编队修改提交
parent
a112127db0
commit
da6dd0283c
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@ -372,6 +372,7 @@ function this.BattleEnd(result)
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drop = {},
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}
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LogGreen("fightType:"..fightType)
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-- 需要和服务器确认结果
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if fightType == BATTLE_TYPE.MAP_FIGHT
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or fightType == BATTLE_TYPE.MONSTER_CAMP
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@ -480,9 +481,9 @@ function this.ShowBattleResult(result, msg)
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--公会副本
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elseif fightType == BATTLE_TYPE.GuildTranscript then
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this.ShowBattleResultByGuildTranscript()
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--无尽副本
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elseif fightType == BATTLE_TYPE.MAP_FIGHT and CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
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this.ShowBattleResultByMapFight()
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-- --无尽副本
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-- elseif fightType == BATTLE_TYPE.MAP_FIGHT and CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
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-- this.ShowBattleResultByMapFight()
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--新回放功能(判断上次战斗是什么类型并做什么内容 逻辑和正常战斗处理一样)
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elseif fightType == BATTLE_TYPE.BACK_BATTLE then
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if BattleManager.GetLastBattleType() == BATTLE_TYPE.GuildTranscript then-- 公会副本结算界面特殊显示
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@ -589,25 +590,8 @@ function this.ShowBattleResultByGuildTranscript()
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end
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--无尽结算界面特殊显示
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function this.ShowBattleResultByMapFight()
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Timer.New(function()
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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FightPointPassManager.oldLevel = PlayerManager.level
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if bestData then
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup, this.lastBattleResult.drop, 1,function()
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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-- if m_battlePanel then
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-- m_battlePanel:ClosePanel()
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-- end
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this:ClosePanel()
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Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
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end, nil, true, true)
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end)
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end
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end, 0.1):Start()
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local haveRecord = BattleRecordManager.isHaveRecord()
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UIManager.OpenPanel(UIName.BattleFailPopup, this, haveRecord,nil,fightType)
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end
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-- 踏碎凌霄结算界面特殊显示
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function this.ShowBattleResultByTaSuiLingXiao()
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@ -123,8 +123,6 @@ function EndLessCarbonPanel:OnShow()
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this.ShowCountTime()
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-- 界面打开时刷新队伍血量数据
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-- 刷新无尽副本编队数据
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EndLessMapManager.RrefreshFormation()
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hadClikcBuy = false
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end
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@ -146,9 +144,10 @@ end
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function this.EnterMap()
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-- 进入地图编队,重新赋值一遍
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EndLessMapManager.RrefreshFormation()
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CarbonManager.difficulty = CARBON_TYPE.ENDLESS
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--UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.CARBON, MapManager.curMapId)
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if not EndLessMapManager.IsMapTeamAlive() then
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if EndLessMapManager.CheckFormationIsEmpty() then
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UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.CARBON, MapManager.curMapId)
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else
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MapManager.curMapId = EndLessMapManager.openMapId
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@ -253,6 +253,10 @@ function this:OnShow()
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end
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function this:OnClose()
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if this.curFormationIndex == FormationTypeDef.FORMATION_ENDLESS_MAP then
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LogGreen("EndLessMapManager.teamInfo:"..#EndLessMapManager.formation)
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FormationManager.formationList[FormationTypeDef.FORMATION_ENDLESS_MAP].teamHeroInfos = EndLessMapManager.formation
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end
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tempPowerNum = 0
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this.formationPower = 0
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oldPowerNum = 0
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@ -61,15 +61,22 @@ end
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-- [3] = 28,
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-- }
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--编队了i去掉死亡的英雄
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function this.RrefreshFormation()
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if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then return end
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local tempList = {}
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local curFormation = FormationManager.GetFormationByID(index)
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for k,v in pairs(curFormation.teamHeroInfos) do
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if EndLessMapManager.GetSingleCanUseHeroData(v.heroId) then
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table.insert(tempList,v)
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local curTeam = EndLessMapManager.formation
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for i = 1, #curTeam do
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local roleData = curTeam[i]
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-- 如果队员没死翘翘了
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local curRoleHp = EndLessMapManager.GetHeroLeftBlood(roleData.heroId)
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if curRoleHp > 0 then
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-- 编队界面数据重组
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table.insert(tempList, roleData)
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end
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end
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FormationManager.formationList[index].teamHeroInfos = tempList
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FormationManager.formationList[FormationTypeDef.FORMATION_ENDLESS_MAP].teamHeroInfos = tempList
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end
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-- 进入地图
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@ -78,6 +85,8 @@ function this.On_Btn2_Click()
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if this.root.order>=1 then
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FormationManager.RefreshFormation(this.root.curFormationIndex, this.root.choosedList,
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FormationManager.formationList[this.root.curFormationIndex].teamPokemonInfos)
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LogGreen("#FormationManager.formationList[this.root.curFormationIndex].teamHeroInfos:"..#FormationManager.formationList[this.root.curFormationIndex].teamHeroInfos)
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EndLessMapManager.formation = FormationManager.formationList[this.root.curFormationIndex].teamHeroInfos
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this.root:ClosePanel()
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else
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PopupTipPanel.ShowTip(Language[10712])
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@ -12,7 +12,6 @@ local endlessMorale = ConfigManager.GetConfig(ConfigName.endlessMorale)
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local endlessTreasure = ConfigManager.GetConfig(ConfigName.endlessTreasure)
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this.limiteLevel = 0
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function this.Initialize()
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this.isCanNote = false -- 是否进入可标记状态
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this.PointNoteDataList = {} -- 标记列表
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@ -135,59 +134,6 @@ function this.RefershMapTeam()
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end
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end
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-- 无尽副本删除编队中某一个成员的数据
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function this.DeleteDeadRole()
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if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then Log(Language[11225]) return end
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Log("删除死掉的人!")
