【山河社稷图】提交

dev_chengFeng
zhangqiang 2021-05-13 20:30:10 +08:00
parent b192d75b07
commit e4eda3017e
22 changed files with 2170 additions and 47 deletions

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m_Color: {r: 0.9882353, g: 0.9019608, b: 0.8235294, a: 1}
m_RaycastTarget: 1
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_FontData:
m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
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m_MaxSize: 50
m_Alignment: 4
m_AlignByGeometry: 0
m_RichText: 1
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m_VerticalOverflow: 1
m_LineSpacing: 0
m_Text: "\u91CD\u590D\u6311\u6218\u65E0\u6CD5\u83B7\u53D6\u5956\u52B1\uFF01"
LanguageIndex: 0
--- !u!1 &5782765299229169742
GameObject:
m_ObjectHideFlags: 0
@ -8354,7 +8606,7 @@ MonoBehaviour:
m_HorizontalOverflow: 1
m_VerticalOverflow: 1
m_LineSpacing: 1
m_Text: 2
m_Text: 3
--- !u!1 &5840299586588216519
GameObject:
m_ObjectHideFlags: 0
@ -9158,9 +9410,9 @@ RectTransform:
m_Father: {fileID: 5662222722481886769}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 270.34, y: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 100, y: 100}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!1 &6541178694907127338
@ -9196,9 +9448,9 @@ RectTransform:
m_Father: {fileID: 5662222722481886769}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 50, y: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 100, y: 100}
m_Pivot: {x: 0.5, y: 0.5}
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@ -12671,9 +12923,9 @@ RectTransform:
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m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 160.17, y: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
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View File

@ -892,6 +892,9 @@ RedPointType = {
HongMeng_Evory = 8011, -- 鸿蒙使者格子
HongMeng_UpTower = 8012, -- 升级鸿蒙塔 按钮
HongMeng_OpenBox = 8013, -- 格子开启
--山河社稷图
FightLevel = 802,--山河社稷图入口
}
@ -1374,6 +1377,7 @@ FUNCTION_OPEN_TYPE = {
tianshumijuan = 88,--天书秘卷
MeiRiLiBao = 90,
guajigongneng = 89,--挂机多人
FIGHTLEVEL = 107,--山河社稷图
}
TaskGetBtnIconDef = {

View File

@ -227,6 +227,8 @@ function FightPointPassMainPanel:InitComponent()
Util.GetGameObject(self.gameObject, "Bg/btnDown/battleUpLvTip/Text"):GetComponent("Text").text = Language[10610]
--山河社稷图
this.btnFightLevel = Util.GetGameObject(self.gameObject, "Bg/LeftUp/box/btnFightLevel")
this.funcBtnList[FUNCTION_OPEN_TYPE.FIGHTLEVEL] = this.btnFightLevel
this.btnFightLevelRedPoint = Util.GetGameObject(this.btnFightLevel, "redPoint")
end
@ -299,6 +301,7 @@ function FightPointPassMainPanel:BindEvent()
BindRedPointObject(RedPointType.DailyTaskMain, this.dailyRedPoint)
BindRedPointObject(RedPointType.SecretTer_IsCanFight, this.fightRP)
BindRedPointObject(RedPointType.XiaoYaoYouRedPoint, this.xiaoyaoRedPoint)
BindRedPointObject(RedPointType.FightLevel, this.btnFightLevelRedPoint)
end
function this.SetInitAnim()
@ -653,7 +656,7 @@ function FightPointPassMainPanel:OnDestroy()
ClearRedPointObject(RedPointType.DailyTaskMain, this.DailyRedPoint)
ClearRedPointObject(RedPointType.SecretTer_IsCanFight, this.fightRP)
ClearRedPointObject(RedPointType.XiaoYaoYouRedPoint, this.xiaoyaoRedPoint)
ClearRedPointObject(RedPointType.FightLevel, this.btnFightLevelRedPoint)
-- 头像层级
if this.playerInfoView then
SubUIManager.Close(this.playerInfoView)

