Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
commit
da2cff54a4
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@ -419,25 +419,27 @@ function FightPointPassMainPanel:OnShow()
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-- 调用onshow
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-- 调用onshow
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invadeMonster:OnShow()
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invadeMonster:OnShow()
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local curName = GetLanguageStrById(fightLevelConfig[FightPointPassManager.curOpenFight].Name)
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local curDifficulty = fightLevelConfig[FightPointPassManager.curOpenFight].Difficulty
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local chapterId = 0
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local str = ""
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if not FightPointPassManager.IsChapterClossState() then
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chapterId = math.floor(FightPointPassManager.lastPassFightId / 1000)
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str = GetLanguageStrById(fightLevelConfig[FightPointPassManager.lastPassFightId].Name)
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else
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str = string.format("<color=#%s>%s</color> ", textColor[curDifficulty], curName)
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chapterId = FightPointPassManager.GetCurChapterIndex()
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end
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this.areaName.text = str
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if GetCurLanguage() ~= 0 then
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this.areaName.gameObject.transform.localPosition = Vector2.New(0,0)
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end
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this.chapterName.text = GetLanguageStrById(fightLevelSetConfig[chapterId].Name)
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if not hasLoad then
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if not hasLoad then
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timePressStarted = Time.realtimeSinceStartup
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timePressStarted = Time.realtimeSinceStartup
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isAnimActive = false
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isAnimActive = false
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local curName = GetLanguageStrById(fightLevelConfig[FightPointPassManager.curOpenFight].Name)
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local curDifficulty = fightLevelConfig[FightPointPassManager.curOpenFight].Difficulty
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local chapterId = 0
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local str = ""
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if not FightPointPassManager.IsChapterClossState() then
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chapterId = math.floor(FightPointPassManager.lastPassFightId / 1000)
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str = GetLanguageStrById(fightLevelConfig[FightPointPassManager.lastPassFightId].Name)
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else
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str = string.format("<color=#%s>%s</color> ", textColor[curDifficulty], curName)
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chapterId = FightPointPassManager.GetCurChapterIndex()
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end
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this.areaName.text = str
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if GetCurLanguage() ~= 0 then
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this.areaName.gameObject.transform.localPosition = Vector2.New(0,0)
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end
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this.chapterName.text = GetLanguageStrById(fightLevelSetConfig[chapterId].Name)
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-- 奖励预览
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-- 奖励预览
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this.IntiReward()
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this.IntiReward()
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@ -694,10 +696,22 @@ function this.ExcuteBattle()
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PopupTipPanel.ShowTip(tip)
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PopupTipPanel.ShowTip(tip)
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return
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return
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end
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end
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-- 检测是否有前置引导
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-- 判断是否是剧情节点
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GuideManager.BeforeFightCheck(curFightId, function()
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if fightLevelConfig[curFightId].StoryId > 0 then
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this.SetInitAnim()
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StoryManager.EventTrigger(fightLevelConfig[curFightId].StoryId, function()
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end)
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FightPointPassManager.ExecuteFightStory(curFightId, function(drop)
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UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1, function()
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this:OnShow()
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end)
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end)
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end)
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else
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-- 检测是否有前置引导
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GuideManager.BeforeFightCheck(curFightId, function()
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this.SetInitAnim()
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end)
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end
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end
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end
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@ -352,6 +352,17 @@ function this.ExecuteFightBattle(monsterGroupId, fightId, callBack)
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UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.STORY_FIGHT, callBack, fightId)
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UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.STORY_FIGHT, callBack, fightId)
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end)
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end)
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end
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end
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-- 剧情关卡
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function this.ExecuteFightStory(fightId, func)
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NetManager.LevelStarFightDataRequest("", fightId, function (msg)
