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)"