森罗bug修复
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b4b24e62be
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ddfbb25e2e
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@ -1377,6 +1377,7 @@ HELP_TYPE = {
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OpenHappy=50,-- 开服狂欢
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OpenSevenDay=52,-- 开服狂欢
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SoulPrintCommond=53,-- 魂印合成
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Sunro=54,--森罗环境
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EquipCompose=55,-- 装备合成
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TreasureCompose=56,-- 宝物合成
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TimeLimitedCall=57,-- 限时召唤
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@ -55,7 +55,6 @@ function this:InitComponent()
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-- 试炼副本相关组件
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this.leftUp = Util.GetGameObject(self.gameObject, "leftUp")
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-- this.leftRelife = Util.GetGameObject(self.gameObject, "leftDown/leftLifeRoot")
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this.centerDonwn = Util.GetGameObject(self.gameObject, "centerDown")
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missionView.InitComponent(self.gameObject, this)
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@ -93,16 +92,6 @@ function this:BindEvent()
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Util.AddClick(this.btnAchive, function ()
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UIManager.OpenPanel(UIName.EliteCarbonAchievePanel, MapManager.GetCurCarbonId(), false, 1)
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end)
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-- 背包
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-- Util.AddClick(this.btnBag, function ()
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-- UIManager.OpenPanel(UIName.MapBagPopup)
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-- end)
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--队伍
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-- Util.AddClick(this.btnTeam, function ()
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-- UIManager.OpenPanel(UIName.MapFormationInfoPopup)
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-- end)
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--排行
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Util.AddClick(this.btnRank, function ()
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UIManager.OpenPanel(UIName.CarbonScoreSortPanel,1)
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@ -148,8 +137,6 @@ function this.SetEndlessShow()
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end)
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end)
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else
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-- UIManager.OpenPanel(UIName.MapLeavePanel) --暂时不要了
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-- UIManager.OpenPanel(UIName.MapStatsPanel,true)--不需要确认退出了
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out, 1, 0)
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end
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end
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@ -216,12 +203,7 @@ function this:OnOpen(...)
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EndLessMapManager.EndLessRoleDead = true
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-- 永久隐藏设置按钮
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ctrlView.Init()
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-- 如果不是无尽副本,默认跳过战斗
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--if CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
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-- CarbonManager.isPassFight = EndLessMapManager.isSkipFight == 1
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--else
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CarbonManager.isPassFight = true
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--end
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CarbonManager.isPassFight = true
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-- 在这设置所有副本的初始化设置
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-- 根据副本类型显示
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@ -289,7 +271,6 @@ function this.InitCarbonSet()
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--如果是在序章
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local isStartMap = MapManager.curMapId == 100
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-- this.BtnBack:SetActive(not isStartMap)
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this.BtnBack2:SetActive(not isStartMap)
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end
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@ -297,7 +278,6 @@ end
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-- 根据副本的类型显示组件
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function this.InitCompShow(type)
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this.leftUp:SetActive(type == 2)
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-- this.leftRelife:SetActive(type == 2)
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this.centerDonwn:SetActive(true)
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end
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@ -351,7 +331,6 @@ function this.OnMapDataChange(refreshType)
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-- 增加地图移动速度
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elseif refreshType == 2 then
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-- 增加视野范围
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--fogSize = FoodBuffManager.fogSize
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local u, v = Map_Pos2UV(MapManager.curPos)
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TileMapView.UpdateWarFog(u, v, MapManager.fogSize)
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@ -565,9 +544,6 @@ function this.BackToCarbonPanel()
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end
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end
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SwitchPanel.OpenPanel(UIName.MainPanel)
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-- SwitchPanel.OpenPanel(panelNeedOpen[CarbonManager.difficulty], function()
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-- UIManager.ClosePanel(UIName.MapPanel)
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-- end)
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end
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-- 刷新红点
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@ -739,12 +715,6 @@ function this.OnDeadCount(startTime, lastPos)
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ctrlView.SetCtrlState(true)
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-- 死亡次前端无奈的加一次
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MapManager.deadCount = MapManager.deadCount + 1
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-- if CarbonManager.difficulty == 2 then
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-- trialPanel.OnRoleDead()
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-- if MapTrialManager.GetRelifeTimes() - MapManager.deadCount < 0 then -- 次数用完出图
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-- return
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-- end
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-- end
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-- 清空血条值
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playerView.InitRoleHp(false)
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playerView.SetBattleState(false)
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@ -769,8 +739,6 @@ end
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function this.StopWalking()
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ctrlView.OnRoleDead()
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-- 换层时路径不一定完了,不弹完会卡死
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--ctrlView.CallListPop()
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end
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function this.CallListPop()
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@ -94,7 +94,7 @@ function TrialMapPanel:BindEvent()
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--帮助按钮
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Util.AddClick(this.helpBtn,function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Resolve_Recall,this.helpPos.x,this.helpPos.y)
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Sunro,this.helpPos.x,this.helpPos.y)
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end)
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--设置按钮
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Util.AddClick(MapPanel.btnSetting, function ()
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@ -127,7 +127,7 @@ end
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--界面打开时调用(用于子类重写)
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function TrialMapPanel:OnOpen()
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this.powerRoot:SetActive(CarbonManager.difficulty == 2)
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this.btnBomb:SetActive(CarbonManager.difficulty == 2)
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this.btnBomb:SetActive(false)--CarbonManager.difficulty == 2)
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-- 商店
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this.buffShop:SetActive(CarbonManager.difficulty == CARBON_TYPE.TRIAL)