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-- 死人后重组
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local newMapTeam = {} -- 地图中的编队数据
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local newFormation = {} -- 编队界面的编队数据
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local curTeam = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ENDLESS_MAP)
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-- 编队界面的数据
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newFormation.teamHeroInfos = {}
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newFormation.teamPokemonInfos = {}
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newFormation.teamId = FormationTypeDef.FORMATION_ENDLESS_MAP
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newFormation.teamName = curTeam.teamName
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newFormation.teamPokemonInfos = curTeam.teamPokemonInfos
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--Log("成员数量 -- " .. #curTeam.teamHeroInfos)
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-- 成员数据
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for i = 1, #curTeam.teamHeroInfos do
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local roleData = curTeam.teamHeroInfos[i]
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-- 如果队员没死翘翘了
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local curRoleHp = this.GetHeroLeftBlood(roleData.heroId)
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if curRoleHp > 0 then
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-- 地图数据重组
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local allProp = HeroManager.CalculateWarAllProVal(roleData.heroId)
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allProp[2] = curRoleHp
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newMapTeam[#newMapTeam + 1] = {
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heroId = roleData.heroId,
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allProVal = allProp,
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}
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-- 编队界面数据重组
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table.insert(newFormation.teamHeroInfos, roleData)
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end
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end
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return newFormation, newMapTeam
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end
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-- 刷新编队界面得到的编队以及地图中的编队数据, 只有打开编队界面才刷新地图编队
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function this.RrefreshFormation()
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if CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
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local teamId = FormationTypeDef.FORMATION_ENDLESS_MAP
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local newFormation, newMapTeam = this.DeleteDeadRole()
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FormationManager.formationList[teamId] = newFormation
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Log("刷新一次地图编队数据")
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MapManager.formationList = newMapTeam
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end
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end
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-- =============================================================================================
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-- ==================== 地图标记 ===============================================================
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-- 无尽副本是否进入了可标记状态
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@ -346,6 +292,9 @@ function this.InitAllEndlessHero(heroList,isClear)
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this.moraleLv = lv
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-- LogGreen("this.moraleLv:"..this.moraleLv)
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this.moraleId = id
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this.RrefreshFormation()
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this.formation = FormationManager.formationList[FormationTypeDef.FORMATION_ENDLESS_MAP].teamHeroInfos
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end
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function this.InitSingleEndlessHero(_msgHeroData)
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@ -707,6 +656,26 @@ function this.IsMapTeamAlive()
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return true
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end
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end
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--刷新英雄,去掉使用的自己的英雄
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function this.RrefreshFormation()
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local tempList = {}
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local curFormation = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ENDLESS_MAP)
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for k,v in pairs(curFormation.teamHeroInfos) do
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if EndLessMapManager.GetSingleCanUseHeroData(v.heroId) then
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table.insert(tempList,v)
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end
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end
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FormationManager.formationList[FormationTypeDef.FORMATION_ENDLESS_MAP].teamHeroInfos = tempList
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end
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function this.CheckFormationIsEmpty()
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if LengthOfTable(this.formation) < 1 then
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return true
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else
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return false
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end
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end
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---------------------------------------------------------任务-----------------------------------
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function this.InitMissionData()
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this.mission = {}
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@ -102,8 +102,6 @@ function this:BindEvent()
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PopupTipPanel.ShowTip(Language[11258])
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return
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end
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--this:ClosePanel()
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this.SetEliteBackShow()
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this.SetEndlessShow()
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end)
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@ -152,17 +150,12 @@ function this:BindEvent()
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end
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-- ================ 点击回城时一些稀里糊涂的操作 ======
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-- 精英副本
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function this.SetEliteBackShow()
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if CarbonManager.difficulty == 3 then
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eliteMissionView:OnBackBtnClick()
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end
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end
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-- 无尽副本
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function this.SetEndlessShow()
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-- 无尽副本的回城设置
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if CarbonManager.difficulty == 4 then
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endLessMapView:OnClose()
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-- 先发更新事件点协议
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MapManager.MapUpdateEvent(-1000, function ()
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Log("出图同步位置")
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@ -295,7 +295,7 @@ function EndLessMapView:OnShow()
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-- this:GetBagEnergy()
