森罗 无尽 流程优化和界面调整

dev_chengFeng
ZhangBiao 2020-09-02 13:35:29 +08:00
parent d7a813f6f3
commit e3e95e2379
17 changed files with 80 additions and 42 deletions

View File

@ -2268,7 +2268,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0.00000022109849, y: -0.00006866455}
m_AnchoredPosition: {x: 0, y: -0.00006866455}
m_SizeDelta: {x: 0, y: -0.000091553}
m_Pivot: {x: 0.00000010803342, y: 0.9999999}
--- !u!114 &1627984918352808191
@ -3465,9 +3465,9 @@ RectTransform:
m_Father: {fileID: 8836622965762268863}
m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 461, y: 730}
m_AnchorMin: {x: 1, y: 1}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: -55, y: -193}
m_SizeDelta: {x: 110, y: 110}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &6655059897805515729

View File

@ -60128,7 +60128,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: -405.17, y: 13.5}
m_AnchoredPosition: {x: -342, y: 13.5}
m_SizeDelta: {x: 164.65, y: 58}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &5972399023571215247
@ -97224,7 +97224,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 138.23999, y: 1808.4}
m_AnchoredPosition: {x: 127, y: 1755}
m_SizeDelta: {x: 276.5, y: 82.30005}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!1 &5486231635445567020

View File

@ -2837,14 +2837,14 @@ RectTransform:
m_GameObject: {fileID: 1758076822790233392}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1.0002099, y: 1.0002099, z: 1.0002099}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 1758076822679734710}
m_RootOrder: 6
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0}
m_AnchorMax: {x: 0.5, y: 0}
m_AnchoredPosition: {x: 438, y: -188.99998}
m_AnchoredPosition: {x: 354, y: -188.99998}
m_SizeDelta: {x: 126, y: 126}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &1758076822790233396

View File

@ -452,6 +452,27 @@ function this.ShowBattleResult(result, msg)
end)
end
end, 0.1):Start()
--无尽副本
elseif fightType == BATTLE_TYPE.MAP_FIGHT and CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
Timer.New(function()
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
FightPointPassManager.oldLevel = PlayerManager.level
if bestData then
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.damage, allDamage, function(_BattleBestPopup)
-- 打开关卡奖励界面
UIManager.OpenPanel(UIName.RewardItemPopup, this.lastBattleResult.drop, 1,function()
if _BattleBestPopup then
_BattleBestPopup:ClosePanel()
end
-- if m_battlePanel then
-- m_battlePanel:ClosePanel()
-- end
this:ClosePanel()
Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
end, 1, true, true)
end)
end
end, 0.1):Start()
else
if result == 0 then -- 失败
local haveRecord = BattleRecordManager.isHaveRecord()

View File

@ -392,6 +392,8 @@ function this.RefreshFormation(isCome)
local heroId = curFormation.teamHeroInfos[i].heroId
if this.curFormationIndex == FormationTypeDef.EXPEDITION then-- 远征加血量
heroListGo[i]:OnOpen(heroId, true, true,ExpeditionManager.heroInfo[heroId].remainHp)
-- elseif this.curFormationIndex == FormationTypeDef.FORMATION_ENDLESS_MAP then
-- heroListGo[i]:OnOpen(heroId, true, true,MapManager)
else
heroListGo[i]:OnOpen(heroId, true, false)
end

