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

dev_chengFeng
gaoxin 2021-06-01 16:30:22 +08:00
commit d688a013bb
2 changed files with 388 additions and 42 deletions

View File

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View File

@ -4,8 +4,6 @@ local this = FightLevelSingleChapterPanel
local sortingOrder = 0
local boxList = {}
local levelList = {}
local levelListEffect = {}
local starListEffect = {}
local chapterId = 0
local chapterData = {}
local allMissionDailyBoxItemPres = {}
@ -27,8 +25,6 @@ function FightLevelSingleChapterPanel:InitComponent()
this.prb = Util.GetGameObject(self.gameObject, "middle/prb")
this.rect = Util.GetGameObject(self.gameObject, "middle/rect")
levelList = {}
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
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
@ -252,6 +256,7 @@ function this.SetSingleLevel(levelDatas)
PopupTipPanel.ShowTip(string.format("到达%s级后解锁",levelDatas[i].config.LevelLimit))
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