【战斗回放】代码整理
parent
41ffad0c78
commit
e12211eee4
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@ -444,7 +444,6 @@ function this.ShowBattleResult(result, msg)
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else
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this.resultSoundAudio = SoundManager.PlaySound(SoundConfig.Sound_BattleWin)
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end
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-- 公会boss结算界面
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if fightType == BATTLE_TYPE.GUILD_BOSS then
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UIManager.OpenPanel(UIName.GuildBossFightResultPopup, msg.enventDrop, msg.missionDrop, msg.essenceValue, function()
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@ -452,161 +451,24 @@ function this.ShowBattleResult(result, msg)
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end)
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-- 车迟斗法结算界面特殊显示
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elseif fightType == BATTLE_TYPE.GUILD_CAR_DELAY and GuildCarDelayManager.progress == 1 then
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-- 延时执行避免事件冲突
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Timer.New(function()
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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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,nil, 1,function(isBackBattle)
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LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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--车迟挑战cd计时
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GuildCarDelayManager.SetCdTime(GuildCarDelayProType.Challenge)
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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this:ClosePanel()
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end
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end, 3,true,true)
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end)
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end
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end, 0.1):Start()
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this.ShowBattleResultByCarDeleayType()
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-- 十绝阵结算界面特殊显示
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elseif fightType == BATTLE_TYPE.DEATH_POS then
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-- 延时执行避免事件冲突
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Timer.New(function()
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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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, DeathPosManager.drop, 1,function(isBackBattle)
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LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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this:ClosePanel()
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end
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end, 4,true,true)
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end)
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end
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end, 0.1):Start()
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this.ShowBattleResultByDeathPos()
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--公会副本
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elseif fightType == BATTLE_TYPE.GuildTranscript then
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-- 延时执行避免事件冲突
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Timer.New(function()
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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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,GuildTranscriptManager.drop, 1,function(isBackBattle)
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LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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this:ClosePanel()
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Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshGuildTranscripQuickBtn)
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Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshGuildTranscript)
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GuildTranscriptManager.IsKillShowTip()
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end
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end, 6,true,true)
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end)
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end
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end, 0.1):Start()
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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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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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--新回放功能
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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
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-- 延时执行避免事件冲突
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Timer.New(function()
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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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,GuildTranscriptManager.drop, 1,function(isBackBattle)
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LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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this:ClosePanel()
