森罗英雄全部死亡战斗报错
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m_ObjectHideFlags: 0
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@ -20,6 +20,7 @@ function this.Init(context, root, gameType, gameId, gameParams)
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this.itemPre = Util.GetGameObject(root, "Layout/itemPre")
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this.itemPre = Util.GetGameObject(root, "Layout/itemPre")
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this.btn = Util.GetGameObject(root, "btnStart")
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this.btn = Util.GetGameObject(root, "btnStart")
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this.empty = Util.GetGameObject(root, "empty")
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this.empty = Util.GetGameObject(root, "empty")
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this.maks = Util.GetGameObject(root, "mask")
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this.gameConfig = ConfigManager.GetConfig(ConfigName.TrialGameConfig)
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this.gameConfig = ConfigManager.GetConfig(ConfigName.TrialGameConfig)
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this.itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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this.itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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this.atrConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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this.atrConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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@ -32,6 +33,7 @@ end
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function this.Show()
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function this.Show()
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this.root:SetActive(true)
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this.root:SetActive(true)
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this.empty:SetActive(true)
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this.empty:SetActive(true)
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this.maks:SetActive(true)
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this.liveNode = poolManager:LoadLive("live2d_c_yj_00040", this.liveRoot.transform, Vector3.one, Vector3.New(-22,57, 0))
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this.liveNode = poolManager:LoadLive("live2d_c_yj_00040", this.liveRoot.transform, Vector3.one, Vector3.New(-22,57, 0))
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--数据乱序操作
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--数据乱序操作
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@ -46,6 +48,7 @@ function this.Show()
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local thread=coroutine.start(function()
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local thread=coroutine.start(function()
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this.empty:SetActive(true)
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this.empty:SetActive(true)
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this.btn:SetActive(false)
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this.btn:SetActive(false)
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this.maks:SetActive(false)
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for index, value in ipairs(_itemsList) do
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for index, value in ipairs(_itemsList) do
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local cFront = Util.GetGameObject(_itemsList[index], "front")
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local cFront = Util.GetGameObject(_itemsList[index], "front")
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cFront.transform:DORotate(Vector3.New(0, 90, 0), 0.3)
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cFront.transform:DORotate(Vector3.New(0, 90, 0), 0.3)
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@ -108,6 +111,7 @@ function this.SetCard(table)
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local cFront = Util.GetGameObject(_itemsList[i], "front")
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local cFront = Util.GetGameObject(_itemsList[i], "front")
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local cBack = Util.GetGameObject(_itemsList[i], "back")
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local cBack = Util.GetGameObject(_itemsList[i], "back")
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local num = Util.GetGameObject(_itemsList[i], "front/num"):GetComponent("Text")
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local num = Util.GetGameObject(_itemsList[i], "front/num"):GetComponent("Text")
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num.gameObject:SetActive(table[i] ~= -1)
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if isActive then
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if isActive then
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this.btn:SetActive(true)
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this.btn:SetActive(true)
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cFront.transform:DORotate(Vector3.New(0, 0, 0), 0.3)
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cFront.transform:DORotate(Vector3.New(0, 0, 0), 0.3)
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@ -455,6 +455,7 @@ function this.EdgeEventTrigger(u, v)
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end
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end
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-- 触发了事件
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-- 触发了事件
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if not isEventTrigger then
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if not isEventTrigger then
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
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isEventTrigger = true
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isEventTrigger = true
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EndLessMapManager.isTrigger = true
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EndLessMapManager.isTrigger = true
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this.SetCtrlState(true)
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this.SetCtrlState(true)
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end
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end
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Log(Language[11304] .. MapManager.mapPointList[pos])
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Log(Language[11304] .. MapManager.mapPointList[pos])
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--如果英雄阵亡 无法选择其进行战斗
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local num = #MapManager.trialHeroInfo
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for i, v in ipairs(MapManager.trialHeroInfo) do
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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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end
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local var=PlayerManager.uid.."GeneralPopup_TrialSettingBtn"..1--1是是否自动战斗
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local var=PlayerManager.uid.."GeneralPopup_TrialSettingBtn"..1--1是是否自动战斗
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if pointView.cell.Style == 1 then
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if pointView.cell.Style == 1 then
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this.SetCtrlState(true)
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this.SetCtrlState(true)
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@ -175,8 +175,6 @@ function this.GetMissionState()
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end
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end
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end
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end
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-- 已经完成步骤
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-- 已经完成步骤
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local doneStep = {}
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local doneStep = {}
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-- 未完成步骤
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-- 未完成步骤
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@ -280,12 +278,6 @@ end
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-- 前往下一层界面
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-- 前往下一层界面
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local mapDialoguePanel = function(showType, eventId, showValues, options)
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local mapDialoguePanel = function(showType, eventId, showValues, options)
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--旧界面是单独的界面
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-- if not UIManager.IsOpen(UIName.MapOptionPanel) then
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-- UIManager.OpenPanel(UIName.MapOptionPanel, showType, eventId, showValues, options)
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-- LogPink("MissionManager showType"..showType.." eventId"..eventId)
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-- end
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--现已做成三级弹窗
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--现已做成三级弹窗
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if not UIManager.IsOpen(UIName.GeneralPopup) then
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if not UIManager.IsOpen(UIName.GeneralPopup) then
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.TrialToNextFloor, showType, eventId, showValues, options)
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.TrialToNextFloor, showType, eventId, showValues, options)
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@ -310,16 +302,25 @@ local directFight = function(showType, eventId, showValues, options)
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if t==0 then --非快速战斗,打开二级弹窗
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if t==0 then --非快速战斗,打开二级弹窗
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.ShowEnemyInfo, monsterGroupId,eventId,showValues)
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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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else--快速战斗
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--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)
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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
|
-- for i, v in ipairs(MapManager.trialHeroInfo) do
|
||||||
if MapTrialManager.selectHeroDid==v.heroId then
|
-- local num = #MapManager.trialHeroInfo
|
||||||
if v.heroHp<=0 then
|
-- if v.heroHp<=0 then
|
||||||
PopupTipPanel.ShowTip(Language[11247])
|
-- num = num -1
|
||||||
Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
|
-- if num == 0 then
|
||||||
return
|
-- PopupTipPanel.ShowTip("猎妖师全部死亡,无法进入战斗!")
|
||||||
end
|
-- Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
|
||||||
end
|
-- return
|
||||||
end
|
-- 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
|
--先保存编队
|
||||||
local curFormation = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_DREAMLAND)
|
local curFormation = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_DREAMLAND)
|
||||||
|
@ -510,6 +511,7 @@ local funcList2={
|
||||||
--地图点触发
|
--地图点触发
|
||||||
function this.MapPointTrigger(style)
|
function this.MapPointTrigger(style)
|
||||||
local i=0
|
local i=0
|
||||||
|
Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
|
||||||
for k, v in pairs(MapManager.mapPointList) do
|
for k, v in pairs(MapManager.mapPointList) do
|
||||||
if MapPointConfig[v] and MapPointConfig[v].Style==style then
|
if MapPointConfig[v] and MapPointConfig[v].Style==style then
|
||||||
i =style
|
i =style
|
||||||
|
|
Loading…
Reference in New Issue