View File

@ -69,6 +69,7 @@ function this.SingleChapterDataShow(go, data)
local open = Util.GetGameObject(go, "open")
local lock = Util.GetGameObject(go, "lock")
local curIndexImage = Util.GetGameObject(go, "curIndexImage")
Util.GetGameObject(go, "redPoint"):SetActive(FightLevelManager.GetChapterRewardBoxRedPoint(data.chapterId))
if curChapterId == data.chapterId then
if npc then
npc:OnClose()

View File

@ -3,6 +3,7 @@ local this = FightLevelManager
local HardStageChapter = ConfigManager.GetConfig(ConfigName.HardStageChapter)
local HardStage = ConfigManager.GetConfig(ConfigName.HardStage)
local HardStageReward = ConfigManager.GetConfig(ConfigName.HardStageReward)
local HardStageBuff = ConfigManager.GetConfig(ConfigName.HardStageBuff)
local stateList = {--状态:0-7星级状态8为荣耀三星,0为小节点未通过1为小节点通过
[0] = {0,0,0},--0 为未获得星 1 为 已获得星 二进制
[1] = {0,0,1},
@ -51,6 +52,7 @@ function this.UpdataChapterData(msg,_isShowChapterOpenPopup)
for i = 1, #msg.chapter do
local singleHardStageChapter = allChapterData[msg.chapter[i].chapterId]
LogYellow("msg.chapter[i].chapterId "..msg.chapter[i].chapterId.." "..msg.chapter[i].stars.." node num "..#msg.chapter[i].node.." reward num "..#msg.chapter[i].reward)
LogYellow("singleHardStageChapter.stars "..singleHardStageChapter.stars)
singleHardStageChapter.chapterId = msg.chapter[i].chapterId
if singleHardStageChapter.chapterId > this.GetCurChapterId() and _isShowChapterOpenPopup then
this.SetisShowChapterOpenPopup(true)
@ -77,6 +79,7 @@ function this.UpdataChapterData(msg,_isShowChapterOpenPopup)
end
allChapterData[msg.chapter[i].chapterId] = singleHardStageChapter
end
CheckRedPointStatus(RedPointType.FightLevel)
end
end
function this.GetChapterData(allChapterId)
@ -128,11 +131,13 @@ function this.HardStageReportRequset(_fightLevelData, callBack)
end
--开始战斗
local HardStageFightResponseMsg = {}
local curBattlefightLevelData = {}
function this.FightLevelFightBattle(_fightLevelData, callBack)
LogYellow("山河社稷图请求战斗 星级 ".._fightLevelData.nodeId)
NetManager.HardStageFightRequest(_fightLevelData.nodeId, FormationTypeDef.FIGHT_LEVEL,function (msg)--FIGHT_LEVEL
LogYellow("山河社稷图回复战斗 星级 "..msg.stars)
HardStageFightResponseMsg = msg
curBattlefightLevelData = _fightLevelData
if _fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel or _fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevel then
local fightData = BattleManager.GetBattleServerData(msg,0)
UIManager.OpenPanel(UIName.BattlePanel, fightData, _fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel and BATTLE_TYPE.FIGHTLEVEL or BATTLE_TYPE.FIGHT_ASSISTANT_LEVEL, callBack)
@ -147,19 +152,123 @@ end
function this.GetHardStageFightResponseMsg()
return HardStageFightResponseMsg
end
--红点判断
--当前战斗关卡数据
function this.GetcurBattlefightLevelData()
return curBattlefightLevelData
end
--入口红点判断
function this.GetChapterRewardBoxRedPoint()
for i = 1, #allChapterData do
if allChapterData[i].stars > 0 then
if allChapterData[i].reward and #allChapterData[i].reward > 0 then
for k = 1, #allChapterData[i].reward do
if allChapterData[i].reward[k].state == 0 and allChapterData[i].stars > allChapterData[i].reward[k].config.Star then
return true
end
this.GetChapterRewardBoxRedPoint(i)
end
LogYellow("山河社稷图入口 redpoint false")
return false
end
--章节入口红点判断
function this.GetChapterRewardBoxRedPoint(chapterId)
if allChapterData[chapterId] and allChapterData[chapterId].stars > 0 then
if allChapterData[chapterId].reward and #allChapterData[chapterId].reward > 0 then