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Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshGuildTranscripQuickBtn)
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Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshGuildTranscript)
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GuildTranscriptManager.IsKillShowTip()
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end
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end, 6,true,true)
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end)
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end
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end, 0.1):Start()
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.GUILD_CAR_DELAY and GuildCarDelayManager.progress == 1 then
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-- 延时执行避免事件冲突
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Timer.New(function()
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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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,nil, 1,function(isBackBattle)
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LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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--车迟挑战cd计时
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GuildCarDelayManager.SetCdTime(GuildCarDelayProType.Challenge)
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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this:ClosePanel()
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end
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end, 3,true,true)
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end)
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end
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end, 0.1):Start()
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-- 十绝阵结算界面特殊显示
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.DEATH_POS then
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-- 延时执行避免事件冲突
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Timer.New(function()
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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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, DeathPosManager.drop, 1,function(isBackBattle)
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LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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this:ClosePanel()
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end
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end, 4,true,true)
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end)
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end
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end, 0.1):Start()
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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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this.ShowBattleResultByGuildTranscript()
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.GUILD_CAR_DELAY and GuildCarDelayManager.progress == 1 then-- 车迟结算界面特殊显示
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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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this.ShowBattleResultByDeathPos()
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else
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if result == 0 then -- 失败
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local haveRecord = BattleRecordManager.isHaveRecord()
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@ -624,7 +486,99 @@ function this.ShowBattleResult(result, msg)
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end
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end
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end
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-- 车迟斗法结算界面特殊显示
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function this.ShowBattleResultByCarDeleayType()
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-- 延时执行避免事件冲突
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Timer.New(function()
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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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,nil, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
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LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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--车迟挑战cd计时
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GuildCarDelayManager.SetCdTime(GuildCarDelayProType.Challenge)
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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this:ClosePanel()
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end
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end, 3,true,true)
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end)
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end
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end, 0.1):Start()
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end
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-- 十绝阵结算界面特殊显示
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function this.ShowBattleResultByDeathPos()
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-- 延时执行避免事件冲突
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Timer.New(function()
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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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, DeathPosManager.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
