuFaEffect_04.transform.localScale = Vector3.one
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end
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this.UI_Effect_ChuFaEffect_04.gameObject:SetActive(true)
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Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_04,newSortingOrder - sortingOrder)
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Timer.New(function()
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this.UI_Effect_ChuFaEffect_04.gameObject:SetActive(false)
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this:StackPop()
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end,data.groups[1],1,false):Start()
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elseif data.eventType == 5 then --符咒闪烁后消失
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this.eventIndex = 0
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PopupTipPanel.ShowTip("符咒闪烁后消失")
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if this.Maps and this.Maps[2] then
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this.Maps[2].gameObject:SetActive(false)
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end
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this:StackPop()
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elseif data.eventType == 6 then --符咒消失,金箍棒砸在主角和怪物中间。
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this.eventIndex = 0
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PopupTipPanel.ShowTip("符咒消失,金箍棒砸在主角和怪物中间。")
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if not this.UI_Effect_ChuFaEffect_01 then
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this.UI_Effect_ChuFaEffect_01 = poolManager:LoadAsset("UI_Effect_ChuFaEffect_01", PoolManager.AssetType.GameObject)
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this.UI_Effect_ChuFaEffect_01.name = "UI_Effect_ChuFaEffect_01"
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this.UI_Effect_ChuFaEffect_01.transform:SetParent(this.effectRoot.transform)
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this.UI_Effect_ChuFaEffect_01.transform.localPosition = Vector3.zero
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this.UI_Effect_ChuFaEffect_01.transform.localScale = Vector3.one
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end
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Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_01,newSortingOrder - sortingOrder)
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this.UI_Effect_ChuFaEffect_01.gameObject:SetActive(true)
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Timer.New(function()
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this.UI_Effect_ChuFaEffect_01.gameObject:SetActive(false)
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end,data.groups[1],1,false):Start()
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this:StackPop()
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--PopupTipPanel.ShowTip("符咒消失,金箍棒砸在主角和怪物中间。")
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-- this:StackPop()
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elseif data.eventType == 7 then
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this.eventIndex = 0
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PopupTipPanel.ShowTip("随着光芒闪烁,一把从天而降的神剑插在了一只怪物面前。")
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this:StackPop()
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--PopupTipPanel.ShowTip("随着光芒闪烁,一把从天而降的神剑插在了一只怪物面前。")
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if not this.UI_Effect_ChuFaEffect_02 then
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this.UI_Effect_ChuFaEffect_02 = poolManager:LoadAsset("UI_Effect_ChuFaEffect_02", PoolManager.AssetType.GameObject)
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this.UI_Effect_ChuFaEffect_02.name = "UI_Effect_ChuFaEffect_02"
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this.UI_Effect_ChuFaEffect_02.transform:SetParent(this.effectRoot.transform)
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this.UI_Effect_ChuFaEffect_02.transform.localPosition = Vector3.zero
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this.UI_Effect_ChuFaEffect_02.transform.localScale = Vector3.one
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end
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if not this.UI_Effect_ChuFaEffect_05 then
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this.UI_Effect_ChuFaEffect_05 = poolManager:LoadAsset("UI_Effect_ChuFaEffect_05", PoolManager.AssetType.GameObject)
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this.UI_Effect_ChuFaEffect_05.name = "UI_Effect_ChuFaEffect_05"
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this.UI_Effect_ChuFaEffect_05.transform:SetParent(this.effectRoot.transform)
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this.UI_Effect_ChuFaEffect_05.transform.localPosition = Vector3.zero
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this.UI_Effect_ChuFaEffect_05.transform.localScale = Vector3.one
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end
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Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_02,newSortingOrder - sortingOrder)
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Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_05,newSortingOrder - sortingOrder)
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this.UI_Effect_ChuFaEffect_02.gameObject:SetActive(true)
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this.UI_Effect_ChuFaEffect_05.gameObject:SetActive(true)
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Timer.New(function()
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this.UI_Effect_ChuFaEffect_02.gameObject:SetActive(false)
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this.UI_Effect_ChuFaEffect_05.gameObject:SetActive(false)
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this:StackPop()
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end,data.groups[1],1,false):Start()
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--this:StackPop()
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elseif data.eventType == 8 then
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this.eventIndex = 0
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PopupTipPanel.ShowTip("数把飞剑在主角身边依次落下,将身边一圈的怪物都扎死在剑下。随后剑放出光芒,形成环绕主角的法阵。")
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this:StackPop()
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--PopupTipPanel.ShowTip("数把飞剑在主角身边依次落下,将身边一圈的怪物都扎死在剑下。随后剑放出光芒,形成环绕主角的法阵。")
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-- this:StackPop()
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if not this.effectBrowList then
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this.effectBrowList = {}
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end
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for i = 1, 8 do
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if not this.effectBrowList[i] then
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this.effectBrowList[i] = poolManager:LoadAsset("UI_Effect_ChuFaEffect_05", PoolManager.AssetType.GameObject)
