森罗 无尽 流程优化和界面调整
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d7a813f6f3
commit
e3e95e2379
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@ -2268,7 +2268,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0.00000022109849, y: -0.00006866455}
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m_AnchoredPosition: {x: 0, y: -0.00006866455}
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m_SizeDelta: {x: 0, y: -0.000091553}
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m_Pivot: {x: 0.00000010803342, y: 0.9999999}
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--- !u!114 &1627984918352808191
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@ -3465,9 +3465,9 @@ RectTransform:
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m_Father: {fileID: 8836622965762268863}
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m_RootOrder: 3
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 461, y: 730}
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m_AnchorMin: {x: 1, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: -55, y: -193}
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m_SizeDelta: {x: 110, y: 110}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &6655059897805515729
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@ -60128,7 +60128,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -405.17, y: 13.5}
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m_AnchoredPosition: {x: -342, y: 13.5}
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m_SizeDelta: {x: 164.65, y: 58}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &5972399023571215247
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@ -97224,7 +97224,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 138.23999, y: 1808.4}
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m_AnchoredPosition: {x: 127, y: 1755}
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m_SizeDelta: {x: 276.5, y: 82.30005}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!1 &5486231635445567020
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@ -2837,14 +2837,14 @@ RectTransform:
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m_GameObject: {fileID: 1758076822790233392}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1.0002099, y: 1.0002099, z: 1.0002099}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 1758076822679734710}
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m_RootOrder: 6
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0}
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m_AnchorMax: {x: 0.5, y: 0}
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m_AnchoredPosition: {x: 438, y: -188.99998}
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m_AnchoredPosition: {x: 354, y: -188.99998}
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m_SizeDelta: {x: 126, y: 126}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1758076822790233396
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@ -452,6 +452,27 @@ function this.ShowBattleResult(result, msg)
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end)
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end
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end, 0.1):Start()
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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.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, 1, true, true)
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end)
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end
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end, 0.1):Start()
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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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@ -392,6 +392,8 @@ function this.RefreshFormation(isCome)
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local heroId = curFormation.teamHeroInfos[i].heroId
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if this.curFormationIndex == FormationTypeDef.EXPEDITION then-- 远征加血量
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heroListGo[i]:OnOpen(heroId, true, true,ExpeditionManager.heroInfo[heroId].remainHp)
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-- elseif this.curFormationIndex == FormationTypeDef.FORMATION_ENDLESS_MAP then
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-- heroListGo[i]:OnOpen(heroId, true, true,MapManager)
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else
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heroListGo[i]:OnOpen(heroId, true, false)
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end
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@ -204,7 +204,7 @@ end
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function this:OnOpen(_panelType,...)
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panelType = _panelType
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if panelType == FORMATION_TYPE.EXPEDITION then
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if panelType == FORMATION_TYPE.EXPEDITION or panelType == FORMATION_TYPE.CARBON then
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for k,v in pairs(bgListGo) do
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v:GetComponent("Image").sprite = Util.LoadSprite("bd_xinkapaifan")
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this.line:GetComponent("RectTransform").sizeDelta = Vector2.New(294.2,439.48)
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@ -400,7 +400,7 @@ function this.SetCardSingleData(o, heroId, _pos, _heroData)
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local hpPass = Util.GetGameObject(o,"hpProgress/hpPass"):GetComponent("Image")
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local rage = Util.GetGameObject(o,"rageProgress/rage"):GetComponent("Image")
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if panelType == FORMATION_TYPE.EXPEDITION then
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if panelType == FORMATION_TYPE.EXPEDITION or panelType == FORMATION_TYPE.CARBON then
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bg.sprite = Util.LoadSprite(GetFormationHeroCardStarBg[_heroData.star])
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Util.GetGameObject(o,"hpProgress").gameObject:SetActive(true)
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Util.GetGameObject(o,"rageProgress").gameObject:SetActive(false)
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@ -830,7 +830,7 @@ function this.OnDrag(Pointgo,data)--拖动中
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this.line.gameObject:SetActive(false)
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end
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this.line.transform:SetAsFirstSibling()
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if panelType == FORMATION_TYPE.EXPEDITION then
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if panelType == FORMATION_TYPE.EXPEDITION or panelType == FORMATION_TYPE.CARBON then
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this.line.transform:DOAnchorPos(Vector3.New(0,15,0),0)
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else
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this.line.transform:DOAnchorPos(Vector3.New(0,30,0),0)
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@ -422,9 +422,9 @@ function this.OutMapStats(msg)
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end
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-- 通过传送门传送到想去的地图
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function this.TranssportByMapId(mapId)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out, mapId, 1)
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end
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-- function this.TranssportByMapId(mapId)
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-- Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out, mapId, 1)
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-- end
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-- 获取开放的地图数据
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function this.GetOpenMapInfo(openMapId)
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@ -179,7 +179,7 @@ function this:GetMapData(u, v)
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end
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function this:UpdateFogArea(u, v, rad)
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Log("位置和迷雾范围: "..u.."|"..v.."|"..rad)
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-- Log("位置和迷雾范围: "..u.."|"..v.."|"..rad)
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for i = math.max(u-rad, 1), math.min(u+rad, self.uLen) do
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for j = math.max(v-rad, 1), math.min(v+rad, self.vLen) do
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if math.abs(i-u) + math.abs(j-v) <= rad then
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@ -124,7 +124,7 @@ function this.AwakeInit(go, mapId, wakeCells, tileV2)
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_tileVMaxNum = _mapData.vLen
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local u, v
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LogRed("这里是根据已经走过的cell设置地图,waleCells数量:"..#wakeCells)
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-- LogRed("这里是根据已经走过的cell设置地图,waleCells数量:"..#wakeCells)
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for i=1, #wakeCells do
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u, v = Map_Pos2UV(wakeCells[i])
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_mapData:UpdateFogArea(u, v, this.fogSize)
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@ -209,7 +209,7 @@ function this.InitData(msg)
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-- 无尽副本
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if msg.signs then
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LogPurple("标记数量" .. #msg.signs)