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LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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this:ClosePanel()
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end
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end, 4,true,true)
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end)
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end
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end, 0.1):Start()
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end
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--公会副本结算界面特殊显示
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function this.ShowBattleResultByGuildTranscript()
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-- 延时执行避免事件冲突
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Timer.New(function()
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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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,GuildTranscriptManager.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
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LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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this:ClosePanel()
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Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshGuildTranscripQuickBtn)
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Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshGuildTranscript)
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GuildTranscriptManager.IsKillShowTip()
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end
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end, 6,true,true)
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end)
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end
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end, 0.1):Start()
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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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end
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-- 战斗波次变化回调
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function this.OnOrderChanged(order)
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-- body
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@ -107,45 +107,36 @@ function this:LoseJump(id)
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end
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function this.ClosePanelRefreshData()
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if fightType then
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if fightType == 8 then--远征
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if not isBackBattle then
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local GetCurNodeInfo = ExpeditionManager.curAttackNodeInfo
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if GetCurNodeInfo.type == ExpeditionNodeType.Greed then--贪婪节点
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Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshMainPanel)--刷新界面
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PopupTipPanel.ShowTip( Language[12194])
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else
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MsgPanel.ShowTwo(Language[11540], function()
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end, function()
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NetManager.EndConfirmExpeditionBattleRequest(GetCurNodeInfo.sortId, function (msg)
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end)
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end,Language[10719],Language[12201])
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Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshMainPanel)--刷新界面
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end
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end
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elseif fightType == 10 then--车迟
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if fightType == BATTLE_TYPE.EXECUTE_FIGHT then--远征
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this.ShowBattleResultByExpedition()
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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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GuildCarDelayManager.SetCdTime(GuildCarDelayProType.Loot)
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--新回放功能
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elseif fightType == BATTLE_TYPE.BACK_BATTLE then
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if BattleManager.GetLastBattleType() == BATTLE_TYPE.EXECUTE_FIGHT then
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if not isBackBattle then
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local GetCurNodeInfo = ExpeditionManager.curAttackNodeInfo
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if GetCurNodeInfo.type == ExpeditionNodeType.Greed then--贪婪节点
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Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshMainPanel)--刷新界面
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PopupTipPanel.ShowTip( Language[12194])
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else
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MsgPanel.ShowTwo(Language[11540], function()
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end, function()
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NetManager.EndConfirmExpeditionBattleRequest(GetCurNodeInfo.sortId, function (msg)
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end)
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end,Language[10719],Language[12201])