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NetManager.MapFightResultRequest(10000, "", fightId, BATTLE_TYPE.STORY_FIGHT, function (msg)
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-- this.lastBattleResult.drop = msg.enventDrop
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if func then
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func(msg.enventDrop)
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end
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end)
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end)
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end
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-- 获取当前章节数
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-- 获取当前章节数
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function this.GetCurChapterIndex()
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function this.GetCurChapterIndex()
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@ -231,7 +231,7 @@ function LikeAbilityPanel:SingleHeroDataShow(_go,data)
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local bg = Util.GetGameObject(card, "bg")
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local bg = Util.GetGameObject(card, "bg")
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local icon = Util.GetGameObject(card, "icon"):GetComponent("Image")
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local icon = Util.GetGameObject(card, "icon"):GetComponent("Image")
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icon.sprite = self.spLoader:LoadSprite(GetResourcePath(data.Painting))
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icon.sprite = self.spLoader:LoadSprite(GetResourcePath(data.Painting))
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SetHEeroLiveToward(icon.gameObject,data.Toward)
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--SetHEeroLiveToward(icon.gameObject,data.Toward)
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SetHeroBg(self.spLoader,card ,bg ,data.Star,data.Quality)
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SetHeroBg(self.spLoader,card ,bg ,data.Star,data.Quality)
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local pro = Util.GetGameObject(_go.transform, "card/pro/Image"):GetComponent("Image")
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local pro = Util.GetGameObject(_go.transform, "card/pro/Image"):GetComponent("Image")
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pro.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(data.PropertyName))
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pro.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(data.PropertyName))
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@ -716,7 +716,10 @@ function this:ChangeCurentHeroSkinLive(herodata)
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end
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end
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if herodata then
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if herodata then
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this.curLiveObj=HeroManager.LoadHerolive1(herodata,this.curObj)
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this.curLiveObj=HeroManager.LoadHerolive1(herodata,this.curObj)
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SetHEeroLiveToward(this.curLiveObj,herodata.heroConfig.Toward)
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if herodata.heroConfig then
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SetHEeroLiveToward(this.curLiveObj,herodata.heroConfig.Toward)
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end
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-- 临时保存皮肤位置
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-- 临时保存皮肤位置
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curHeroPosition = herodata.Position
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curHeroPosition = herodata.Position
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else
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else
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@ -109,6 +109,7 @@ function RoleUpStarSuccessPanel:OnOpen(...)
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Vector3.one * curHeroData.heroConfig.Scale, Vector3.New(curHeroData.heroConfig.Position[1],curHeroData.heroConfig.Position[2],0))
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Vector3.one * curHeroData.heroConfig.Scale, Vector3.New(curHeroData.heroConfig.Position[1],curHeroData.heroConfig.Position[2],0))
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SetHeroStars(this.spLoader, this.starGrid, curHeroData.star+1,1,Vector2.New(60,60),-11,Vector2.New(0.5,0.5))
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SetHeroStars(this.spLoader, this.starGrid, curHeroData.star+1,1,Vector2.New(60,60),-11,Vector2.New(0.5,0.5))
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Util.SetParticleSortLayer(this.starGrid,self.sortingOrder + 1)
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Util.SetParticleSortLayer(this.starGrid,self.sortingOrder + 1)
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SetHEeroLiveToward(this.LiveGO,curHeroData.heroConfig.Toward)
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this.profession.sprite = this.spLoader:LoadSprite(GetHeroPosStr(curHeroData.heroConfig.Profession))
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this.profession.sprite = this.spLoader:LoadSprite(GetHeroPosStr(curHeroData.heroConfig.Profession))
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LogPink("curHeroData.heroConfig.PropertyName"..curHeroData.heroConfig.PropertyName)
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LogPink("curHeroData.heroConfig.PropertyName"..curHeroData.heroConfig.PropertyName)
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@ -73,6 +73,9 @@ function JumpViewNew:OnOpen(jumpId,heroConfig,parent)
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elseif self.jumpSData.Type == JumpType.ZhuTiHuoDong then
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elseif self.jumpSData.Type == JumpType.ZhuTiHuoDong then
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self.costIconPos.gameObject:SetActive(false)
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self.costIconPos.gameObject:SetActive(false)
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self.desc.text = "每期轮替可召唤的神将"
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self.desc.text = "每期轮替可召唤的神将"
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elseif self.jumpSData.Type == JumpType.StateActivity then
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self.costIconPos.gameObject:SetActive(false)
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self.desc.text = "需要设置为心愿神将"
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elseif self.jumpSData.Type == JumpType.Store then
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elseif self.jumpSData.Type == JumpType.Store then
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if self.jumpSData.Skipfactor[1] == SHOP_TYPE.ENDLESS_SHOP then
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if self.jumpSData.Skipfactor[1] == SHOP_TYPE.ENDLESS_SHOP then
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self.info.text = self.info.text.."(需刷新)"
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self.info.text = self.info.text.."(需刷新)"
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