for k = 1, #allChapterData[chapterId].reward do
if allChapterData[chapterId].reward[k].state == 0 and allChapterData[chapterId].stars > allChapterData[chapterId].reward[k].config.Star then
LogYellow("chapterId redpoint true "..chapterId)
return true
end
end
end
end
LogYellow("chapterId redpoint false "..chapterId)
return false
end
--编队数据判断
function this.GetAllHeroDatas(limitLevel,parameter)
local heros = HeroManager.GetAllHeroDatas(limitLevel)
if parameter and parameter.config and parameter.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevel and
HardStageBuff[parameter.config.HardStageBuff] and HardStageBuff[parameter.config.HardStageBuff].Type == 101 then
local Vocation = HardStageBuff[parameter.config.HardStageBuff].Vocation
if Vocation and #Vocation > 0 then
local newHeros = {}
for i = 1, #heros do
for j = 1, #Vocation do
if heros[i].property == Vocation[j] then
table.insert(newHeros,heros[i])
end
end
end
return newHeros
else
return heros
end
else
return heros
end
end
function this.GetHeroDataByProperty(_proId, limitLevel,parameter)
local heros = HeroManager.GetHeroDataByProperty(_proId, limitLevel)
if parameter and parameter.config and parameter.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevel and
HardStageBuff[parameter.config.HardStageBuff] and HardStageBuff[parameter.config.HardStageBuff].Type == 101 then
local Vocation = HardStageBuff[parameter.config.HardStageBuff].Vocation
if Vocation and #Vocation > 0 then
local isheros = false
for j = 1, #Vocation do
if _proId == Vocation[j] then
isheros = true
end
end
if isheros then
return heros
else
return {}
end
else
return heros
end
else
return heros
end
end
function this.RrefreshFormation(parameter)
-- 死人后重组
local newFormation = {} -- 编队界面的编队数据
local curTeam = FormationManager.GetFormationByID(FormationTypeDef.FIGHT_LEVEL)
-- 编队界面的数据
newFormation.teamHeroInfos = {}
newFormation.teamPokemonInfos = {}
newFormation.teamId = FormationTypeDef.EXPEDITION
newFormation.teamName = curTeam.teamName
newFormation.teamPokemonInfos = curTeam.teamPokemonInfos
-- 成员数据
if parameter and parameter.config and parameter.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevel and HardStageBuff[parameter.config.HardStageBuff] then
for i = 1, #curTeam.teamHeroInfos do
local roleData = curTeam.teamHeroInfos[i]
if HardStageBuff[parameter.config.HardStageBuff].Type == 100 then
if #newFormation.teamHeroInfos < 1 then--只能使用1个神将进入战斗后复制为相同的6个神将
-- 编队界面数据重组
table.insert(newFormation.teamHeroInfos, roleData)
end
elseif HardStageBuff[parameter.config.HardStageBuff].Type == 101 then
if roleData.heroId then
local singleHeroData = HeroManager.GetSingleHeroData(roleData.heroId)
local Vocation = HardStageBuff[parameter.config.HardStageBuff].Vocation
for j = 1, #Vocation do
if singleHeroData and singleHeroData.property == Vocation[j] then--只能上阵人系神将和佛系神将
-- 编队界面数据重组
table.insert(newFormation.teamHeroInfos, roleData)
end
end
end
end
end
if HardStageBuff[parameter.config.HardStageBuff].Type == 100 or HardStageBuff[parameter.config.HardStageBuff].Type == 101 then
FormationManager.formationList[FormationTypeDef.FIGHT_LEVEL] = newFormation
end
end
end
function this.GetFormationHeroMaxNum(parameter)
if parameter and parameter.config and parameter.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevel and HardStageBuff[parameter.config.HardStageBuff] then
if HardStageBuff[parameter.config.HardStageBuff].Type == 100 then --只能使用1个神将进入战斗后复制为相同的6个神将
return 1
end
end
return ActTimeCtrlManager.MaxArmyNum()
end
return this