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Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshMainPanel)--刷新界面
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end
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end
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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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end
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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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function this.ShowBattleResultByExpedition()
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if not isBackBattle then
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local GetCurNodeInfo = ExpeditionManager.curAttackNodeInfo
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if GetCurNodeInfo.type == ExpeditionNodeType.Greed then--贪婪节点
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Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshMainPanel)--刷新界面
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PopupTipPanel.ShowTip( Language[12194])
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else
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MsgPanel.ShowTwo(Language[11540], function()
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end, function()
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NetManager.EndConfirmExpeditionBattleRequest(GetCurNodeInfo.sortId, function (msg)
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end)
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end,Language[10719],Language[12201])
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Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshMainPanel)--刷新界面
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end
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end
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end
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--界面关闭时调用(用于子类重写)
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function BattleFailPopup:OnClose()
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.MaskState,0)
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@ -45,7 +45,7 @@ function BattleWinPopup:NextStep()
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return
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end
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if m_fightType == 2 then --副本战斗结算
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if m_fightType == BATTLE_TYPE.MAP_FIGHT then --副本战斗结算
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-- local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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-- FightPointPassManager.oldLevel = PlayerManager.level
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@ -66,272 +66,179 @@ function BattleWinPopup:NextStep()
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-- end
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-- end)
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elseif m_fightType == 3 then --限时怪战斗结算
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elseif m_fightType == BATTLE_TYPE.ELITE_MONSTER then --限时怪战斗结算
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UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function() m_battlePanel:ClosePanel() self:ClosePanel() end, 1, true)
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elseif m_fightType == 5 then -- 兽潮来袭
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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self:ClosePanel()
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||||
if m_backPanel then
|
||||
UIManager.OpenPanel(m_backPanel)
|
||||
end
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function()
|
||||
if m_callBack then m_callBack() end
|
||||
--内容优化 心魔试炼推送
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.PatFace.PatFaceSend,FacePanelType.MonsterWave)
|
||||
end, nil, not m_notShowRecord)
|
||||
elseif m_fightType == 6 then -- 新关卡的战斗
|
||||
FightPointPassManager.FightBattleEnd()
|
||||
FightPointPassManager.OnBattleEnd(m_battleResult)
|
||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
||||
if bestData then
|
||||
-- 胜利显示本场比赛的表现最好的英雄
|
||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
|
||||
-- 打开关卡奖励界面
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function(isBackBattle)
|
||||
LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
self:ClosePanel()
|
||||
-- 再刷新一便关卡信息
|
||||
NetManager.InitFightPointLevelInfo()
|
||||
end
|
||||
end, 1, true, true)
|
||||
end)
|
||||
else
|
||||
-- 打开关卡奖励界面
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function()
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
self:ClosePanel()
|
||||
end, 1, true)
|
||||
end
|
||||
elseif m_fightType == 8 then -- 远征
|
||||
self:ClosePanel()
|
||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
||||
if bestData then
|
||||
-- 胜利显示本场比赛的表现最好的英雄
|
||||
local GetCurNodeInfo = ExpeditionManager.curAttackNodeInfo--ExpeditionManager.GetCurNodeInfo()
|
||||
local func2 = nil
|
||||
if GetCurNodeInfo.type == ExpeditionNodeType.Trail then--试炼节点
|
||||
LogBlue("sssssssssssssssssss")
|
||||
func2 = function()
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
||||
end
|
||||
end
|
||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
|
||||
--贪婪节点不弹领取圣物
|
||||
if GetCurNodeInfo.type == ExpeditionNodeType.Greed then--贪婪节点
|
||||
if m_battleResult.drop.itemlist and #m_battleResult.drop.itemlist > 0 then
|
||||
LogGreen("m_battleResult.drop.itemlist "..#m_battleResult.drop.itemlist)
|
||||
else
|
||||
LogGreen(Language[12202])
|
||||
