森罗英雄全部死亡战斗报错

dev_chengFeng
ZhangBiao 2020-07-23 17:42:17 +08:00
parent 4114a241dd
commit e0d156ad74
4 changed files with 115 additions and 95 deletions

View File

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View File

@ -20,6 +20,7 @@ function this.Init(context, root, gameType, gameId, gameParams)
this.itemPre = Util.GetGameObject(root, "Layout/itemPre")
this.btn = Util.GetGameObject(root, "btnStart")
this.empty = Util.GetGameObject(root, "empty")
this.maks = Util.GetGameObject(root, "mask")
this.gameConfig = ConfigManager.GetConfig(ConfigName.TrialGameConfig)
this.itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
this.atrConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
@ -32,6 +33,7 @@ end
function this.Show()
this.root:SetActive(true)
this.empty:SetActive(true)
this.maks:SetActive(true)
this.liveNode = poolManager:LoadLive("live2d_c_yj_00040", this.liveRoot.transform, Vector3.one, Vector3.New(-22,57, 0))
--数据乱序操作
@ -46,6 +48,7 @@ function this.Show()
local thread=coroutine.start(function()
this.empty:SetActive(true)
this.btn:SetActive(false)
this.maks:SetActive(false)
for index, value in ipairs(_itemsList) do
local cFront = Util.GetGameObject(_itemsList[index], "front")
cFront.transform:DORotate(Vector3.New(0, 90, 0), 0.3)
@ -108,6 +111,7 @@ function this.SetCard(table)
local cFront = Util.GetGameObject(_itemsList[i], "front")
local cBack = Util.GetGameObject(_itemsList[i], "back")
local num = Util.GetGameObject(_itemsList[i], "front/num"):GetComponent("Text")
num.gameObject:SetActive(table[i] ~= -1)
if isActive then
this.btn:SetActive(true)
cFront.transform:DORotate(Vector3.New(0, 0, 0), 0.3)

View File

@ -455,6 +455,7 @@ function this.EdgeEventTrigger(u, v)
end
-- 触发了事件
if not isEventTrigger then
Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
isEventTrigger = true
EndLessMapManager.isTrigger = true
this.SetCtrlState(true)
@ -464,6 +465,19 @@ function this.EdgeEventTrigger(u, v)
end
Log(Language[11304] .. MapManager.mapPointList[pos])
--如果英雄阵亡 无法选择其进行战斗
local num = #MapManager.trialHeroInfo
for i, v in ipairs(MapManager.trialHeroInfo) do
if v.heroHp<=0 then
num = num -1
if num == 0 then
PopupTipPanel.ShowTip("猎妖师全部死亡,无法进入战斗!")
Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
return
end
end
end
local var=PlayerManager.uid.."GeneralPopup_TrialSettingBtn"..1--1是是否自动战斗
if pointView.cell.Style == 1 then

View File

@ -175,8 +175,6 @@ function this.GetMissionState()
end
end
-- 已经完成步骤
local doneStep = {}
-- 未完成步骤
@ -280,12 +278,6 @@ end
-- 前往下一层界面
local mapDialoguePanel = function(showType, eventId, showValues, options)
--旧界面是单独的界面
-- if not UIManager.IsOpen(UIName.MapOptionPanel) then
-- UIManager.OpenPanel(UIName.MapOptionPanel, showType, eventId, showValues, options)
-- LogPink("MissionManager showType"..showType.." eventId"..eventId)
-- end
--现已做成三级弹窗
if not UIManager.IsOpen(UIName.GeneralPopup) then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.TrialToNextFloor, showType, eventId, showValues, options)
@ -310,16 +302,25 @@ local directFight = function(showType, eventId, showValues, options)
if t==0 then --非快速战斗,打开二级弹窗
Game.GlobalEvent:DispatchEvent(GameEvent.Map.ShowEnemyInfo, monsterGroupId,eventId,showValues)
else--快速战斗
--如果英雄阵亡 无法选择其进行战斗(这段已经没用了,每次战斗结束都会判断角色是否还活着)
for i, v in ipairs(MapManager.trialHeroInfo) do
if MapTrialManager.selectHeroDid==v.heroId then
if v.heroHp<=0 then
PopupTipPanel.ShowTip(Language[11247])
Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
return
end
end
end
-- --如果英雄阵亡 无法选择其进行战斗
-- for i, v in ipairs(MapManager.trialHeroInfo) do
-- local num = #MapManager.trialHeroInfo
-- if v.heroHp<=0 then
-- num = num -1
-- if num == 0 then
-- PopupTipPanel.ShowTip("猎妖师全部死亡,无法进入战斗!")
-- Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
-- return
-- end
-- end
-- -- if MapTrialManager.selectHeroDid==v.heroId then
-- -- if v.heroHp<=0 then
-- -- PopupTipPanel.ShowTip(Language[11247])
-- -- Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
-- -- return
-- -- end
-- -- end
-- end
--先保存编队
local curFormation = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_DREAMLAND)
@ -510,6 +511,7 @@ local funcList2={
--地图点触发
function this.MapPointTrigger(style)
local i=0
Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
for k, v in pairs(MapManager.mapPointList) do
if MapPointConfig[v] and MapPointConfig[v].Style==style then
i =style