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

dev_chengFeng
jiaoyangna 2021-11-27 17:59:23 +08:00
commit da2cff54a4
6 changed files with 54 additions and 22 deletions

View File

@ -419,9 +419,6 @@ function FightPointPassMainPanel:OnShow()
-- 调用onshow
invadeMonster:OnShow()
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
@ -439,6 +436,11 @@ function FightPointPassMainPanel:OnShow()
end
this.chapterName.text = GetLanguageStrById(fightLevelSetConfig[chapterId].Name)
if not hasLoad then
timePressStarted = Time.realtimeSinceStartup
isAnimActive = false
-- 奖励预览
this.IntiReward()
-- 刷新关卡按钮状态
@ -694,12 +696,24 @@ function this.ExcuteBattle()
PopupTipPanel.ShowTip(tip)
return
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
function FightPointPassMainPanel:OnSortingOrderChange()
invadeMonster:OnSortingOrderChange()

View File

@ -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()

View File

@ -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))

View File

@ -716,7 +716,10 @@ function this:ChangeCurentHeroSkinLive(herodata)
end
if herodata then
this.curLiveObj=HeroManager.LoadHerolive1(herodata,this.curObj)
if herodata.heroConfig then
SetHEeroLiveToward(this.curLiveObj,herodata.heroConfig.Toward)
end
-- 临时保存皮肤位置
curHeroPosition = herodata.Position
else

View File

@ -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)

View File

@ -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)"