end
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,m_battleResult.drop, 1,function()
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
||||
end, 0,true,true)
|
||||
elseif GetCurNodeInfo.type == ExpeditionNodeType.Trail then--试炼节点
|
||||
if m_battleResult.drop and m_battleResult.drop.soulEquip and #m_battleResult.drop.soulEquip > 0 then
|
||||
for i = 1, #m_battleResult.drop.soulEquip do
|
||||
ExpeditionManager.InitSingleTreasureData(m_battleResult.drop.soulEquip[i])
|
||||
end
|
||||
end
|
||||
if m_battleResult.drop and m_battleResult.drop.Hero and m_battleResult.drop.Hero[1] then
|
||||
ExpeditionManager.UpdateHeroDatas(m_battleResult.drop.Hero[1])
|
||||
else
|
||||
LogError(Language[11541])
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
PopupTipPanel.ShowTip(Language[12192])
|
||||
else
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,m_battleResult.drop, 1,function()
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if GetCurNodeInfo.holyEquipID and #GetCurNodeInfo.holyEquipID > 0 then
|
||||
UIManager.OpenPanel(UIName.ExpeditionSelectHalidomPanel,true,function ()
|
||||
end)
|
||||
else
|
||||
--此时战斗了但没有圣物 所有直接刷新界面动画 后并刷新界面
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
||||
end
|
||||
end, 0,true,true)
|
||||
end
|
||||
end,func2)
|
||||
end
|
||||
elseif m_fightType==9 then
|
||||
m_battlePanel:ClosePanel() self:ClosePanel()
|
||||
elseif m_fightType == 10 then -- 车迟
|
||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
||||
if bestData then
|
||||
-- 胜利显示本场比赛的表现最好的英雄
|
||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
|
||||
-- 打开关卡奖励界面
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,nil, 1,function(isBackBattle)
|
||||
LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
--车迟抢夺cd计时
|
||||
GuildCarDelayManager.SetCdTime(GuildCarDelayProType.Loot)
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
self:ClosePanel()
|
||||
end
|
||||
end, 3,true,true)
|
||||
end)
|
||||
end
|
||||
elseif m_fightType == BATTLE_TYPE.MONSTER_CAMP then -- 兽潮来袭
|
||||
this.ShowBattleResultByMonsterCamp(m_battleResult.drop)
|
||||
elseif m_fightType == BATTLE_TYPE.STORY_FIGHT then -- 新关卡的战斗
|
||||
this.ShowBattleResultByStoryFight(m_battleResult.drop)
|
||||
elseif m_fightType == BATTLE_TYPE.EXECUTE_FIGHT then -- 猎妖之路
|
||||
this.ShowBattleResultByExpedition(m_battleResult.drop)
|
||||
elseif m_fightType == BATTLE_TYPE.DAILY_CHALLENGE then -- 日常副本
|
||||
m_battlePanel:ClosePanel() self:ClosePanel(m_battleResult.drop)
|
||||
elseif m_fightType == BATTLE_TYPE.GUILD_CAR_DELAY then -- 车迟
|
||||
this.ShowBattleResultByCarDeleayType(m_battleResult.drop)
|
||||
--新回放功能
|
||||
elseif m_fightType == BATTLE_TYPE.BACK_BATTLE then
|
||||
if BattleManager.GetLastBattleType() == BATTLE_TYPE.STORY_FIGHT then
|
||||
FightPointPassManager.FightBattleEnd()
|
||||
FightPointPassManager.OnBattleEnd(m_battleResult)
|
||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
||||
if bestData then
|
||||
-- 胜利显示本场比赛的表现最好的英雄
|
||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
|
||||
-- 打开关卡奖励界面
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, BattleManager.GetLastBattleResult().drop, 1,function(isBackBattle)
|
||||
LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
self:ClosePanel()
|
||||
-- 再刷新一便关卡信息
|
||||
NetManager.InitFightPointLevelInfo()
|
||||
end
|
||||
end, 1, true, true)
|
||||
end)
|
||||
else
|
||||
-- 打开关卡奖励界面
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function()
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
self:ClosePanel()
|
||||
end, 1, true)
|
||||
end
|
||||
elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.EXECUTE_FIGHT then
|
||||
self:ClosePanel()
|
||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
||||
if bestData then
|
||||
-- 胜利显示本场比赛的表现最好的英雄
|
||||
local GetCurNodeInfo = ExpeditionManager.curAttackNodeInfo--ExpeditionManager.GetCurNodeInfo()
|
||||
local func2 = nil
|
||||
if GetCurNodeInfo.type == ExpeditionNodeType.Trail then--试炼节点
|
||||
func2 = function()
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
||||
end
|
||||
end
|
||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
|
||||
--贪婪节点不弹领取圣物
|
||||
if GetCurNodeInfo.type == ExpeditionNodeType.Greed then--贪婪节点
|
||||
local drop = BattleManager.GetLastBattleResult().drop
|
||||
if m_battleResult.drop.itemlist and #drop.itemlist > 0 then
|
||||
LogGreen("m_battleResult.drop.itemlist "..#m_battleResult.drop.itemlist)
|
||||
else
|
||||
LogGreen(Language[12202])
|
||||
end
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,m_battleResult.drop, 1,function(isBackBattle)
|
||||
LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
||||
end
|
||||
end, 0,true,true)
|
||||
elseif GetCurNodeInfo.type == ExpeditionNodeType.Trail then--试炼节点
|
||||
if m_battleResult.drop and m_battleResult.drop.soulEquip and #m_battleResult.drop.soulEquip > 0 then
|
||||
for i = 1, #m_battleResult.drop.soulEquip do
|
||||
ExpeditionManager.InitSingleTreasureData(m_battleResult.drop.soulEquip[i])
|
||||
end
|
||||
end
|
||||
if m_battleResult.drop and m_battleResult.drop.Hero and m_battleResult.drop.Hero[1] then
|
||||
ExpeditionManager.UpdateHeroDatas(m_battleResult.drop.Hero[1])
|
||||
else
|
||||
LogError(Language[11541])
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
PopupTipPanel.ShowTip(Language[12192])
|
||||
else
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,BattleManager.GetLastBattleResult().drop, 1,function(isBackBattle)
|
||||
LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if GetCurNodeInfo.holyEquipID and #GetCurNodeInfo.holyEquipID > 0 then
|
||||
UIManager.OpenPanel(UIName.ExpeditionSelectHalidomPanel,true,function ()
|
||||
end)
|
||||
else
|
