【山河社稷图】提交

dev_chengFeng
zhangqiang 2021-05-13 09:56:11 +08:00
parent 1ed38be14a
commit da33b98dfb
20 changed files with 85885 additions and 6980 deletions

View File

@ -275,7 +275,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0, y: -16}
m_AnchoredPosition: {x: 0, y: -67.3}
m_SizeDelta: {x: 624, y: 624}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &4726216130476568604
@ -499,7 +499,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0, y: -286.7}
m_AnchoredPosition: {x: 0, y: -338}
m_SizeDelta: {x: 104, y: 91}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &5508371999065688679
@ -652,7 +652,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: -181, y: 137}
m_AnchoredPosition: {x: -181, y: 85.7}
m_SizeDelta: {x: 100, y: 100}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &5508371999245423290
@ -1473,7 +1473,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0, y: -18}
m_AnchoredPosition: {x: 0, y: -69.3}
m_SizeDelta: {x: 774, y: 448}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &5508372000555612674

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 931c9075a57ab7a4d981d65039dac530
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

File diff suppressed because it is too large Load Diff

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@ -1934,6 +1934,8 @@ RANK_TYPE = {
GUILDTRANSCRIPT=26,--公会排行
CELEBRATION_GUILD = 27,--社稷大典工会排行
FIGHTLEVEL_PROGRESS = 29,--山河社稷图进度
FIGHTLEVEL_STAR = 30,--山河社稷图星数
}
--东海寻仙弹窗类型
@ -2254,6 +2256,8 @@ rankKingList={ [1] = { bgImage = "r_zjm_paihangbang_banner04_zh", name = Languag
[12] = { bgImage = "r_zjm_paihangbang_banner01_zh", name = Language[12106] ,rankType = RANK_TYPE.GOLD_EXPER,activiteId = ActivityTypeDef.slhjExper,isRankingMainPanelShow = false},
[13] = { bgImage = "r_zjm_paihangbang_banner01_zh", name = Language[11007] ,rankType = RANK_TYPE.GOLD_EXPER,activiteId = ActivityTypeDef.Celebration,isRankingMainPanelShow = false},
[14] = { bgImage = "r_zjm_paihangbang_banner01_zh", name = Language[11006] ,rankType = RANK_TYPE.CELEBRATION_GUILD,activiteId = ActivityTypeDef.Celebration,isRankingMainPanelShow = false},
[15] = { bgImage = "r_zjm_paihangbang_banner01_zh", name = "排行榜" ,rankType = RANK_TYPE.FIGHTLEVEL_PROGRESS,activiteId = 0,isRankingMainPanelShow = false},
[16] = { bgImage = "r_zjm_paihangbang_banner01_zh", name = "排行榜" ,rankType = RANK_TYPE.FIGHTLEVEL_STAR,activiteId = 0,isRankingMainPanelShow = false},
}
SoulPrintSpriteByQuantity={

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@ -381,6 +381,7 @@ UIName = {
FightLevelChapterPanel = 389,--山河社稷图章节界面
FightLevelSingleChapterPanel = 390,--山河社稷图每章小关卡界面
FightLevelSingleLevelInfoPopup = 391,--山河社稷图综合二级弹窗
FightLevelOpenChapterPopup = 393,--山河社稷图开启章节弹窗
}
SubUIConfig = {