View File

@ -141,6 +141,7 @@ function this.SetlevelBox(_rewardBoxDatas)
local missionConfigData = _rewardBoxDatas[i].config
boxList[i]:GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(missionConfigData.config.RewardIcon))
Util.GetGameObject(boxList[i], "num"):GetComponent("Text").text = missionConfigData.Star
Util.GetGameObject(boxList[i], "redPoint"):SetActive( _rewardBoxDatas[i].state == 0 and _rewardBoxDatas[i].stars > _rewardBoxDatas[i].config.Star)
-- Util.GetGameObject(boxList[i], "UI_Effect_BaoXiang_KaiQi"):SetActive(v.state==SingleDailyMissionState.GetFinish)
-- Util.GetGameObject(boxList[i], "UI_Effect_BaoXiang_KaiQi/MeiKaiQi"):SetActive(false)
-- Util.GetGameObject(boxList[i], "UI_Effect_BaoXiang_KaiQi"):GetComponent("Animator").enabled = false

View File

@ -44,7 +44,7 @@ end
function this:BindEvent()
Util.AddClick(this.sureBtn, function()
this:BtnClickEvent()
UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.FIGHTLEVEL,fightLevelData)
end)
Util.AddClick(this.backBtn, function()
parent:ClosePanel()

View File

@ -35,7 +35,7 @@ local tempPowerNum=0 --临时战力
-- local liveNames={}--立绘名容器
local panelType
local parameter --透传参数
-- 各个类型编队系统逻辑列表
this.PanelOptionView = {
[FORMATION_TYPE.CARBON] = "Modules/Formation/View/CarbonFormation",
@ -234,6 +234,7 @@ function this:OnOpen(_panelType,...)
this.empty:SetActive(false)
this.opView = require(this.PanelOptionView[_panelType])
this.opView.Init(this, ...)
parameter = ...
this.curFormationIndex = this.opView.GetFormationIndex()
FormationManager.currentFormationIndex = this.opView.GetFormationIndex()
SoundManager.PlaySound(SoundConfig.Sound_BattleStart_01)
@ -270,12 +271,13 @@ end
--刷新编队
function this.RefreshFormation(isTop,isAni)
proId=0
if this.curFormationIndex == FormationTypeDef.FORMATION_ENDLESS_MAP then
EndLessMapManager.RrefreshFormation()
end
--获取当前编队数据
if this.curFormationIndex == FormationTypeDef.EXPEDITION then
if this.curFormationIndex == FormationTypeDef.FORMATION_ENDLESS_MAP then
EndLessMapManager.RrefreshFormation()
elseif this.curFormationIndex == FormationTypeDef.EXPEDITION then
ExpeditionManager.ExpeditionRrefreshFormation()--刷新编队
elseif this.curFormationIndex == FormationTypeDef.FIGHT_LEVEL then
FightLevelManager.RrefreshFormation(parameter)--刷新编队
end
curFormation = FormationManager.GetFormationByID(this.curFormationIndex)
@ -502,7 +504,7 @@ function this.OnClickTabBtn(_proId, isTop,isAni)
this.selectBtn.transform:SetParent(tabs[_proId].transform)
this.selectBtn.transform:DOAnchorPos(Vector3.zero,0)
this.selectBtn.transform:DOScale(Vector3.one,0)
if this.curFormationIndex == FormationTypeDef.EXPEDITION then
if this.curFormationIndex == FormationTypeDef.EXPEDITION then--大闹天宫
if _proId == ProIdConst.All then
heros = HeroManager.GetAllHeroDatas(limitLevel)
heros = ExpeditionManager.GetAllHeroDatas(heros,limitLevel)
@ -510,6 +512,12 @@ function this.OnClickTabBtn(_proId, isTop,isAni)
heros = HeroManager.GetHeroDataByProperty(_proId, limitLevel)
heros = ExpeditionManager.GetHeroDataByProperty(heros,_proId, limitLevel)
end
elseif this.curFormationIndex == FormationTypeDef.FIGHT_LEVEL then--山河社稷图副官卡
if _proId == ProIdConst.All then
heros = FightLevelManager.GetAllHeroDatas(limitLevel,parameter)--parameter 山河社稷图小关卡数据
else
heros = FightLevelManager.GetHeroDataByProperty(_proId, limitLevel,parameter)
end
else
if _proId == ProIdConst.All then
heros = HeroManager.GetAllHeroDatas(limitLevel)
@ -689,6 +697,10 @@ function this.SingleHeroDataShow(_go, _heroData)
-- 当前可选的最大上阵人数
local maxNum = ActTimeCtrlManager.MaxArmyNum()
if this.curFormationIndex == FormationTypeDef.FIGHT_LEVEL then--山河社稷图判断上阵数量
local curmaxNum = FightLevelManager.GetFormationHeroMaxNum(parameter)
maxNum = maxNum <= curmaxNum and maxNum or curmaxNum
end
if LengthOfTable(this.choosedList) >= maxNum then
PopupTipPanel.ShowTip(Language[10689])
return