||||
--此时战斗了但没有圣物 所有直接刷新界面动画 后并刷新界面
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
||||
end
|
||||
end
|
||||
end, 0,true,true)
|
||||
end
|
||||
end,func2)
|
||||
end
|
||||
if BattleManager.GetLastBattleType() == BATTLE_TYPE.STORY_FIGHT then-- 新关卡战斗
|
||||
this.ShowBattleResultByStoryFight(BattleManager.GetLastBattleResult().drop)
|
||||
elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.EXECUTE_FIGHT then--猎妖之路
|
||||
this.ShowBattleResultByExpedition(BattleManager.GetLastBattleResult().drop)
|
||||
elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.GUILD_CAR_DELAY then--车迟
|
||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
||||
if bestData then
|
||||
-- 胜利显示本场比赛的表现最好的英雄
|
||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
|
||||
-- 打开关卡奖励界面
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,nil, 1,function(isBackBattle)
|
||||
LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
--车迟抢夺cd计时
|
||||
GuildCarDelayManager.SetCdTime(GuildCarDelayProType.Loot)
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
self:ClosePanel()
|
||||
end
|
||||
end, 3,true,true)
|
||||
end)
|
||||
end
|
||||
this.ShowBattleResultByCarDeleayType(BattleManager.GetLastBattleResult().drop)
|
||||
elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.MONSTER_CAMP then--兽潮来袭
|
||||
this.ShowBattleResultByMonsterCamp(BattleManager.GetLastBattleResult().drop)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- 兽潮来袭结算界面特殊显示
|
||||
function this.ShowBattleResultByMonsterCamp(drop)
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
this:ClosePanel()
|
||||
if m_backPanel then
|
||||
UIManager.OpenPanel(m_backPanel)
|
||||
end
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
||||
LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
if m_callBack then m_callBack() end
|
||||
--内容优化 心魔试炼推送
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.PatFace.PatFaceSend,FacePanelType.MonsterWave)
|
||||
end
|
||||
end, nil, not m_notShowRecord)
|
||||
end
|
||||
-- 新关卡战斗结算界面特殊显示
|
||||
function this.ShowBattleResultByStoryFight(drop)
|
||||
FightPointPassManager.FightBattleEnd()
|
||||
FightPointPassManager.OnBattleEnd(m_battleResult)
|
||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
||||
if bestData then
|
||||
-- 胜利显示本场比赛的表现最好的英雄
|
||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
|
||||
-- 打开关卡奖励界面
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
||||
LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
this:ClosePanel()
|
||||
-- 再刷新一便关卡信息
|
||||
NetManager.InitFightPointLevelInfo()
|
||||
end
|
||||
end, 1, true, true)
|
||||
end)
|
||||
else
|
||||
-- 打开关卡奖励界面
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function()
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
this:ClosePanel()
|
||||
end, 1, true)
|
||||
end
|
||||
end
|
||||
-- 车迟斗法结算界面特殊显示
|
||||
function this.ShowBattleResultByCarDeleayType(drop)
|
||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
||||
if bestData then
|
||||
-- 胜利显示本场比赛的表现最好的英雄
|
||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
|
||||
-- 打开关卡奖励界面
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,nil, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
||||
LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
--车迟抢夺cd计时
|
||||
GuildCarDelayManager.SetCdTime(GuildCarDelayProType.Loot)
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
this:ClosePanel()
|
||||
end
|
||||
end, 3,true,true)
|
||||
end)
|
||||
end
|
||||
end
|
||||
-- 猎妖之路结算界面特殊显示
|
||||
function this.ShowBattleResultByExpedition(drop)
|
||||
this:ClosePanel()
|
||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
||||
if bestData then
|
||||
-- 胜利显示本场比赛的表现最好的英雄
|
||||
local GetCurNodeInfo = ExpeditionManager.curAttackNodeInfo--ExpeditionManager.GetCurNodeInfo()
|
||||
local func2 = nil
|
||||
if GetCurNodeInfo.type == ExpeditionNodeType.Trail then--试炼节点
|
||||
func2 = function()
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
||||
end
|
||||
end
|
||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
|
||||
--贪婪节点不弹领取圣物
|
||||
if GetCurNodeInfo.type == ExpeditionNodeType.Greed then--贪婪节点
|
||||
if drop.itemlist and #drop.itemlist > 0 then
|
||||
LogGreen("m_battleResult.drop.itemlist "..#m_battleResult.drop.itemlist)
|
||||
else
|
||||
LogGreen(Language[12202])
|
||||
end
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
||||
LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
||||
end
|
||||
end, 0,true,true)
|
||||
elseif GetCurNodeInfo.type == ExpeditionNodeType.Trail then--试炼节点
|
||||
if m_battleResult.drop and m_battleResult.drop.soulEquip and #m_battleResult.drop.soulEquip > 0 then
|
||||
for i = 1, #m_battleResult.drop.soulEquip do
|
||||
ExpeditionManager.InitSingleTreasureData(m_battleResult.drop.soulEquip[i])
|
||||
end
|
||||
end
|
||||
if m_battleResult.drop and m_battleResult.drop.Hero and m_battleResult.drop.Hero[1] then
|
||||
ExpeditionManager.UpdateHeroDatas(m_battleResult.drop.Hero[1])
|
||||
else
|
||||
LogError(Language[11541])
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
PopupTipPanel.ShowTip(Language[12192])
|
||||
else
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
||||
LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if GetCurNodeInfo.holyEquipID and #GetCurNodeInfo.holyEquipID > 0 then
|
||||
UIManager.OpenPanel(UIName.ExpeditionSelectHalidomPanel,true,function ()
|
||||
end)
|
||||
else
|
||||
--此时战斗了但没有圣物 所有直接刷新界面动画 后并刷新界面
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
||||
end
|
||||
end
|
||||
end, 0,true,true)
|
||||
end
|
||||
end,func2)
|
||||
end
|
||||
end
|
||||
--添加事件监听(用于子类重写)
|
||||
function BattleWinPopup:AddListener()
|
||||
|
||||
|
|
Loading…
Reference in New Issue