View File

@ -656,6 +656,7 @@ HARDSTAGEPLAYERINFO_HEAD_FIELD = protobuf.FieldDescriptor();
HARDSTAGEPLAYERINFO_USERNAME_FIELD = protobuf.FieldDescriptor();
HARDSTAGEPLAYERINFO_HEADFRAME_FIELD = protobuf.FieldDescriptor();
HARDSTAGEPLAYERINFO_FIGHTDATA_FIELD = protobuf.FieldDescriptor();
HARDSTAGEPLAYERINFO_POWER_FIELD = protobuf.FieldDescriptor();
HARDSTAGECHAPTERREWARD = protobuf.Descriptor();
HARDSTAGECHAPTERREWARD_ID_FIELD = protobuf.FieldDescriptor();
HARDSTAGECHAPTERREWARD_STATE_FIELD = protobuf.FieldDescriptor();
@ -663,6 +664,7 @@ HARDSTAGENODE = protobuf.Descriptor();
HARDSTAGENODE_NODEID_FIELD = protobuf.FieldDescriptor();
HARDSTAGENODE_TYPE_FIELD = protobuf.FieldDescriptor();
HARDSTAGENODE_STATE_FIELD = protobuf.FieldDescriptor();
HARDSTAGENODE_ISFIRST_FIELD = protobuf.FieldDescriptor();
HARDSTAGECHAPTER = protobuf.Descriptor();
HARDSTAGECHAPTER_CHAPTERID_FIELD = protobuf.FieldDescriptor();
HARDSTAGECHAPTER_NODE_FIELD = protobuf.FieldDescriptor();
@ -6898,11 +6900,21 @@ HARDSTAGEPLAYERINFO_FIGHTDATA_FIELD.message_type = FIGHTDATA
HARDSTAGEPLAYERINFO_FIGHTDATA_FIELD.type = 11
HARDSTAGEPLAYERINFO_FIGHTDATA_FIELD.cpp_type = 10
HARDSTAGEPLAYERINFO_POWER_FIELD.name = "power"
HARDSTAGEPLAYERINFO_POWER_FIELD.full_name = ".rpc.protocols.HardStagePlayerInfo.power"
HARDSTAGEPLAYERINFO_POWER_FIELD.number = 7
HARDSTAGEPLAYERINFO_POWER_FIELD.index = 6
HARDSTAGEPLAYERINFO_POWER_FIELD.label = 1
HARDSTAGEPLAYERINFO_POWER_FIELD.has_default_value = false
HARDSTAGEPLAYERINFO_POWER_FIELD.default_value = 0
HARDSTAGEPLAYERINFO_POWER_FIELD.type = 5
HARDSTAGEPLAYERINFO_POWER_FIELD.cpp_type = 1
HARDSTAGEPLAYERINFO.name = "HardStagePlayerInfo"
HARDSTAGEPLAYERINFO.full_name = ".rpc.protocols.HardStagePlayerInfo"
HARDSTAGEPLAYERINFO.nested_types = {}
HARDSTAGEPLAYERINFO.enum_types = {}
HARDSTAGEPLAYERINFO.fields = {HARDSTAGEPLAYERINFO_UID_FIELD, HARDSTAGEPLAYERINFO_LEVEL_FIELD, HARDSTAGEPLAYERINFO_HEAD_FIELD, HARDSTAGEPLAYERINFO_USERNAME_FIELD, HARDSTAGEPLAYERINFO_HEADFRAME_FIELD, HARDSTAGEPLAYERINFO_FIGHTDATA_FIELD}
HARDSTAGEPLAYERINFO.fields = {HARDSTAGEPLAYERINFO_UID_FIELD, HARDSTAGEPLAYERINFO_LEVEL_FIELD, HARDSTAGEPLAYERINFO_HEAD_FIELD, HARDSTAGEPLAYERINFO_USERNAME_FIELD, HARDSTAGEPLAYERINFO_HEADFRAME_FIELD, HARDSTAGEPLAYERINFO_FIGHTDATA_FIELD, HARDSTAGEPLAYERINFO_POWER_FIELD}
HARDSTAGEPLAYERINFO.is_extendable = false
HARDSTAGEPLAYERINFO.extensions = {}
HARDSTAGECHAPTERREWARD_ID_FIELD.name = "id"
@ -6962,11 +6974,21 @@ HARDSTAGENODE_STATE_FIELD.default_value = 0
HARDSTAGENODE_STATE_FIELD.type = 5
HARDSTAGENODE_STATE_FIELD.cpp_type = 1
HARDSTAGENODE_ISFIRST_FIELD.name = "isFirst"
HARDSTAGENODE_ISFIRST_FIELD.full_name = ".rpc.protocols.HardStageNode.isFirst"
HARDSTAGENODE_ISFIRST_FIELD.number = 4
HARDSTAGENODE_ISFIRST_FIELD.index = 3
HARDSTAGENODE_ISFIRST_FIELD.label = 1
HARDSTAGENODE_ISFIRST_FIELD.has_default_value = false
HARDSTAGENODE_ISFIRST_FIELD.default_value = false
HARDSTAGENODE_ISFIRST_FIELD.type = 8
HARDSTAGENODE_ISFIRST_FIELD.cpp_type = 7
HARDSTAGENODE.name = "HardStageNode"
HARDSTAGENODE.full_name = ".rpc.protocols.HardStageNode"
HARDSTAGENODE.nested_types = {}
HARDSTAGENODE.enum_types = {}
HARDSTAGENODE.fields = {HARDSTAGENODE_NODEID_FIELD, HARDSTAGENODE_TYPE_FIELD, HARDSTAGENODE_STATE_FIELD}
HARDSTAGENODE.fields = {HARDSTAGENODE_NODEID_FIELD, HARDSTAGENODE_TYPE_FIELD, HARDSTAGENODE_STATE_FIELD, HARDSTAGENODE_ISFIRST_FIELD}
HARDSTAGENODE.is_extendable = false
HARDSTAGENODE.extensions = {}
HARDSTAGECHAPTER_CHAPTERID_FIELD.name = "chapterId"