View File

@ -161,6 +161,7 @@ function this.InitRedPointAllRelate()
RPData:SetParent(RedPointType.DailyTask, RedPointType.DailyTaskMain)
RPData:SetParent(RedPointType.QinglongSerectTreasure, RedPointType.DailyTaskMain)
RPData:SetParent(RedPointType.QinglongSerectTreasureTrail, RedPointType.DailyTaskMain)
RPData:SetParent(RedPointType.FightLevel, RedPointType.DailyTaskMain)
-- RPData:SetParent(RedPointType.QinglongSerectTreasure, RedPointType.TreasureOfSl)
-- RPData:SetParent(RedPointType.QinglongSerectTreasureTrail, RedPointType.TreasureOfSl)
RPData:SetParent(RedPointType.SecretTer_MaxBoxReward, RedPointType.SecretTer)
@ -477,6 +478,8 @@ function this.RegisterRedCheckFunc()
RPData:AddCheckFunc(RedPointType.QinglongSerectTreasure, QinglongSerectTreasureManager.GetQinglongSerectTreasureRedPot)
RPData:AddCheckFunc(RedPointType.QinglongSerectTreasureTrail, QinglongSerectTreasureManager.GetSerectTreasureTrailRedPot)
RPData:AddCheckFunc(RedPointType.FightLevel, FightLevelManager.GetChapterRewardBoxRedPoint)
RPData:AddCheckFunc(RedPointType.WeekGiftPage,OperatingManager.CheckWeekGiftPageRedPoint)
RPData:AddCheckFunc(RedPointType.MonthGiftPage,OperatingManager.CheckMonthGiftPageRedPoint)
RPData:AddCheckFunc(RedPointType.XiaoYaoYouRedPoint, XiaoYaoManager.CheckRedPoint2)

