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levelListEffect = {} - starListEffect = {} this.rewardBoxParent = Util.GetGameObject(self.gameObject, "middle/rewardBg/btnList") this.progressBottom = Util.GetGameObject(self.gameObject, "middle/rewardBg/progressBottom/Image"):GetComponent("Image") for i = 1, 3 do @@ -50,6 +46,7 @@ function FightLevelSingleChapterPanel:InitComponent() this.pointPre = Util.GetGameObject(self.gameObject, "middle/pointPre") this.pointParent = Util.GetGameObject(self.gameObject, "middle/pointParent") this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft }) + this.mask = Util.GetGameObject(self.gameObject, "mask") end --绑定事件(用于子类重写) @@ -70,16 +67,9 @@ function FightLevelSingleChapterPanel:BindEvent() end function FightLevelSingleChapterPanel:OnSortingOrderChange() --特效层级重设 - if starListEffect and #starListEffect > 0 then - for i=1,#starListEffect do - -- Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - sortingOrder) - Util.SetParticleSortLayer(starListEffect[i], self.sortingOrder + 1) - end - end - if levelListEffect and #levelListEffect > 0 then - for i=1,#levelListEffect do - -- Util.AddParticleSortLayer(levelListEffect[i], self.sortingOrder - sortingOrder) - Util.SetParticleSortLayer(levelListEffect[i], self.sortingOrder + 1) + if levelList and #levelList > 0 then + for i=1,#levelList do + Util.SetParticleSortLayer(levelList[i], self.sortingOrder + 1) end sortingOrder = self.sortingOrder end @@ -87,6 +77,7 @@ end --界面打开时调用(用于子类重写) function FightLevelSingleChapterPanel:OnOpen(_chapterId) chapterId = _chapterId + this.mask:SetActive(false) -- SoundManager.PlaySound(SoundConfig.Sound_WorldMap) this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main }) end @@ -168,10 +159,6 @@ function this.SetSingleLevel(levelDatas) go.transform.localScale = Vector3.one go.transform.localPosition = Vector3.zero levelList[i] = go - levelListEffect[i] = Util.GetGameObject(go, "UI_Effect_Kuang_JinSe") - for j = 1, 3 do - starListEffect[i] = Util.GetGameObject(go, "isFirst/Fx_star_looping (".. j ..")") - end end go.gameObject:SetActive(false) end @@ -191,10 +178,8 @@ function this.SetSingleLevel(levelDatas) UI_Effect_Kuang_JinSe:SetActive(isOpen == 0 and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel) isFarstEffect:SetActive(levelData.isFirst and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel) for j = 1, 3 do - -- Util.AddParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder - (sortingOrder - 1)) Util.SetParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder + 1) end - -- Util.AddParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder - (sortingOrder - 1)) Util.SetParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder + 1) if levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then --主关卡 prb1:SetActive(true) @@ -228,19 +213,38 @@ function this.SetSingleLevel(levelDatas) end) elseif levelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevelReward then--副关卡奖励 prb2:SetActive(true) + local prb2Icon = Util.GetGameObject(prb2, "Icon") prb2:GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and assistantLevleDiBg[1] or assistantLevleDiBg[2]) local icon = isOpen == 0 and assistantLevleReward[1] or assistantLevleReward[2] if levelData.state == 1 then icon = assistantLevleReward[3] end - Util.GetGameObject(prb2, "Icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(icon) + if isOpen == 0 then + prb2Icon:SetActive(false) + else + prb2Icon:SetActive(true) + end + prb2Icon:GetComponent("Image").sprite = this.spLoader:LoadSprite(icon) + Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KaiQi"):SetActive(levelData.state==1) + Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KaiQi/MeiKaiQi"):SetActive(false) + Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KaiQi"):GetComponent("Animator").enabled = false + Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KaiQi/KaiQi"):SetActive(levelData.state==1) + Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KeKaiQi"):SetActive(levelData.state==0 and isOpen == 0) Util.AddOnceClick(levelList[i], function() if isOpen == 0 then if levelData.state == 0 then - FightLevelManager.FightLevelFightBattle(levelData, function() - this.OnShowPanel() - this.LeftOrRightBtnClickEvent() - end) + this.mask:SetActive(true) + Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KeKaiQi"):SetActive(false) + Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KaiQi"):SetActive(true) + Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KaiQi"):GetComponent("Animator").enabled = true + Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KaiQi/MeiKaiQi"):SetActive(true) + Timer.New(function() + FightLevelManager.FightLevelFightBattle(levelData, function() + this.OnShowPanel() + this.LeftOrRightBtnClickEvent() + this.mask:SetActive(false) + end) + end, 1, 1, true):Start() elseif levelData.state == 1 then PopupTipPanel.ShowTip("奖励已领取!") end @@ -251,7 +255,8 @@ function this.SetSingleLevel(levelDatas) elseif isOpen == 2 then PopupTipPanel.ShowTip(string.format("到达%s级后解锁!",levelDatas[i].config.LevelLimit)) end - end) + end) + Util.SetParticleSortLayer(levelList[i], this.sortingOrder + 1) elseif levelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevel then--副关卡战斗 prb3:SetActive(true) prb3:GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and assistantLevleDiBg[1] or assistantLevleDiBg[2]) @@ -272,10 +277,6 @@ function this.SetSingleLevel(levelDatas) end end) end - - -- Util.SetGray(prb1, not (isOpen == 0)) - -- Util.SetGray(prb2, not (isOpen == 0)) - -- Util.SetGray(prb3, not (isOpen == 0)) end end function this.SetlevelBox(_rewardBoxDatas) @@ -306,7 +307,6 @@ function this.SetlevelBox(_rewardBoxDatas) -- Util.GetGameObject(boxList[i], "UI_Effect_BaoXiang_KeKaiQi"):SetActive(v.state==SingleDailyMissionState.Finish) Util.GetGameObject(boxList[i], "getFinish"):SetActive(false) Util.GetGameObject(boxList[i], "redPoint"):SetActive(false) - -- LogYellow("missionConfigData.state ".._rewardBoxDatas[i].state.." chapterData.stars "..chapterData.stars.." missionConfigData.Star "..missionConfigData.Star) if _rewardBoxDatas[i].state == 0 then if chapterData.stars >= missionConfigData.Star then Util.GetGameObject(boxList[i], "redPoint"):SetActive(true) @@ -331,7 +331,6 @@ function this.SetlevelBox(_rewardBoxDatas) elseif _rewardBoxDatas[i].state == 1 then Util.GetGameObject(boxList[i], "getFinish"):SetActive(true) Util.AddOnceClick(boxList[i], function() - -- PopupTipPanel.ShowTip("奖励已领取!") this.FindBoxRewardInfo(missionConfigData) end) end @@ -342,7 +341,6 @@ end --左右按钮 function this.LeftOrRightBtnClickEvent(index) --index 为空时 刷新下左右按钮的显示 下一章节未开启的时候不显示右按钮 相反 - -- chapterData = FightLevelManager.GetChapterData(chapterId) local upChapterId = chapterData.chapterId - 1 local upChapterData = FightLevelManager.GetChapterData(upChapterId) local canLeft = true