View File

@ -29,13 +29,19 @@ function FightLevelChapterPanel:BindEvent()
Util.AddClick(self.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Expedition,self.helpPos.x,self.helpPos.y)
end)
Util.AddClick(self.sortBtn, function()
UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[15],1)
end)
end
function FightLevelChapterPanel:OnSortingOrderChange()
orginLayer = self.sortingOrder
end
--界面打开时调用(用于子类重写)
function FightLevelChapterPanel:OnOpen()
-- LogYellow("sssssssssssssssss")
-- LogYellow(bit.band(1,3))
-- LogYellow(bit.band(2,3))
-- LogYellow(bit.band(4,3))
-- SoundManager.PlaySound(SoundConfig.Sound_WorldMap)
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
end

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@ -16,6 +16,7 @@ local stateList = {--状态:0-7星级状态8为荣耀三星,0为小节点未
local allChapterData = {}--所有章节信息
local curChapterId = 1--当前章节id
local curChapterLevelId = 1--当前章节中小关卡id 打一关前端自己更新一次
local isShowChapterOpenPopup = false--弹出章节开启标志
function this.Initialize()
allChapterData = {}
for index, config in ConfigPairs(HardStageChapter) do
@ -44,13 +45,16 @@ function this.Initialize()
end
end
--后端更新章节信息
function this.UpdataChapterData(msg)
function this.UpdataChapterData(msg,_isShowChapterOpenPopup)
LogYellow("msg.chapter "..#msg.chapter)
if msg then
for i = 1, #msg.chapter do
local singleHardStageChapter = allChapterData[msg.chapter[i].chapterId]
LogYellow("msg.chapter[i].chapterId "..msg.chapter[i].chapterId.." "..msg.chapter[i].stars.." node num "..#msg.chapter[i].node.." reward num "..#msg.chapter[i].reward)
singleHardStageChapter.chapterId = msg.chapter[i].chapterId
if singleHardStageChapter.chapterId > this.GetCurChapterId() and _isShowChapterOpenPopup then
this.SetisShowChapterOpenPopup(true)
end
this.SetCurChapterId(singleHardStageChapter.chapterId)
singleHardStageChapter.stars = msg.chapter[i].stars--章节获得总星数
-- singleHardStageChapter.node = {}
@ -88,7 +92,14 @@ end
function this.GetCurChapterId()
return curChapterId
end
function this.SetisShowChapterOpenPopup(_isShowChapterOpenPopup)
isShowChapterOpenPopup = _isShowChapterOpenPopup
end
function this.GetisShowChapterOpenPopup()
return isShowChapterOpenPopup
end
function this.SetCurChapterLevelId(ChapterLevelId)
LogYellow("设置最新开启的小关id "..ChapterLevelId)
curChapterLevelId = ChapterLevelId
end
function this.GetCurChapterLevelId()
@ -118,8 +129,9 @@ end
--开始战斗
local HardStageFightResponseMsg = {}
function this.FightLevelFightBattle(_fightLevelData, callBack)
LogYellow("山河社稷图请求战斗 星级 ".._fightLevelData.nodeId)
NetManager.HardStageFightRequest(_fightLevelData.nodeId, FormationTypeDef.FIGHT_LEVEL,function (msg)--FIGHT_LEVEL
-- LogYellow("ssssssssssssssssssss 9")
LogYellow("山河社稷图回复战斗 星级 "..msg.stars)
HardStageFightResponseMsg = msg
if _fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel or _fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevel then
local fightData = BattleManager.GetBattleServerData(msg,0)
@ -131,7 +143,23 @@ function this.FightLevelFightBattle(_fightLevelData, callBack)
end
end)
end
--战斗数据
function this.GetHardStageFightResponseMsg()
return HardStageFightResponseMsg
end
--红点判断
function this.GetChapterRewardBoxRedPoint()
for i = 1, #allChapterData do
if allChapterData[i].stars > 0 then
if allChapterData[i].reward and #allChapterData[i].reward > 0 then
for k = 1, #allChapterData[i].reward do
if allChapterData[i].reward[k].state == 0 and allChapterData[i].stars > allChapterData[i].reward[k].config.Star then
return true
end
end
end
end
end
return false
end
return this