View File

@ -80,8 +80,10 @@ function BattleWinPopup:NextStep()
this.ShowBattleResultByCarDeleayType(m_battleResult.drop)
elseif m_fightType == BATTLE_TYPE.XIAOYAOYOU then
if m_battlePanel then m_battlePanel:ClosePanel()end self:ClosePanel()
elseif m_fightType == BATTLE_TYPE.FIGHTLEVEL then--山河社稷图
elseif m_fightType == BATTLE_TYPE.FIGHTLEVEL then--山河社稷图主关卡
this.ShowBattleResultByFightLevelType(m_battleResult.drop)
elseif m_fightType == BATTLE_TYPE.FIGHT_ASSISTANT_LEVEL then--山河社稷图副关卡
this.ShowBattleResultByFightLevelAssistantType(m_battleResult.drop)
--新回放功能
elseif m_fightType == BATTLE_TYPE.BACK_BATTLE then
if BattleManager.GetLastBattleType() == BATTLE_TYPE.STORY_FIGHT then-- 新关卡战斗
@ -96,6 +98,8 @@ function BattleWinPopup:NextStep()
if m_battlePanel then m_battlePanel:ClosePanel()end self:ClosePanel()
elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.FIGHTLEVEL then--山河社稷图
this.ShowBattleResultByFightLevelType(BattleManager.GetLastBattleResult().drop)
elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.FIGHT_ASSISTANT_LEVEL then--山河社稷图副关卡
this.ShowBattleResultByFightLevelAssistantType(BattleManager.GetLastBattleResult().drop)
end
end
end
@ -258,6 +262,9 @@ function this.ShowBattleResultByFightLevelType(drop)
-- 打开关卡奖励界面
local HardStageFightResponseMsg = FightLevelManager.GetHardStageFightResponseMsg()
LogYellow("山河社稷图战斗获得星级 "..HardStageFightResponseMsg.stars)
if HardStageFightResponseMsg.isFirst then
PopupTipPanel.ShowTip("荣耀三星!")
end
UIManager.OpenPanel(UIName.RewardItemPopup,HardStageFightResponseMsg.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
if not isBackBattle then
if _BattleBestPopup then
@ -275,6 +282,51 @@ function this.ShowBattleResultByFightLevelType(drop)
end)
end
end
-- 山河社稷图结算界面副关卡特殊显示
function this.ShowBattleResultByFightLevelAssistantType(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
local HardStageFightResponseMsg = FightLevelManager.GetHardStageFightResponseMsg()
LogYellow("山河社稷图战斗获得星级 "..HardStageFightResponseMsg.stars)
local curBattlefightLevelData = FightLevelManager.GetcurBattlefightLevelData()
if curBattlefightLevelData.state == 0 then--副关卡未通过 第一次通关 展示奖励
UIManager.OpenPanel(UIName.RewardItemPopup,HardStageFightResponseMsg.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
if not isBackBattle then
if _BattleBestPopup then
_BattleBestPopup:ClosePanel()
end
if m_battlePanel then
m_battlePanel:ClosePanel()
end
this:ClosePanel()
if FightLevelManager.GetisShowChapterOpenPopup() then
UIManager.OpenPanel(UIName.FightLevelOpenChapterPopup,FightLevelManager.GetCurChapterId())
end
end
end, 1,true,true)
elseif curBattlefightLevelData.state == 1 then
UIManager.OpenPanel(UIName.RewardItemPopup,HardStageFightResponseMsg.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
if not isBackBattle then
if _BattleBestPopup then
_BattleBestPopup:ClosePanel()
end
if m_battlePanel then
m_battlePanel:ClosePanel()
end
this:ClosePanel()
if FightLevelManager.GetisShowChapterOpenPopup() then
UIManager.OpenPanel(UIName.FightLevelOpenChapterPopup,FightLevelManager.GetCurChapterId())
end
end
end, 9,true,true)
end
end)
end
end
--添加事件监听(用于子类重写)
function BattleWinPopup:AddListener()

View File

@ -68,13 +68,17 @@ function RewardItemPopup:InitComponent()
this.tasuilingxiao_State=Util.GetGameObject(this.tasuilingxiao,"curScore/state"):GetComponent("Image")
this.tasuilingxiao_MaxScore=Util.GetGameObject(this.tasuilingxiao,"maxScore/num"):GetComponent("Text")
this.noRewardText = Util.GetGameObject(this.tasuilingxiao,"Text")
--山河社稷图
--山河社稷图
this.GXHD=Util.GetGameObject(self.gameObject,"ScrollView/Content/bg/Image")
this.FightLevel=Util.GetGameObject(self.gameObject,"ScrollView/Content/bg/FightLevel")
this.FightLevel2=Util.GetGameObject(self.gameObject,"ScrollView/Content/Show/FightLevel")
this.FightLevelStarGos = {}
for i = 1, 3 do
this.FightLevelStarGos[i] = Util.GetGameObject(this.FightLevel,"star ( "..i..")")
end
--山河社稷图副关卡
this.FightLevelAssistant=Util.GetGameObject(self.gameObject,"ScrollView/Content/Show/FightLevelAssistant")
end
--绑定事件(用于子类重写)
@ -142,6 +146,8 @@ function RewardItemPopup:OnOpen(...)
this.tasuilingxiao:SetActive(compShowType == 7)--踏碎凌霄
this.FightLevel:SetActive(compShowType == 8)--山河社稷图
this.GXHD:SetActive(not compShowType == 8)
this.FightLevel2:SetActive(compShowType == 8 and (not drop or (drop and #drop <= 0)))
this.FightLevelAssistant:SetActive(compShowType == 9)
this.dropGrid:SetActive(false)
this.dropGridArena:SetActive(false)
-- 设置背景遮罩的显隐

