diff --git a/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassMainPanel.lua b/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassMainPanel.lua index 9931c5570c..b0a6dfe32a 100644 --- a/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassMainPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassMainPanel.lua @@ -419,25 +419,27 @@ function FightPointPassMainPanel:OnShow() -- 调用onshow invadeMonster:OnShow() + local curName = GetLanguageStrById(fightLevelConfig[FightPointPassManager.curOpenFight].Name) + local curDifficulty = fightLevelConfig[FightPointPassManager.curOpenFight].Difficulty + local chapterId = 0 + local str = "" + if not FightPointPassManager.IsChapterClossState() then + chapterId = math.floor(FightPointPassManager.lastPassFightId / 1000) + str = GetLanguageStrById(fightLevelConfig[FightPointPassManager.lastPassFightId].Name) + else + str = string.format("%s ", textColor[curDifficulty], curName) + chapterId = FightPointPassManager.GetCurChapterIndex() + end + this.areaName.text = str + if GetCurLanguage() ~= 0 then + this.areaName.gameObject.transform.localPosition = Vector2.New(0,0) + end + this.chapterName.text = GetLanguageStrById(fightLevelSetConfig[chapterId].Name) + + if not hasLoad then timePressStarted = Time.realtimeSinceStartup isAnimActive = false - local curName = GetLanguageStrById(fightLevelConfig[FightPointPassManager.curOpenFight].Name) - local curDifficulty = fightLevelConfig[FightPointPassManager.curOpenFight].Difficulty - local chapterId = 0 - local str = "" - if not FightPointPassManager.IsChapterClossState() then - chapterId = math.floor(FightPointPassManager.lastPassFightId / 1000) - str = GetLanguageStrById(fightLevelConfig[FightPointPassManager.lastPassFightId].Name) - else - str = string.format("%s ", textColor[curDifficulty], curName) - chapterId = FightPointPassManager.GetCurChapterIndex() - end - this.areaName.text = str - if GetCurLanguage() ~= 0 then - this.areaName.gameObject.transform.localPosition = Vector2.New(0,0) - end - this.chapterName.text = GetLanguageStrById(fightLevelSetConfig[chapterId].Name) -- 奖励预览 this.IntiReward() @@ -694,10 +696,22 @@ function this.ExcuteBattle() PopupTipPanel.ShowTip(tip) return end - -- 检测是否有前置引导 - GuideManager.BeforeFightCheck(curFightId, function() - this.SetInitAnim() - end) + -- 判断是否是剧情节点 + if fightLevelConfig[curFightId].StoryId > 0 then + StoryManager.EventTrigger(fightLevelConfig[curFightId].StoryId, function() + FightPointPassManager.ExecuteFightStory(curFightId, function(drop) + UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1, function() + this:OnShow() + end) + end) + end) + else + -- 检测是否有前置引导 + GuideManager.BeforeFightCheck(curFightId, function() + this.SetInitAnim() + end) + end + end diff --git a/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassManager.lua b/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassManager.lua index 57ad86464e..8ba33f3307 100644 --- a/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassManager.lua @@ -352,6 +352,17 @@ function this.ExecuteFightBattle(monsterGroupId, fightId, callBack) UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.STORY_FIGHT, callBack, fightId) end) end +-- 剧情关卡 +function this.ExecuteFightStory(fightId, func) + NetManager.LevelStarFightDataRequest("", fightId, function (msg) + NetManager.MapFightResultRequest(10000, "", fightId, BATTLE_TYPE.STORY_FIGHT, function (msg) + -- this.lastBattleResult.drop = msg.enventDrop + if func then + func(msg.enventDrop) + end + end) + end) +end -- 获取当前章节数 function this.GetCurChapterIndex() diff --git a/Assets/ManagedResources/~Lua/Modules/Likability/LikeAbilityPanel.lua b/Assets/ManagedResources/~Lua/Modules/Likability/LikeAbilityPanel.lua index 2a3c90b83b..5b19f76c4d 100644 --- a/Assets/ManagedResources/~Lua/Modules/Likability/LikeAbilityPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Likability/LikeAbilityPanel.lua @@ -231,7 +231,7 @@ function LikeAbilityPanel:SingleHeroDataShow(_go,data) local bg = Util.GetGameObject(card, "bg") local icon = Util.GetGameObject(card, "icon"):GetComponent("Image") icon.sprite = self.spLoader:LoadSprite(GetResourcePath(data.Painting)) - SetHEeroLiveToward(icon.gameObject,data.Toward) + --SetHEeroLiveToward(icon.gameObject,data.Toward) SetHeroBg(self.spLoader,card ,bg ,data.Star,data.Quality) local pro = Util.GetGameObject(_go.transform, "card/pro/Image"):GetComponent("Image") pro.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(data.PropertyName)) diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua index 4a903289cc..19b2e99dd1 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua @@ -716,7 +716,10 @@ function this:ChangeCurentHeroSkinLive(herodata) end if herodata then this.curLiveObj=HeroManager.LoadHerolive1(herodata,this.curObj) - SetHEeroLiveToward(this.curLiveObj,herodata.heroConfig.Toward) + if herodata.heroConfig then + SetHEeroLiveToward(this.curLiveObj,herodata.heroConfig.Toward) + end + -- 临时保存皮肤位置 curHeroPosition = herodata.Position else diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleUpStarSuccessPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleUpStarSuccessPanel.lua index f9b7376c18..e0f12dce30 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleUpStarSuccessPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleUpStarSuccessPanel.lua @@ -109,6 +109,7 @@ function RoleUpStarSuccessPanel:OnOpen(...) Vector3.one * curHeroData.heroConfig.Scale, Vector3.New(curHeroData.heroConfig.Position[1],curHeroData.heroConfig.Position[2],0)) SetHeroStars(this.spLoader, this.starGrid, curHeroData.star+1,1,Vector2.New(60,60),-11,Vector2.New(0.5,0.5)) Util.SetParticleSortLayer(this.starGrid,self.sortingOrder + 1) + SetHEeroLiveToward(this.LiveGO,curHeroData.heroConfig.Toward) this.profession.sprite = this.spLoader:LoadSprite(GetHeroPosStr(curHeroData.heroConfig.Profession)) LogPink("curHeroData.heroConfig.PropertyName"..curHeroData.heroConfig.PropertyName) diff --git a/Assets/ManagedResources/~Lua/View/JumpViewNew.lua b/Assets/ManagedResources/~Lua/View/JumpViewNew.lua index 5a113fff89..ed7918209e 100644 --- a/Assets/ManagedResources/~Lua/View/JumpViewNew.lua +++ b/Assets/ManagedResources/~Lua/View/JumpViewNew.lua @@ -73,6 +73,9 @@ function JumpViewNew:OnOpen(jumpId,heroConfig,parent) elseif self.jumpSData.Type == JumpType.ZhuTiHuoDong then self.costIconPos.gameObject:SetActive(false) self.desc.text = "每期轮替可召唤的神将" + elseif self.jumpSData.Type == JumpType.StateActivity then + self.costIconPos.gameObject:SetActive(false) + self.desc.text = "需要设置为心愿神将" elseif self.jumpSData.Type == JumpType.Store then if self.jumpSData.Skipfactor[1] == SHOP_TYPE.ENDLESS_SHOP then self.info.text = self.info.text.."(需刷新)"