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@ -0,0 +1,50 @@
require("Base/BasePanel")
FightLevelOpenChapterPopup = Inherit(BasePanel)
local this = FightLevelOpenChapterPopup
local orginLayer
local chapterDataId = 0
--初始化组件(用于子类重写)
function FightLevelOpenChapterPopup:InitComponent()
self.btnBack = Util.GetGameObject(self.gameObject, "CloseBtn")
this.titleImage = Util.GetGameObject(self.gameObject, "bg/titleImage"):GetComponent("Image")
this.chapterName = Util.GetGameObject(self.gameObject, "bg/ziImage/Text"):GetComponent("Text")
this.chapterImage = Util.GetGameObject(self.gameObject, "bg/chapterImage"):GetComponent("Image")
end
--绑定事件(用于子类重写)
function FightLevelOpenChapterPopup:BindEvent()
Util.AddClick(self.btnBack, function()
self:ClosePanel()
end)
end
function FightLevelOpenChapterPopup:OnSortingOrderChange()
orginLayer = self.sortingOrder
end
--界面打开时调用(用于子类重写)
function FightLevelOpenChapterPopup:OnOpen(_chapterDataid)
chapterDataId = _chapterDataid
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function FightLevelOpenChapterPopup:OnShow()
this.OnShowPanel()
end
function this.OnShowPanel()
local config = ConfigManager.GetConfigData(ConfigName.HardStageChapter,chapterDataId)
this.titleImage.sprite = Util.LoadSprite("j_jsxgq_biaoti")
this.chapterName.text = config.Name
this.chapterImage.sprite = Util.LoadSprite(config.BigNumber)
end
--界面关闭时调用(用于子类重写)
function FightLevelOpenChapterPopup:OnClose()
FightLevelManager.SetisShowChapterOpenPopup(false)
end
--界面销毁时调用(用于子类重写)
function FightLevelOpenChapterPopup:OnDestroy()
end
return FightLevelOpenChapterPopup