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-- EndLessMapManager.isUpdateOnClose = false
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--end
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-- 如果全屏界面打开时刷新过,重新激活界面需要刷新一次
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if EndLessMapManager.isUpdateOnClose then
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this:GetBagEnergy()
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@ -314,7 +314,9 @@ function EndLessMapView:OnShow()
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-- 刷新倒计时显示
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this:ShowCountTime()
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this:RefreshTargetRoote()
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this:ShowHeroData()
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NetManager.RequestAllHeroHp(function ()
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this:ShowHeroData()
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end)
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end
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function EndLessMapView:ShowHeroData()
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@ -322,13 +324,14 @@ function EndLessMapView:ShowHeroData()
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if not this.heroList then
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this.heroList = {}
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end
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LogGreen("#this.heroList:"..#this.heroList)
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for k = 1, #this.heroList do
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if this.heroList[k] and this.heroList[k].go then
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this.heroList[k].go.gameObject:SetActive(false)
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end
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end
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for i, v in ipairs(curFormation.teamHeroInfos) do
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if not this.heroList[i] then
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if not this.heroList[i] then
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this.heroList[i] = {}
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this.heroList[i].go = newObjToParent(this.selectPre,this.selectHeroGrid)
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this.heroList[i].go.name="pre"..i
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@ -665,15 +668,14 @@ end
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function EndLessMapView:OnClose()
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if not this:IsEndLessMap() then return end
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-- this.warn:SetActive(false)
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Util.ClearChild(this.selectHeroGrid.transform)
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this.heroList = {}
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this.isPanelClose = true
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EndLessMapManager.isUpdateOnClose = false
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if this.timer then
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this.timer:Stop()
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this.timer = nil
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end
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Util.ClearChild(this.selectHeroGrid.transform)
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this.heroList = {}
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LogGreen("this.heroList:"..#this.heroList)
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end
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function EndLessMapView:OnDestroy()
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@ -681,7 +683,6 @@ function EndLessMapView:OnDestroy()
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if not this:IsEndLessMap() then return end
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ClearRedPointObject(RedPointType.wujinTreasure,this.endLessTreasureRed)
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ClearRedPointObject(RedPointType.wujinMission,this.btnNoteRed)
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end
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return EndLessMapView
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@ -33,7 +33,7 @@ function this.InitTypeTaskList(_userMissionList)
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userMissionList.takeTimes = _userMissionList[i].takeTimes
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userMissionList.heroId = _userMissionList[i].heroId
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userMissionList.lock = _userMissionList[i].lock
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LogRed("任务 类型:"..userMissionList.type.." ID:"..userMissionList.missionId.." 状态:"..userMissionList.state.." lock "..userMissionList.lock.. " progress:".._userMissionList[i].progress)
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--LogRed("任务 类型:"..userMissionList.type.." ID:"..userMissionList.missionId.." 状态:"..userMissionList.state.." lock "..userMissionList.lock.. " progress:".._userMissionList[i].progress)
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if not TypeTaskData[_userMissionList[i].type] then
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TypeTaskData[_userMissionList[i].type] = {}
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end
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@ -68,7 +68,7 @@ function this.SetTypeTaskList(type, data)
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t.heroId = data[i].heroId
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t.lock = data[i].lock
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table.insert(TypeTaskData[type], t)
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-- LogRed("任务 类型:"..data[i].type.." 类型:"..data[i].missionId.." 状态:"..data[i].state)
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-- --LogRed("任务 类型:"..data[i].type.." 类型:"..data[i].missionId.." 状态:"..data[i].state)
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end
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this.SetDirty()
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end
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@ -206,7 +206,7 @@ end
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function this.RefreshTypeTaskInfo(taskInfoList)
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for i = 1, #taskInfoList do
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local taskInfo = taskInfoList[i]
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LogRed("服务器推送任务刷新type:"..taskInfo.type.."missionId:"..taskInfo.missionId.."state:"..taskInfo.state.."progress:"..taskInfo.progress.."takeTimes:"..taskInfo.takeTimes)
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--LogRed("服务器推送任务刷新type:"..taskInfo.type.."missionId:"..taskInfo.missionId.."state:"..taskInfo.state.."progress:"..taskInfo.progress.."takeTimes:"..taskInfo.takeTimes)
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this.SetTypeTaskInfo(taskInfo.type, taskInfo.missionId, taskInfo.state, taskInfo.progress, taskInfo.takeTimes,taskInfo.heroId,taskInfo.lock)
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end
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Game.GlobalEvent:DispatchEvent(GameEvent.MissionDaily.OnMissionDailyChanged)
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@ -314,7 +314,7 @@ function this.ResetTreasureTaskInfo(taskList)
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local taskInfoList = TypeTaskData[TaskTypeDef.TreasureOfSomeBody]
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for k = #taskInfoList, 1, -1 do
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if taskInfoList[k].missionId == 0 then
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LogRed("服务器传来了id为0的青龙秘宝任务")
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--LogRed("服务器传来了id为0的青龙秘宝任务")
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else
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local taskConfig = ConfigManager.GetConfigData(ConfigName.TreasureSunLongTaskConfig, taskInfoList[k].missionId)
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if taskConfig.Type == taskList[i].type then
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