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this.effectBrowList[i].name = "UI_Effect_ChuFaEffect_05"
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this.effectBrowList[i].transform:SetParent(this.effectRoot.transform)
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this.effectBrowList[i].transform.localPosition = Vector3.zero
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this.effectBrowList[i].transform.localScale = Vector3.one
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this.effectBrowList[i].gameObject:SetActive(false)
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end
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end
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local indexTemp = 0
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Timer.New(function()
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indexTemp = indexTemp + 1
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Util.AddParticleSortLayer(this.effectBrowList[indexTemp],newSortingOrder - sortingOrder)
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this.effectBrowList[indexTemp].gameObject:SetActive(true)
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end,data.groups[1],8,false):Start()
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Timer.New(function()
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for i = 1 ,#this.effectBrowList do
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this.effectBrowList[i].gameObject:SetActive(false)
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end
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if not this.UI_Effect_ChuFaEffect_03 then
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this.UI_Effect_ChuFaEffect_03 = poolManager:LoadAsset("UI_Effect_ChuFaEffect_03", PoolManager.AssetType.GameObject)
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this.UI_Effect_ChuFaEffect_03.name = "UI_Effect_ChuFaEffect_03"
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this.UI_Effect_ChuFaEffect_03.transform:SetParent(this.effectRoot.transform)
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this.UI_Effect_ChuFaEffect_03.transform.localPosition = Vector3.zero
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this.UI_Effect_ChuFaEffect_03.transform.localScale = Vector3.one
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end
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Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_03,newSortingOrder - sortingOrder)
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this.UI_Effect_ChuFaEffect_03.gameObject:SetActive(true)
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Timer.New(function()
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this:StackPop()
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end,data.groups[3],1,false):Start()
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end,data.groups[2],1,false):Start()
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elseif data.eventType == 9 then --等待几秒
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this.eventIndex = 0
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LogGreen("data.groups[1]:"..data.groups[1])
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Timer.New(function()
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this:StackPop()
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end,data.groups[1],1,false):Start()
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elseif data.eventType == 10 then --保持某方向移动
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this.eventIndex = 0
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this:RunMap()
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this:RunMap(data.eventType)
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end
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end
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@ -313,14 +391,14 @@ function this.ReSetLive2d()
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Util.ClearChild(this.right2dRoot.transform)
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end
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function this:RunMap()
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function this:RunMap(indexType)
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if this.startTimer then
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this.startTimer:Stop()
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this.startTimer = nil
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end
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this.startTimer = Timer.New(function ()
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for k,v in pairs(this.PlayerGrouops) do
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v:RunMap()
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v:RunMap(indexType)
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end
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end,0.1)
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this.startTimer:Start()
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@ -352,7 +430,7 @@ function this:RunMap()
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end
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function StoryMapPanel:OnSortingOrderChange()
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newSortingOrder = self.sortingOrder
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end
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--界面关闭时调用(用于子类重写)
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@ -366,6 +444,10 @@ function StoryMapPanel:OnClose()
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this.startTimer = nil
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end
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lastLive2DId = 0
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this.showDiaLog = false
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this.dialog.gameObject:SetActive(false)
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this.GoOn.gameObject:SetActive(false)
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this.showImg:SetActive(false)
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this.ReSetLive2d()
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this.callList:Clear()
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this.triggerEvent = {}
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@ -378,6 +460,33 @@ function StoryMapPanel:OnClose()
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this.startTimer1 = nil
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end
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this.map.transform.localPosition = Vector3.New(0,0,0)
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if this.effectBrowList then
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for i = 1 ,#this.effectBrowList do
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this.effectBrowList[i].gameObject:SetActive(false)
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poolManager:UnLoadAsset(this.effectBrowList[i].name, this.effectBrowList[i], PoolManager.AssetType.GameObject)