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 2297cf745406e62488fc7f6d890a763d
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -62,8 +62,12 @@ function this.OnShowPanel()
chapterData = FightLevelManager.GetChapterData(chapterId)
this.chapterNameText.text = chapterData.config.Name
this.chapterNameImage.sprite = Util.LoadSprite(chapterData.config.BigNumber)
this.SetSingleLevel(chapterData.node)
-- this.SetlevelBox(chapterData.reward)
if chapterData.node and LengthOfTable(chapterData.node) > 0 then
this.SetSingleLevel(chapterData.node)
end
if chapterData.reward and LengthOfTable(chapterData.reward) > 0 then
this.SetlevelBox(chapterData.reward)
end
end
function this.SetSingleLevel(levelDatas)
for i = 1, math.max(#levelDatas, #levelList) do
@ -97,11 +101,13 @@ function this.SetSingleLevel(levelDatas)
curIndexStarGo:SetActive(FightLevelManager.GetCurLevelStarState(levelData.state,j))
end
Util.AddOnceClick(levelList[i], function()
LogYellow("关卡类型 1 主 2 副奖励 3 副战斗 "..levelData.config.StageType)
UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.MainLevel,levelData)
end)
elseif levelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevelReward then--副关卡奖励
prb2:SetActive(true)
Util.AddOnceClick(levelList[i], function()
LogYellow("关卡类型 1 主 2 副奖励 3 副战斗 "..levelData.config.StageType)
FightLevelManager.FightLevelFightBattle(levelData, function()
end)
@ -109,15 +115,16 @@ function this.SetSingleLevel(levelDatas)
elseif levelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevel then--副关卡战斗
prb2:SetActive(true)
Util.AddOnceClick(levelList[i], function()
LogYellow("关卡类型 1 主 2 副奖励 3 副战斗 "..levelData.config.StageType)
UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.AssistantLevel,levelData)
end)
end
end
end
function this.SetlevelBox(_missionDatas)
function this.SetlevelBox(_rewardBoxDatas)
this.totalPro.text = chapterData.stars.."/"..chapterData.curMaxStarNum
this.progressBottom.fillAmount=chapterData.stars/chapterData.curMaxStarNum
for i = 1, math.max(#_missionDatas, #boxList) do
for i = 1, math.max(#_rewardBoxDatas, #boxList) do
local go = boxList[i]
if not go then
go = newObject(boxList[1])
@ -129,9 +136,9 @@ function this.SetlevelBox(_missionDatas)
end
go.gameObject:SetActive(false)
end
for i, v in pairs(_missionDatas) do
for i, v in pairs(_rewardBoxDatas) do
boxList[i]:SetActive(true)
local missionConfigData = _missionDatas[i].config
local missionConfigData = _rewardBoxDatas[i].config
boxList[i]:GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(missionConfigData.config.RewardIcon))
Util.GetGameObject(boxList[i], "num"):GetComponent("Text").text = missionConfigData.Star
-- Util.GetGameObject(boxList[i], "UI_Effect_BaoXiang_KaiQi"):SetActive(v.state==SingleDailyMissionState.GetFinish)
@ -141,9 +148,18 @@ function this.SetlevelBox(_missionDatas)
-- 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)
Util.AddOnceClick(boxList[i], function()
end)
if missionConfigData.state == 0 then
Util.AddOnceClick(boxList[i], function()
FightLevelManager.GetHardStageChapterReward(chapterData.chapterId,missionConfigData.config.Id,function()
end)
end)
elseif missionConfigData.state == 0 and chapterData.stars >= missionConfigData.Star then
Util.GetGameObject(boxList[i], "redPoint"):SetActive(true)
elseif missionConfigData.state == 1 then
Util.GetGameObject(boxList[i], "getFinish"):SetActive(true)
end
end
end

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@ -81,7 +81,7 @@ function this:OnShow(_parent,...)
this.conditionInfoText:GetComponent("Text").text = HardStageBuff[fightLevelData.config.HardStageBuff].Describe
this.sureBtnText.text=Language[10287]
this.power.text = fightLevelData.config.RecommendFightAbility
curShowIndex = false
curShowIndex = true
this.LeftOrRightBtnClickEvent()
this:ShoeReward()
this:FormationAdapter()
@ -111,7 +111,11 @@ function this:ShoeReward()
local _go = rewardGoList[i]
_go:SetActive(true)
local itemParent = Util.GetGameObject(_go, "parent")
Util.GetGameObject(_go, "getImage"):SetActive(false)
if fightLevelData.state == 0 then--副关卡未通过
Util.GetGameObject(_go, "getImage"):SetActive(false)
elseif fightLevelData.state == 0 then--副关卡已通过
Util.GetGameObject(_go, "getImage"):SetActive(true)
end
if not this.NoviceItemList[_go] then
this.NoviceItemList[_go] = SubUIManager.Open(SubUIConfig.ItemView, itemParent.transform)
end

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@ -47,7 +47,9 @@ function this:BindEvent()
end)
end)
Util.AddClick(this.rewardBtn, function()
UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.MainLevelReward,fightLevelData)
UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.MainLevelReward,fightLevelData,function()
UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.MainLevel,fightLevelData)
end)
end)
end

