Merge branch '0功能/本周版本优化内容' of http://60.1.1.230/gaoxin/JL_Client into 0功能/本周版本优化内容
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dadda1ed7d
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@ -2175,6 +2175,7 @@ BATTLE_TYPE = {
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GuildTranscript = 14, -- 公会副本
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GuildTranscript = 14, -- 公会副本
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ARENA = 15, -- 竞技场
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ARENA = 15, -- 竞技场
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XINJIANG = 16, --新将来袭
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XINJIANG = 16, --新将来袭
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XIAOYAOYOU = 17, --逍遥游战斗
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BACK_BATTLE = 1000, -- 系统战斗回放
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BACK_BATTLE = 1000, -- 系统战斗回放
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}
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}
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rankKingList={ [1] = { bgImage = "r_zjm_paihangbang_banner04", name = Language[12164] ,rankType = RANK_TYPE.FIGHT_LEVEL_RANK,activiteId = 0,isRankingMainPanelShow = true},
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rankKingList={ [1] = { bgImage = "r_zjm_paihangbang_banner04", name = Language[12164] ,rankType = RANK_TYPE.FIGHT_LEVEL_RANK,activiteId = 0,isRankingMainPanelShow = true},
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@ -469,6 +469,8 @@ function this.ShowBattleResult(result, msg)
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this.ShowBattleResultByCarDeleayType()
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this.ShowBattleResultByCarDeleayType()
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.DEATH_POS then-- 十绝阵结算界面特殊显示
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.DEATH_POS then-- 十绝阵结算界面特殊显示
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this.ShowBattleResultByDeathPos()
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this.ShowBattleResultByDeathPos()
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.BACK or BattleManager.GetLastBattleType() == BATTLE_TYPE.ARENA then
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this:ClosePanel()
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else
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else
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if result == 0 then -- 失败
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if result == 0 then -- 失败
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local haveRecord = BattleRecordManager.isHaveRecord()
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local haveRecord = BattleRecordManager.isHaveRecord()
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@ -12,7 +12,7 @@ function BattleFailPopup:InitComponent()
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orginLayer = 0
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orginLayer = 0
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this.btnClose = Util.GetGameObject(self.gameObject, "Lose")
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this.btnClose = Util.GetGameObject(self.gameObject, "Lose")
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-- Util.GetGameObject(this.btnClose, "btnBattleBack"):SetActive(false)
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this.btnBattleBack = Util.GetGameObject(this.btnClose, "btnBattleBack")
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end
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end
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--绑定事件(用于子类重写)
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--绑定事件(用于子类重写)
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@ -46,7 +46,7 @@ function BattleFailPopup:BindEvent()
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UIManager.OpenPanel(UIName.DamageResultPanel, 0)
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UIManager.OpenPanel(UIName.DamageResultPanel, 0)
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--this.ClosePanelRefreshData()
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--this.ClosePanelRefreshData()
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end)
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end)
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Util.AddClick(Util.GetGameObject(this.btnClose, "btnBattleBack"), function ()
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Util.AddClick(this.btnBattleBack, function ()
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LogGreen("isBackBattle = true")
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LogGreen("isBackBattle = true")
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isBackBattle = true
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isBackBattle = true
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BattleManager.BattleBackFun()
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BattleManager.BattleBackFun()
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@ -89,6 +89,11 @@ function BattleFailPopup:OnOpen(battlePanel, showRecord, backPanel,_fightType)
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FightPointPassManager.FightBattleEnd()
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FightPointPassManager.FightBattleEnd()
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Util.GetGameObject(this.btnClose, "record"):SetActive(m_showRecord)
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Util.GetGameObject(this.btnClose, "record"):SetActive(m_showRecord)
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Util.GetGameObject(this.btnClose,"tip"):SetActive(not fightType ==12)--副本内无法点击招募
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Util.GetGameObject(this.btnClose,"tip"):SetActive(not fightType ==12)--副本内无法点击招募
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if fightType == BATTLE_TYPE.MAP_FIGHT then--地图
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this.btnBattleBack:SetActive(false)
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else
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this.btnBattleBack:SetActive(true)
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end
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end
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end
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@ -112,14 +117,27 @@ function this.ClosePanelRefreshData()
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elseif fightType == BATTLE_TYPE.GUILD_CAR_DELAY then--车迟
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elseif fightType == BATTLE_TYPE.GUILD_CAR_DELAY then--车迟
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--车迟抢夺cd计时
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--车迟抢夺cd计时
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GuildCarDelayManager.SetCdTime(GuildCarDelayProType.Loot)
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GuildCarDelayManager.SetCdTime(GuildCarDelayProType.Loot)
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elseif fightType == BATTLE_TYPE.XIAOYAOYOU then--逍遥游
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this.ShowBattleResultByXYY()
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--新回放功能
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--新回放功能
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elseif fightType == BATTLE_TYPE.BACK_BATTLE then
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elseif fightType == BATTLE_TYPE.BACK_BATTLE then
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if BattleManager.GetLastBattleType() == BATTLE_TYPE.EXECUTE_FIGHT then-- 猎妖之路
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if BattleManager.GetLastBattleType() == BATTLE_TYPE.EXECUTE_FIGHT then-- 猎妖之路
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this.ShowBattleResultByExpedition()
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this.ShowBattleResultByExpedition()
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.XIAOYAOYOU then-- 逍遥游
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this.ShowBattleResultByXYY()
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end
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end
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end
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end
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end
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end
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end
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end
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-- 逍遥游结算界面特殊显示
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function this.ShowBattleResultByXYY()
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if not isBackBattle then
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XiaoYaoManager.OpenXiaoYaoMap(XiaoYaoManager.curMapId,function()
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this.fightBossIndex = XiaoYaoManager.fightBossOldIndex
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UIManager.OpenPanel(UIName.XiaoYaoLuckyBossPopup)
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end)
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end
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end
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-- 猎妖之路结算界面特殊显示