View File

@ -204,7 +204,7 @@ end
function this:OnOpen(_panelType,...)
panelType = _panelType
if panelType == FORMATION_TYPE.EXPEDITION then
if panelType == FORMATION_TYPE.EXPEDITION or panelType == FORMATION_TYPE.CARBON then
for k,v in pairs(bgListGo) do
v:GetComponent("Image").sprite = Util.LoadSprite("bd_xinkapaifan")
this.line:GetComponent("RectTransform").sizeDelta = Vector2.New(294.2,439.48)
@ -400,7 +400,7 @@ function this.SetCardSingleData(o, heroId, _pos, _heroData)
local hpPass = Util.GetGameObject(o,"hpProgress/hpPass"):GetComponent("Image")
local rage = Util.GetGameObject(o,"rageProgress/rage"):GetComponent("Image")
if panelType == FORMATION_TYPE.EXPEDITION then
if panelType == FORMATION_TYPE.EXPEDITION or panelType == FORMATION_TYPE.CARBON then
bg.sprite = Util.LoadSprite(GetFormationHeroCardStarBg[_heroData.star])
Util.GetGameObject(o,"hpProgress").gameObject:SetActive(true)
Util.GetGameObject(o,"rageProgress").gameObject:SetActive(false)
@ -830,7 +830,7 @@ function this.OnDrag(Pointgo,data)--拖动中
this.line.gameObject:SetActive(false)
end
this.line.transform:SetAsFirstSibling()
if panelType == FORMATION_TYPE.EXPEDITION then
if panelType == FORMATION_TYPE.EXPEDITION or panelType == FORMATION_TYPE.CARBON then
this.line.transform:DOAnchorPos(Vector3.New(0,15,0),0)
else
this.line.transform:DOAnchorPos(Vector3.New(0,30,0),0)

View File

@ -422,9 +422,9 @@ function this.OutMapStats(msg)
end
-- 通过传送门传送到想去的地图
function this.TranssportByMapId(mapId)
Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out, mapId, 1)
end
-- function this.TranssportByMapId(mapId)
-- Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out, mapId, 1)
-- end
-- 获取开放的地图数据
function this.GetOpenMapInfo(openMapId)

View File

@ -179,7 +179,7 @@ function this:GetMapData(u, v)
end
function this:UpdateFogArea(u, v, rad)
Log("位置和迷雾范围: "..u.."|"..v.."|"..rad)
-- Log("位置和迷雾范围: "..u.."|"..v.."|"..rad)
for i = math.max(u-rad, 1), math.min(u+rad, self.uLen) do
for j = math.max(v-rad, 1), math.min(v+rad, self.vLen) do
if math.abs(i-u) + math.abs(j-v) <= rad then

View File

@ -124,7 +124,7 @@ function this.AwakeInit(go, mapId, wakeCells, tileV2)
_tileVMaxNum = _mapData.vLen
local u, v
LogRed("这里是根据已经走过的cell设置地图waleCells数量"..#wakeCells)
-- LogRed("这里是根据已经走过的cell设置地图waleCells数量"..#wakeCells)
for i=1, #wakeCells do
u, v = Map_Pos2UV(wakeCells[i])
_mapData:UpdateFogArea(u, v, this.fogSize)

View File

@ -209,7 +209,7 @@ function this.InitData(msg)
-- 无尽副本
if msg.signs then
LogPurple("标记数量" .. #msg.signs)
-- LogPurple("标记数量" .. #msg.signs)
-- EndLessMapManager.InitMapNoteData(msg.signs)
end

View File

@ -127,9 +127,10 @@ function this.SetEndlessShow()
-- 先发更新事件点协议
MapManager.MapUpdateEvent(-1000, function ()
Log(Language[11234])
NetManager.RequestEndLessStats(function ()
UIManager.OpenPanel(UIName.MapStatsPanel, true)
end)
-- NetManager.RequestEndLessStats(function ()
-- UIManager.OpenPanel(UIName.MapStatsPanel, true)
-- end)
Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out,0)
end)
else
Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out,0)

View File

@ -481,9 +481,11 @@ function this.TimeToGetOut()
end
if not UIManager.IsOpen(UIName.MapStatsPanel) then
UIManager.OpenPanel(UIName.MapStatsPanel)
end
--不弹出信息了,直接滚出去
-- if not UIManager.IsOpen(UIName.MapStatsPanel) then
-- UIManager.OpenPanel(UIName.MapStatsPanel)
-- end
Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out,0)
end
end

View File

@ -70,7 +70,7 @@ function this.Init(pos,num)
this.leaderMapData = TileMapView.GetMapData():GetMapData(u, v)
MapManager.curMapBornPos = Map_UV2Pos(this.leaderMapData.u, this.leaderMapData.v)
LogRed("NUM"..num)
-- LogRed("NUM"..num)
if num ==1 then
this.InitRolePre(u, v)
end