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@ -9,7 +9,9 @@ local fun
local itemList = {}
local rewardData = {}
local fightLevelData = {}
local fun
local RewardGroup = ConfigManager.GetConfig(ConfigName.RewardGroup)
local HardStageCondition = ConfigManager.GetConfig(ConfigName.HardStageCondition)
function this:InitComponent(gameObject)
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.tipText=Util.GetGameObject(gameObject,"tipText"):GetComponent("Text")
@ -17,7 +19,7 @@ function this:InitComponent(gameObject)
this.rewardPre = Util.GetGameObject(gameObject, "rewardPre")
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "Root").transform,
this.rewardPre, nil, Vector2.New(832.8, 983.5), 1, 1, Vector2.New(0,0))
this.rewardPre, nil, Vector2.New(920, 1071), 1, 1, Vector2.New(0,0))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
this.NoviceItemList={}--存储itemview 重复利用
@ -26,6 +28,10 @@ end
function this:BindEvent()
Util.AddClick(this.backBtn, function()
parent:ClosePanel()
if fun then
fun()
fun = nil
end
end)
end
@ -40,30 +46,33 @@ function this:OnShow(_parent,...)
--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
local args = {...}
fightLevelData = args[1]
fun = args[2]
this.titleText.text = "关卡奖励"
this.tipText.text = "达成目标后自动发放奖励"
--组数据
rewardData = fightLevelData.config.PassReward
rewardData = {}
for i = 1, #fightLevelData.config.PassReward do
table.insert(rewardData,fightLevelData.config.PassReward[i])
end
for i = 1, #fightLevelData.config.Reward1 do
table.insert(rewardData,fightLevelData.config.Reward1[i])
end
this.ScrollView:SetData(rewardData, function (index, go)
this.SingleDataShow(go,rewardData[index],index)
end, true,true)
end
function this.SingleDataShow(_go,_rewardData,_index)
LogYellow("_rewardData ".._rewardData)
local index = _index - 1
local reward = RewardGroup[_rewardData].ShowItem
Util.GetGameObject(_go, "titleImage/titleText"):GetComponent("Text").text = "不知道读哪"
Util.GetGameObject(_go, "titleImage/titleText"):GetComponent("Text").text = index == 0 and "首通奖励" or HardStageCondition[fightLevelData.config.ConditionValue[index]].Describe
Util.GetGameObject(_go, "titleImage/Text"):GetComponent("Text").text = index
Util.GetGameObject(_go, "okButton"):GetComponent("Image").sprite = Util.LoadSprite("s_slbz_yilingqu_zh")
local noStarImage = Util.GetGameObject(_go, "noStarImage")
local getStarImage = Util.GetGameObject(_go, "getStarImage")
noStarImage:SetActive(not FightLevelManager.GetCurLevelStarState(fightLevelData.state,index))
getStarImage:SetActive(FightLevelManager.GetCurLevelStarState(fightLevelData.state,index))
noStarImage:SetActive(not FightLevelManager.GetCurLevelStarState(fightLevelData.state,index) and index ~= 0)
getStarImage:SetActive(FightLevelManager.GetCurLevelStarState(fightLevelData.state,index) and index ~= 0)
Util.GetGameObject(_go, "titleImage/Text"):SetActive(index ~= 0)
local itemGroup = Util.GetGameObject(_go, "content")
--滚动条复用重设itemview
if not this.NoviceItemList[_go] then
@ -82,6 +91,7 @@ function this.SingleDataShow(_go,_rewardData,_index)
local noButton = Util.GetGameObject(_go.gameObject, "noButton")
local okButton = Util.GetGameObject(_go.gameObject, "okButton")
Util.GetGameObject(noButton, "Text"):GetComponent("Text").text = "未达成"
noButton:SetActive(not FightLevelManager.GetCurLevelStarState(fightLevelData.state,index))
okButton:SetActive(FightLevelManager.GetCurLevelStarState(fightLevelData.state,index))
end
@ -97,6 +107,7 @@ function this.OnSortingOrderChange()
end
function this:OnClose()
rewardData = {}
if fun then
fun()
fun = nil

View File

@ -126,6 +126,8 @@ function this.RegisterMessage(network)
socket:RegistNetMessage(MessageTypeProto_pb.RECHARGE_SUCCESS_INDICATION, this.RechargeSuccessOrder)
-- 礼包拍脸推送
socket:RegistNetMessage(MessageTypeProto_pb.PUSH_WELFARE_RESPONSE, this.BackPatFaceData)
-- 山河社稷图推送
socket:RegistNetMessage(MessageTypeProto_pb.HARD_STAGE_INFO_RESPONSE, this.HardStageResponse)
end
function this.OpenHongMengTowerGuideIndication(buffer)
local data = buffer:DataByte()
@ -894,4 +896,12 @@ function this.BackPatFaceData(buffer)
LogError("后端拍脸推送")
PatFaceManager.SetPatFaceDaqta(msg)
end
--后端拍脸推送
function this.HardStageResponse(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.HardStageResponse()
msg:ParseFromString(data)
LogError("后端 山河社稷图 推送")
FightLevelManager.UpdataChapterData(msg.info)
end
return this

