森罗调整
parent
9ed616d8be
commit
d3caa3d4cf
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@ -55,7 +55,7 @@ function this:InitComponent()
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-- 试炼副本相关组件
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-- 试炼副本相关组件
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this.leftUp = Util.GetGameObject(self.gameObject, "leftUp")
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this.leftUp = Util.GetGameObject(self.gameObject, "leftUp")
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this.leftRelife = Util.GetGameObject(self.gameObject, "leftDown/leftLifeRoot")
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-- this.leftRelife = Util.GetGameObject(self.gameObject, "leftDown/leftLifeRoot")
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this.centerDonwn = Util.GetGameObject(self.gameObject, "centerDown")
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this.centerDonwn = Util.GetGameObject(self.gameObject, "centerDown")
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missionView.InitComponent(self.gameObject, this)
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missionView.InitComponent(self.gameObject, this)
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@ -297,7 +297,7 @@ end
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-- 根据副本的类型显示组件
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-- 根据副本的类型显示组件
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function this.InitCompShow(type)
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function this.InitCompShow(type)
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this.leftUp:SetActive(type == 2)
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this.leftUp:SetActive(type == 2)
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this.leftRelife:SetActive(type == 2)
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-- this.leftRelife:SetActive(type == 2)
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this.centerDonwn:SetActive(true)
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this.centerDonwn:SetActive(true)
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end
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end
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@ -497,7 +497,6 @@ function this.OnMapOut(nextMapId, outType)
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distMapId = nextMapId
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distMapId = nextMapId
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end
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end
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LogPink("MapTrialManager.curTowerLevel"..MapTrialManager.curTowerLevel)
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NetManager.MapOutRequest(outType, function (msg)
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NetManager.MapOutRequest(outType, function (msg)
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if nextMapId == 100 or nextMapId == 0 then
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if nextMapId == 100 or nextMapId == 0 then
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this.BackHome()
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this.BackHome()
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@ -76,7 +76,6 @@ end
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-- 进入下一层
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-- 进入下一层
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function this.GoNextLevel()
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function this.GoNextLevel()
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local curMapId = trailConfig[MapTrialManager.curTowerLevel + 1].MapId
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local curMapId = trailConfig[MapTrialManager.curTowerLevel + 1].MapId
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LogGreen("下一普通层的ID是:"..curMapId)
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this.isChangeLevel = true
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this.isChangeLevel = true
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out, curMapId, 1)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out, curMapId, 1)
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this.bossType = 0
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this.bossType = 0
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@ -116,7 +115,6 @@ end
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-- 黄四郎:好
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-- 黄四郎:好
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function this.GoSurprisedLevel()
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function this.GoSurprisedLevel()
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local mapId = this.GetSurprisedLevelMapId()
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local mapId = this.GetSurprisedLevelMapId()
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LogGreen("下一惊喜层的ID是:"..mapId)
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this.isChangeLevel = true
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this.isChangeLevel = true
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out, mapId, 1)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out, mapId, 1)
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this.bossType = 0
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this.bossType = 0
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@ -127,7 +125,6 @@ function this.GetSurprisedLevelMapId()
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if MapTrialManager.curTowerLevel < 10000 then
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if MapTrialManager.curTowerLevel < 10000 then
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MapTrialManager.curTowerLevel = MapTrialManager.curTowerLevel + 10000
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MapTrialManager.curTowerLevel = MapTrialManager.curTowerLevel + 10000
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end
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end
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LogRed("MapTrialManager.curTowerLevel"..MapTrialManager.curTowerLevel)
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local mId = 0
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local mId = 0
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for mapId, _ in ConfigPairs(trailConfig) do
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for mapId, _ in ConfigPairs(trailConfig) do
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if mapId >= MapTrialManager.curTowerLevel then
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if mapId >= MapTrialManager.curTowerLevel then
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@ -135,7 +132,6 @@ function this.GetSurprisedLevelMapId()
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break
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break
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end
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end
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end
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end
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LogPink("trailConfig[mId].MapId"..trailConfig[mId].MapId)
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return trailConfig[mId].MapId