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-- LogPurple("标记数量" .. #msg.signs)
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-- EndLessMapManager.InitMapNoteData(msg.signs)
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end
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@ -127,9 +127,10 @@ function this.SetEndlessShow()
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-- 先发更新事件点协议
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MapManager.MapUpdateEvent(-1000, function ()
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Log(Language[11234])
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NetManager.RequestEndLessStats(function ()
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UIManager.OpenPanel(UIName.MapStatsPanel, true)
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end)
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-- NetManager.RequestEndLessStats(function ()
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-- UIManager.OpenPanel(UIName.MapStatsPanel, true)
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-- end)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out,0)
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end)
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else
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out,0)
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@ -481,9 +481,11 @@ function this.TimeToGetOut()
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end
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if not UIManager.IsOpen(UIName.MapStatsPanel) then
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UIManager.OpenPanel(UIName.MapStatsPanel)
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end
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--不弹出信息了,直接滚出去
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-- if not UIManager.IsOpen(UIName.MapStatsPanel) then
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-- UIManager.OpenPanel(UIName.MapStatsPanel)
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-- end
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out,0)
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end
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end
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@ -70,7 +70,7 @@ function this.Init(pos,num)
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this.leaderMapData = TileMapView.GetMapData():GetMapData(u, v)
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MapManager.curMapBornPos = Map_UV2Pos(this.leaderMapData.u, this.leaderMapData.v)
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LogRed("NUM"..num)
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-- LogRed("NUM"..num)
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if num ==1 then
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this.InitRolePre(u, v)
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end
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@ -382,7 +382,7 @@ end
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function this.ShowSawPoints()
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if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then return end
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LogYellow("#MapManager.wakeCells:"..#MapManager.wakeCells)
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-- LogYellow("#MapManager.wakeCells:"..#MapManager.wakeCells)
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if #MapManager.wakeCells == 0 then Log(Language[11322]) return end
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for pos, point in pairs(this.EventPoint) do
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local u0, v0 = Map_Pos2UV(pos)
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@ -311,20 +311,20 @@ local directFight = function(showType, eventId, showValues, options)
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--先保存编队
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if MapManager.curCarbonType == CarBonTypeId.ENDLESS then--无尽副本
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-- body
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LogPink("当前Mapmanager中的编队长度:"..#MapManager.formationList)
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LogBlue("当前FormationManager中的编队长度:"..#FormationManager.formationList)
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-- LogPink("当前Mapmanager中的编队长度:"..#MapManager.formationList)
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-- LogBlue("当前FormationManager中的编队长度:"..#FormationManager.formationList)
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-- local curFormation = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ENDLESS_MAP)
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local curFormation = MapManager.formationList
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LogGreen("战斗的编队长队:"..#curFormation)
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-- LogGreen("战斗的编队长队:"..#curFormation)
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-- FormationManager.RefreshFormation(FormationTypeDef.FORMATION_ENDLESS_MAP,curFormation,
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-- FormationManager.formationList[FormationTypeDef.FORMATION_ENDLESS_MAP].teamPokemonInfos)
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LogYellow("MapManager.curMapId22:"..MapManager.curMapId)
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-- LogYellow("MapManager.curMapId22:"..MapManager.curMapId)
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NetManager.QuickFightRequest(function(msg)
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CarbonManager.InitQuickFightData(monsterGroupId, eventId, msg)
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-- MapTrialManager.SetHeroHp(msg.remainHpList,MapTrialManager.selectHeroDid)
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LogPink("战斗后Mapmanager中的编队长度:"..#MapManager.formationList)
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LogBlue("战斗后FormationManager中的编队长度:"..#FormationManager.formationList)
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-- LogPink("战斗后Mapmanager中的编队长度:"..#MapManager.formationList)
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-- LogBlue("战斗后FormationManager中的编队长度:"..#FormationManager.formationList)
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end)
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else
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local curFormation = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_DREAMLAND)
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@ -323,9 +323,9 @@ function this.JumpEventPoint(eventId, optionId, panel, func)
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Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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return
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end
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panel:ClosePanel()
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NetManager.EventUpdateRequest(eventId, optionId, function ()
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LogYellow("点击之后走了这?")
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panel:ClosePanel()
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this.CurTriggerPanel = nil
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Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.ProgressChange, 1, optionId)
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@ -38,21 +38,33 @@ function BattleWinPopup:NextStep()
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if not hadClick then -- 避免重复结算
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hadClick = true
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if m_isBack then
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-- if m_battlePanel then
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-- m_battlePanel: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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self:ClosePanel()
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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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-- UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 2, function()
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-- MapManager.DropAddShotTimeBag(m_battleResult.drop)
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UIManager.OpenPanel(UIName.BattleEndPanel, m_battlePanel, m_battleResult.hpList, m_battleResult.drop, function()
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m_battlePanel:ClosePanel()
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self:ClosePanel()
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Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
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end, true)
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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.damage, allDamage, function(_BattleBestPopup)
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-- -- 打开关卡奖励界面
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-- UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.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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-- self:ClosePanel()
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-- Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
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-- end, 1, true, true)
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-- end)
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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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UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function() m_battlePanel:ClosePanel() self:ClosePanel() end, 1, true)
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