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this.normalShop:SetActive(CarbonManager.difficulty == CARBON_TYPE.TRIAL)
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@ -37,9 +37,7 @@ function this.ParseMissionState(missions, isInit)
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local missionItem = missions
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Log(Language[11366].. missionItem.itemId)
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--Log("进图初始化副本任务IDState "..missionItem.state)
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Log(Language[11367]..missionItem.missionStep)
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--Log("进图初始化副本任务ID完成时间" .. missionItem.time)
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--Log("missionItem.isOpen ".. string.format("%s", missionItem.isOpen))
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local id = missionItem.itemId -- 任务索引值
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@ -295,7 +293,7 @@ end
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local directFight = function(showType, eventId, showValues, options)
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local monsterGroupId = options[1]
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--遇到怪就停在原处
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-- Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
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--获取自动战斗
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local t=(PlayerPrefs.HasKey(PlayerManager.uid.."GeneralPopup_TrialSettingBtn"..1)
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and PlayerPrefs.GetInt(PlayerManager.uid.."GeneralPopup_TrialSettingBtn"..1)==1) and 1 or 0
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@ -303,25 +301,6 @@ local directFight = function(showType, eventId, showValues, options)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.ShowEnemyInfo, monsterGroupId,eventId,showValues)
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else--快速战斗
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-- --如果英雄阵亡 无法选择其进行战斗
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-- for i, v in ipairs(MapManager.trialHeroInfo) do
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-- local num = #MapManager.trialHeroInfo
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-- if v.heroHp<=0 then
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-- num = num -1
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-- if num == 0 then
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-- PopupTipPanel.ShowTip("猎妖师全部死亡,无法进入战斗!")
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-- Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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-- return
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-- end
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-- end
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-- -- if MapTrialManager.selectHeroDid==v.heroId then
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-- -- if v.heroHp<=0 then
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-- -- PopupTipPanel.ShowTip(Language[11247])
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-- -- Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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-- -- return
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-- -- end
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-- -- end
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-- end
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--先保存编队
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local curFormation = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_DREAMLAND)
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local choosedList={}
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@ -334,8 +313,6 @@ local directFight = function(showType, eventId, showValues, options)
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MapTrialManager.SetHeroHp(msg.remainHpList,MapTrialManager.selectHeroDid)
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CarbonManager.InitQuickFightData(monsterGroupId, eventId, msg)
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--更新精气值
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-- LogGreen("战斗后的更新精气值:"..msg.essenceValue)
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-- MapTrialManager.UpdatePowerValue(msg.essenceValue)--这句话会调用之后的event,导致召唤boss特效播放两次,直接把精气值付上就好了
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MapTrialManager.powerValue = msg.essenceValue
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-- --召唤Boss
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if CarbonManager.difficulty == CARBON_TYPE.TRIAL and MapTrialManager.powerValue >= 100 then
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@ -411,9 +388,6 @@ local trailBuffPanel = function(showType, eventId, showValues, options)
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Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.ProgressChange, 1, options[1])
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end)
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-- if not UIManager.IsOpen(UIName.BuffOptionPanel) then
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-- UIManager.OpenPanel(UIName.BuffOptionPanel, eventId)
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-- end
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end
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-- 无尽商店
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@ -481,9 +455,6 @@ local funcList2={
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[7]=function() --踩宝箱只发0
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NetManager.GetTrialBoxRewardRequest(0,function(msg)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointRemove, MapManager.curTriggerPos)--删除宝箱点
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-- UIManager.OpenPanel(UIName.RewardItemPopup,msg.boxDrop,1,function()
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-- Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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-- end)
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local data = TrialMiniGameManager.IdToNameIconNum(msg.boxDrop.itemlist[1].itemId,msg.boxDrop.itemlist[1].itemNum)
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PopupTipPanel.ShowColorTip(data[1],data[2],data[3])
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Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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@ -511,7 +482,6 @@ local funcList2={
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--地图点触发
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function this.MapPointTrigger(style)
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local i=0
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-- Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
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for k, v in pairs(MapManager.mapPointList) do
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if MapPointConfig[v] and MapPointConfig[v].Style==style then
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i =style
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@ -520,7 +490,6 @@ function this.MapPointTrigger(style)
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LogPink(i)
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if funcList2[i] then
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funcList2[i]()
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-- Game.GlobalEvent:DispatchEvent(GameEvent.Guide.EventTriggered, eventId)
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end
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end
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@ -532,10 +501,6 @@ function this.GetAllRewardTrigger()
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and PlayerPrefs.GetInt(var)==1) and 1 or 0
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if t==0 then return end
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NetManager.GetTrialBoxRewardRequest(t,function(msg)
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-- UIManager.OpenPanel(UIName.RewardItemPopup,msg.boxDrop,1,function()
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-- Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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-- end)
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Timer.New(function ()
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for key, value in pairs(MapManager.mapPointList) do
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-- LogPink("["..key.."] "..value)
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@ -546,11 +511,6 @@ function this.GetAllRewardTrigger()
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointRemove,key)--删除所有的buff点
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end
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end
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-- local data = TrialMiniGameManager.IdToNameIconNum(msg.boxDrop.itemlist[1].itemId,msg.boxDrop.itemlist[1].itemNum)
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-- PopupTipPanel.ShowColorTip(data[1],data[2],data[3])
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-- UIManager.OpenPanel(UIName.RewardItemPopup,msg.boxDrop,1)
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local thread=coroutine.start(function()
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--宝箱奖励掉落
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for i = 1, #msg.boxDrop.itemlist do
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