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end
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this.effectBrowList = nil
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end
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if this.UI_Effect_ChuFaEffect_01 then
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poolManager:UnLoadAsset("UI_Effect_ChuFaEffect_01", this.UI_Effect_ChuFaEffect_01, PoolManager.AssetType.GameObject)
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this.UI_Effect_ChuFaEffect_01 = nil
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end
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if this.UI_Effect_ChuFaEffect_02 then
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poolManager:UnLoadAsset("UI_Effect_ChuFaEffect_02", this.UI_Effect_ChuFaEffect_02, PoolManager.AssetType.GameObject)
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this.UI_Effect_ChuFaEffect_02 = nil
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end
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if this.UI_Effect_ChuFaEffect_03 then
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poolManager:UnLoadAsset("UI_Effect_ChuFaEffect_03", this.UI_Effect_ChuFaEffect_03, PoolManager.AssetType.GameObject)
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this.UI_Effect_ChuFaEffect_03 = nil
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end
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if this.UI_Effect_ChuFaEffect_04 then
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poolManager:UnLoadAsset("UI_Effect_ChuFaEffect_04", this.UI_Effect_ChuFaEffect_04, PoolManager.AssetType.GameObject)
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this.UI_Effect_ChuFaEffect_04 = nil
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end
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if this.UI_Effect_ChuFaEffect_05 then
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poolManager:UnLoadAsset("UI_Effect_ChuFaEffect_05", this.UI_Effect_ChuFaEffect_05, PoolManager.AssetType.GameObject)
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this.UI_Effect_ChuFaEffect_05 = nil
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end
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end
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--界面销毁时调用(用于子类重写)
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@ -74,12 +74,12 @@ function SingleStoryPlayerView:SetRoads0(data)
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table.insert(self.roadsList[index],road)
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end
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end
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for k,v in ipairs(self.roadsList) do
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LogGreen("Monster k:"..k.." dirList:"..self.dirList[k])
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for n,m in ipairs(v) do
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LogGreen("Monster k:"..k.." n:"..n.." vec:"..tostring(m.vec))
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end
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end
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-- for k,v in ipairs(self.roadsList) do
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-- LogGreen("Monster k:"..k.." dirList:"..self.dirList[k])
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-- for n,m in ipairs(v) do
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-- LogGreen("Monster k:"..k.." n:"..n.." vec:"..tostring(m.vec))
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-- end
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-- end
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self.startPos = self.roadsList[1][1].vec
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local pointId = tonumber(data[1])
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self.playerLiveView = MonsterLiveView:New(self.roleRoot,pointId)
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@ -123,17 +123,17 @@ function SingleStoryPlayerView:SetRoads1(data)
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table.insert(self.roadsList[index],road)
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end
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end
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for k,v in ipairs(self.roadsList) do
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LogGreen("Player k:"..k.." dirList:"..self.dirList[k])
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for n,m in ipairs(v) do
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LogGreen("Player k:"..k.." n:"..n.." vec:"..tostring(m.vec))
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end
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end
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-- for k,v in ipairs(self.roadsList) do
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-- LogGreen("Player k:"..k.." dirList:"..self.dirList[k])
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-- for n,m in ipairs(v) do
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-- LogGreen("Player k:"..k.." n:"..n.." vec:"..tostring(m.vec))
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||||
-- end
|
||||
-- end
|
||||
self.startPos = self.roadsList[1][1].vec
|
||||
self:SetWalkDir(self.dirList[1])
|
||||
end
|
||||
|
||||
function SingleStoryPlayerView:RunMap()
|
||||
function SingleStoryPlayerView:RunMap(isSetRoleDir)
|
||||
self.roadsIndex = 0
|
||||
self.state = 1
|
||||
self.index = self.index + 1
|
||||
|
@ -152,7 +152,13 @@ function SingleStoryPlayerView:RunMap()
|
|||
if data.indexType == 2 then
|
||||
go = self.parent.map
|
||||
end
|
||||
local dis = math.abs(self:SetRoleDirAction(data.vec,go,data.indexType))
|
||||
local dis
|
||||
LogGreen("isSetRoleDir:"..isSetRoleDir)
|
||||
if data.indexType == 2 or isSetRoleDir == 10 then
|
||||
dis = math.abs(self:SetRoleDirAction(data.vec,go,false))
|
||||
else
|
||||
dis = math.abs(self:SetRoleDirAction(data.vec,go,true))
|
||||
end
|
||||
local speed = 0
|
||||
if data.indexType ~= 0 then
|
||||
speed = (1/600)*dis
|
||||
|
@ -179,28 +185,28 @@ function SingleStoryPlayerView:SetRoleDirAction(pos,go,indexType)
|
|||
local du = pos.x - go.transform.localPosition.x
|
||||
local dy = pos.y - go.transform.localPosition.y
|
||||
if du > 0 then
|
||||
if indexType ~= 2 then
|
||||
if indexType then
|
||||
self:SetWalkDir(WALK_DIR.RUN_RIGHT)
|
||||
self.eventpoint = 4
|
||||
end
|
||||
self.eventpoint = 4
|
||||
return du
|
||||
elseif du < 0 then
|
||||
if indexType ~= 2 then
|
||||
if indexType then
|
||||
self:SetWalkDir(WALK_DIR.RUN_LEFT)
|
||||
self.eventpoint = 3
|
||||
end
|
||||
self.eventpoint = 3
|
||||
return du
|
||||
elseif dy < 0 then
|
||||
if indexType ~= 2 then
|
||||
if indexType then
|
||||
self:SetWalkDir(WALK_DIR.RUN_DOWN)
|
||||
self.eventpoint = 1
|
||||
end
|
||||
self.eventpoint = 1
|
||||
return dy
|
||||
elseif dy > 0 then
|
||||
if indexType ~= 2 then
|
||||
if indexType then
|
||||
self:SetWalkDir(WALK_DIR.RUN_UP)
|
||||
self.eventpoint = 2
|
||||
end
|
||||
self.eventpoint = 2
|
||||
return dy
|
||||
end
|
||||
return 0
|
||||
|
|
Loading…
Reference in New Issue