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return trailConfig[mId].MapId
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end
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end
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@ -21,8 +21,8 @@ function this.InitComponent(gameObject, mapPanel)
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--this.btnSet = Util.GetGameObject(gameObject, "rightUp/btnSetting")
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--this.btnSet = Util.GetGameObject(gameObject, "rightUp/btnSetting")
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-- 显示任务时间
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-- 显示任务时间
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this.timeText = Util.GetGameObject(gameObject, "leftDown/timeRoot/Time"):GetComponent("Text")
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-- this.timeText = Util.GetGameObject(gameObject, "leftDown/timeRoot/Time"):GetComponent("Text")
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this.timeRoot = Util.GetGameObject(gameObject, "leftDown/timeRoot")
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-- this.timeRoot = Util.GetGameObject(gameObject, "leftDown/timeRoot")
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-- 任务展开
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-- 任务展开
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this.btnExpand = Util.GetGameObject(gameObject, "TargetRoot/btnExpand")
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this.btnExpand = Util.GetGameObject(gameObject, "TargetRoot/btnExpand")
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this.imgUp = Util.GetGameObject(gameObject, "TargetRoot/btnExpand/imgUp")
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this.imgUp = Util.GetGameObject(gameObject, "TargetRoot/btnExpand/imgUp")
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@ -114,7 +114,7 @@ end
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-- 初始化任务组件显示
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-- 初始化任务组件显示
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function this.SetTargetShow()
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function this.SetTargetShow()
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-- this.targetRoot:SetActive(CarbonManager.difficulty ~= 4)
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-- this.targetRoot:SetActive(CarbonManager.difficulty ~= 4)
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this.timeRoot:SetActive(false)
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-- this.timeRoot:SetActive(false)
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end
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end
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-- 设置副本任务时间
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-- 设置副本任务时间
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@ -125,7 +125,7 @@ function this.OnMissionTimeChange(time)
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if CarbonManager.difficulty ~= 2 then
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if CarbonManager.difficulty ~= 2 then
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this.NormalShowTime(time)
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this.NormalShowTime(time)
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end
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end
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this.timeRoot:SetActive(true)
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-- this.timeRoot:SetActive(true)
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end
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end
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end
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end
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@ -137,7 +137,7 @@ function this.InitMissionState()
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-- 副本任务初始化
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-- 副本任务初始化
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if isOpen == false then
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if isOpen == false then
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this.DragCtrl:SetActive(false)
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this.DragCtrl:SetActive(false)
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this.timeText.text = ""
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-- this.timeText.text = ""
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-- 初始化任务显示
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-- 初始化任务显示
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this.InitComp()
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this.InitComp()
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Log(Language[11306])
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Log(Language[11306])
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@ -221,10 +221,10 @@ function this.InitCarbonData()
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if MapManager.curMapId == 100 then --序章特殊处理,默认不能跳过战斗
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if MapManager.curMapId == 100 then --序章特殊处理,默认不能跳过战斗
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CarbonManager.isPassFight = false
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CarbonManager.isPassFight = false
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--this.btnSet:SetActive(false)
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--this.btnSet:SetActive(false)
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this.timeText.gameObject:SetActive(false)
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-- this.timeText.gameObject:SetActive(false)
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else
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else
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CarbonManager.isPassFight = true
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CarbonManager.isPassFight = true
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this.timeText.gameObject:SetActive(true)
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-- this.timeText.gameObject:SetActive(true)
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end
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end
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end
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end
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@ -435,7 +435,7 @@ function this.NormalShowTime(time)
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newTime = time
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newTime = time
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end
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end
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this.timeText.text = this.FormatTime(newTime)
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-- this.timeText.text = this.FormatTime(newTime)
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local isTimeToFuckOut = false
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local isTimeToFuckOut = false
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if time >= data.MapTime then
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if time >= data.MapTime then
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