View File

@ -5039,7 +5039,6 @@ end
--山河社稷图开始节点战斗操作
function NetManager.HardStageFightRequest(_nodeId,_teamId,func)
local data = PlayerInfoProto_pb.HardStageFightRequest()
Log("_nodeId ".._nodeId)
data.nodeId = _nodeId
data.teamId = _teamId
local msg = data:SerializeToString()

View File

@ -267,8 +267,11 @@ function this.ShowBattleResultByFightLevelType(drop)
m_battlePanel:ClosePanel()
end
this:ClosePanel()
if FightLevelManager.GetisShowChapterOpenPopup() then
UIManager.OpenPanel(UIName.FightLevelOpenChapterPopup,FightLevelManager.GetCurChapterId())
end
end
end, 3,true,true)
end, 8,true,true)
end)
end
end

View File

@ -68,6 +68,13 @@ function RewardItemPopup:InitComponent()
this.tasuilingxiao_State=Util.GetGameObject(this.tasuilingxiao,"curScore/state"):GetComponent("Image")
this.tasuilingxiao_MaxScore=Util.GetGameObject(this.tasuilingxiao,"maxScore/num"):GetComponent("Text")
this.noRewardText = Util.GetGameObject(this.tasuilingxiao,"Text")
--山河社稷图
this.GXHD=Util.GetGameObject(self.gameObject,"ScrollView/Content/bg/Image")
this.FightLevel=Util.GetGameObject(self.gameObject,"ScrollView/Content/bg/FightLevel")
this.FightLevelStarGos = {}
for i = 1, 3 do
this.FightLevelStarGos[i] = Util.GetGameObject(this.FightLevel,"star ( "..i..")")
end
end
--绑定事件(用于子类重写)
@ -133,6 +140,8 @@ function RewardItemPopup:OnOpen(...)
this.guildTranscript:SetActive(compShowType == 6)
this.guildCarDelay:SetActive(compShowType == 3)
this.tasuilingxiao:SetActive(compShowType == 7)--踏碎凌霄
this.FightLevel:SetActive(compShowType == 8)--山河社稷图
this.GXHD:SetActive(not compShowType == 8)
this.dropGrid:SetActive(false)
this.dropGridArena:SetActive(false)
-- 设置背景遮罩的显隐
@ -149,6 +158,8 @@ function RewardItemPopup:OnOpen(...)
this.GuildTranscriptShow()
elseif compShowType == 7 then--踏碎凌霄
this.TaSuiLingXiaoShow()
elseif compShowType == 8 then--山河社稷图
this.FightLevelShow()
end
--如果没有掉落就return
if not drop or (#drop.itemlist < 1 and #drop.equipId < 1 and #drop.Hero < 1 and #drop.soulEquip < 1 and #drop.pokemon < 1) then
@ -231,6 +242,7 @@ function this.SetComPShowState(type)
this.guildDeathPos:SetActive(type == 4)
this.guildTranscript:SetActive(type == 6)
this.tasuilingxiao:SetActive(type == 7)
this.FightLevel:SetActive(type == 8)
if type == 7 then
this.noRewardText:SetActive(#itemDataList < 1)
end
@ -274,6 +286,17 @@ function this.TaSuiLingXiaoShow()
end
end
end
--山河社稷图
function this.FightLevelShow()
local GetHardStageFightResponseMsg = FightLevelManager.GetHardStageFightResponseMsg()
for i = 1, #this.FightLevelStarGos do
local noStarImage = Util.GetGameObject(this.FightLevelStarGos[i], "noStarImage")
local getStarImage = Util.GetGameObject(this.FightLevelStarGos[i], "getStarImage")
noStarImage:SetActive(not FightLevelManager.GetCurLevelStarState(GetHardStageFightResponseMsg.state,i))
getStarImage:SetActive(FightLevelManager.GetCurLevelStarState(GetHardStageFightResponseMsg.state,i))
Util.GetGameObject(this.FightLevelStarGos[i], "Text"):GetComponent("Text").text = i
end
end
--公会副本
function this.GuildTranscriptShow()
if GuildTranscriptManager.damage then