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-- 猎妖之路结算界面特殊显示
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function this.ShowBattleResultByExpedition()
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function this.ShowBattleResultByExpedition()
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if not isBackBattle then
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if not isBackBattle then
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@ -78,6 +78,8 @@ function BattleWinPopup:NextStep()
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m_battlePanel:ClosePanel() self:ClosePanel(m_battleResult.drop)
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m_battlePanel:ClosePanel() self:ClosePanel(m_battleResult.drop)
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elseif m_fightType == BATTLE_TYPE.GUILD_CAR_DELAY then -- 车迟
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elseif m_fightType == BATTLE_TYPE.GUILD_CAR_DELAY then -- 车迟
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this.ShowBattleResultByCarDeleayType(m_battleResult.drop)
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this.ShowBattleResultByCarDeleayType(m_battleResult.drop)
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elseif m_fightType == BATTLE_TYPE.XIAOYAOYOU then
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if m_battlePanel then m_battlePanel:ClosePanel()end self:ClosePanel()
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--新回放功能
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--新回放功能
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elseif m_fightType == BATTLE_TYPE.BACK_BATTLE then
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elseif m_fightType == BATTLE_TYPE.BACK_BATTLE then
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if BattleManager.GetLastBattleType() == BATTLE_TYPE.STORY_FIGHT then-- 新关卡战斗
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if BattleManager.GetLastBattleType() == BATTLE_TYPE.STORY_FIGHT then-- 新关卡战斗
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@ -88,6 +90,8 @@ function BattleWinPopup:NextStep()
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this.ShowBattleResultByCarDeleayType(BattleManager.GetLastBattleResult().drop)
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this.ShowBattleResultByCarDeleayType(BattleManager.GetLastBattleResult().drop)
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.MONSTER_CAMP then--兽潮来袭
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.MONSTER_CAMP then--兽潮来袭
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this.ShowBattleResultByMonsterCamp(BattleManager.GetLastBattleResult().drop)
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this.ShowBattleResultByMonsterCamp(BattleManager.GetLastBattleResult().drop)
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.XIAOYAOYOU then
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if m_battlePanel then m_battlePanel:ClosePanel()end self:ClosePanel()
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end
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end
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end
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end
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end
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end
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@ -147,7 +147,11 @@ function RewardItemPopup:OnOpen(...)
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this.btnResult:SetActive(haveRecord and args[5])
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this.btnResult:SetActive(haveRecord and args[5])
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this.btnBattleBack:SetActive(haveRecord and args[5])
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this.btnBattleBack:SetActive(haveRecord and args[5])
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this.btnResultMax:SetActive(haveRecord and args[5])
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this.btnResultMax:SetActive(haveRecord and args[5])
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if BattleManager.GetLastBattleType() == BATTLE_TYPE.MAP_FIGHT then--地图
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this.btnBattleBack:SetActive(false)
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else
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this.btnBattleBack:SetActive(true)
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end
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-- 设置背景遮罩的显隐
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-- 设置背景遮罩的显隐
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local isHideBG = args[6]
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local isHideBG = args[6]
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this.btnBack:GetComponent("Image").color = Color.New(0, 0, 0, isHideBG and 0 or 0.8)
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this.btnBack:GetComponent("Image").color = Color.New(0, 0, 0, isHideBG and 0 or 0.8)
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@ -292,7 +292,7 @@ function this.GetMonsterDataReMainTimesAndTime()
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this.SortMonster(this.MonsterData)
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this.SortMonster(this.MonsterData)
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return #this.MonsterData,this.MonsterData[1].remainTime
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return #this.MonsterData,this.MonsterData[1].remainTime
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end
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end
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this.fightBossOldIndex = 0
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--开始战斗
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--开始战斗
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function this.ExecuteFightBattle(id,func)
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function this.ExecuteFightBattle(id,func)
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NetManager.StartXiaoyaoBossFightRequest(id,function(msg)
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NetManager.StartXiaoyaoBossFightRequest(id,function(msg)
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@ -300,7 +300,7 @@ function this.ExecuteFightBattle(id,func)
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if func then
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if func then
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func()
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func()
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end
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end
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UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.DAILY_CHALLENGE,function(result)
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UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.XIAOYAOYOU,function(result)
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Timer.New(function()
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Timer.New(function()
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if result.result == 1 then
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if result.result == 1 then
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this.UpdateMonsterData(nil,id)
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this.UpdateMonsterData(nil,id)
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@ -311,11 +311,14 @@ function this.ExecuteFightBattle(id,func)
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end)
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end)
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end)
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end)
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else
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else
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-- this.UpdateMonsterData(msg.monster)
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-- this.OpenXiaoYaoMap(XiaoYaoManager.curMapId,function()
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-- this.fightBossIndex = id
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-- UIManager.OpenPanel(UIName.XiaoYaoLuckyBossPopup)
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-- end)
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this.UpdateMonsterData(msg.monster)
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this.UpdateMonsterData(msg.monster)
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this.OpenXiaoYaoMap(XiaoYaoManager.curMapId,function()
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this.fightBossOldIndex = id
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this.fightBossIndex = id
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UIManager.OpenPanel(UIName.XiaoYaoLuckyBossPopup)
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end)
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end
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end
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end, 0.2):Start()
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end, 0.2):Start()
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end)
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end)
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