View File

@ -382,7 +382,7 @@ end
function this.ShowSawPoints()
if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then return end
LogYellow("#MapManager.wakeCells:"..#MapManager.wakeCells)
-- LogYellow("#MapManager.wakeCells:"..#MapManager.wakeCells)
if #MapManager.wakeCells == 0 then Log(Language[11322]) return end
for pos, point in pairs(this.EventPoint) do
local u0, v0 = Map_Pos2UV(pos)

View File

@ -311,20 +311,20 @@ local directFight = function(showType, eventId, showValues, options)
--先保存编队
if MapManager.curCarbonType == CarBonTypeId.ENDLESS then--无尽副本
-- body
LogPink("当前Mapmanager中的编队长度"..#MapManager.formationList)
LogBlue("当前FormationManager中的编队长度"..#FormationManager.formationList)
-- LogPink("当前Mapmanager中的编队长度"..#MapManager.formationList)
-- LogBlue("当前FormationManager中的编队长度"..#FormationManager.formationList)
-- local curFormation = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ENDLESS_MAP)
local curFormation = MapManager.formationList
LogGreen("战斗的编队长队:"..#curFormation)
-- LogGreen("战斗的编队长队:"..#curFormation)
-- FormationManager.RefreshFormation(FormationTypeDef.FORMATION_ENDLESS_MAP,curFormation,
-- FormationManager.formationList[FormationTypeDef.FORMATION_ENDLESS_MAP].teamPokemonInfos)
LogYellow("MapManager.curMapId22:"..MapManager.curMapId)
-- LogYellow("MapManager.curMapId22:"..MapManager.curMapId)
NetManager.QuickFightRequest(function(msg)
CarbonManager.InitQuickFightData(monsterGroupId, eventId, msg)
-- MapTrialManager.SetHeroHp(msg.remainHpList,MapTrialManager.selectHeroDid)
LogPink("战斗后Mapmanager中的编队长度"..#MapManager.formationList)
LogBlue("战斗后FormationManager中的编队长度"..#FormationManager.formationList)
-- LogPink("战斗后Mapmanager中的编队长度"..#MapManager.formationList)
-- LogBlue("战斗后FormationManager中的编队长度"..#FormationManager.formationList)
end)
else
local curFormation = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_DREAMLAND)

View File

@ -323,9 +323,9 @@ function this.JumpEventPoint(eventId, optionId, panel, func)
Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
return
end
panel:ClosePanel()
NetManager.EventUpdateRequest(eventId, optionId, function ()
LogYellow("点击之后走了这?")
panel:ClosePanel()
this.CurTriggerPanel = nil
Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
Game.GlobalEvent:DispatchEvent(GameEvent.Map.ProgressChange, 1, optionId)

View File

@ -38,21 +38,33 @@ function BattleWinPopup:NextStep()
if not hadClick then -- 避免重复结算
hadClick = true
if m_isBack then
-- if m_battlePanel then
-- m_battlePanel:ClosePanel()
-- end
if m_battlePanel then
m_battlePanel:ClosePanel()
end
self:ClosePanel()
return
end
if m_fightType == 2 then --副本战斗结算
-- UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 2, function()
-- MapManager.DropAddShotTimeBag(m_battleResult.drop)
UIManager.OpenPanel(UIName.BattleEndPanel, m_battlePanel, m_battleResult.hpList, m_battleResult.drop, function()
m_battlePanel:ClosePanel()
self:ClosePanel()
Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
end, true)
-- local bestData, allDamage= BattleRecordManager.GetBattleBestData()
-- FightPointPassManager.oldLevel = PlayerManager.level
-- if bestData then
-- UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.damage, allDamage, function(_BattleBestPopup)
-- -- 打开关卡奖励界面
-- UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function()
-- if _BattleBestPopup then
-- _BattleBestPopup:ClosePanel()
-- end
-- if m_battlePanel then
-- m_battlePanel:ClosePanel()
-- end
-- self:ClosePanel()
-- Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
-- end, 1, true, true)
-- end)
-- end
-- end)
elseif m_fightType == 3 then --限时怪战斗结算
UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function() m_battlePanel:ClosePanel() self:ClosePanel() end, 1, true)