View File

@ -9,9 +9,21 @@ this.playerScrollHead={}--滚动条头像
-- local mapNpc = "live2d_npc_map"
-- local mapNpc2 = "live2d_npc_map_nv"
local npc
local TabBox = require("Modules/Common/TabBox")
local _TabData={ [1] = { [1] = {default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "进度",RankingSData = rankKingList[15]},
[2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "星级",RankingSData = rankKingList[16] },
}
}
local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
select = Color.New(243 / 255, 235 / 255, 202 / 255, 1)}
local curIndex = 1
local TabDataIndex = 1
--初始化组件(用于子类重写)
function RankingSingleListPanel:InitComponent()
this.tabBox = Util.GetGameObject(self.gameObject, "RankList/TabBox")
this.TabCtrl = TabBox.New()
this.backBtn=Util.GetGameObject(self.gameObject,"bg/btnBack")
this.firsthead=Util.GetGameObject(self.gameObject,"firstHead")
this.firstheadClick=Util.GetGameObject(self.gameObject,"firstHead/click")
@ -21,14 +33,8 @@ function RankingSingleListPanel:InitComponent()
this.firstHeadinfoGo=Util.GetGameObject(self.gameObject,"firstHead/infoGo")
this.scrollParentView=Util.GetGameObject(self.gameObject,"RankList/ScrollParentView")
this.itemPre=Util.GetGameObject(self.gameObject,"RankList/ScrollParentView/ItemPre")
this.scrollView=SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scrollParentView.transform,this.itemPre,
nil,Vector2.New(903,571.1),1,1,Vector2.New(0,-10))
this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition= Vector2.New(0,0)
this.scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
this.scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
this.scrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
this.scrollView.moveTween.MomentumAmount = 1
this.scrollView.moveTween.Strength = 2
this.scrollView = nil
--this.titleName=Util.GetGameObject(self.gameObject,"RankList/ScrollTitleRoot/Name"):GetComponent("Text")
--this.titleInfo=Util.GetGameObject(self.gameObject,"RankList/ScrollTitleRoot/Info"):GetComponent("Text")
@ -60,10 +66,12 @@ function RankingSingleListPanel:RemoveListener()
end
local sData = nil
--界面打开时调用(用于子类重写)
function RankingSingleListPanel:OnOpen(_sData)
function RankingSingleListPanel:OnOpen(_sData,_TabDataIndex)
SoundManager.PlayMusic(SoundConfig.BGM_Rank)
sData = _sData
TabDataIndex = _TabDataIndex
this.name.text = sData.name
this.PanelShowChange()
this.GetRankInfo(sData.rankType,1)
end
@ -75,7 +83,53 @@ function RankingSingleListPanel:OnShow()
-- end)
this.scrollParentView:SetActive(true)
end
function this.PanelShowChange()
if this.scrollView then this.scrollView = nil end
if true then
this.scrollView=SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scrollParentView.transform,this.itemPre,
nil,Vector2.New(903,571.1),1,1,Vector2.New(0,-10))
this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition= Vector2.New(0,0)
this.scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
this.scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
this.scrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
this.scrollView.moveTween.MomentumAmount = 1
this.scrollView.moveTween.Strength = 2
this.record:GetComponent("RectTransform").localPosition = Vector3.New(0, 672, 0)
this.tabBox:SetActive(false)
else
this.scrollView=SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scrollParentView.transform,this.itemPre,
nil,Vector2.New(903,473.25),1,1,Vector2.New(0,-10))
this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition= Vector2.New(0,0)
this.scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
this.scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
this.scrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
this.scrollView.moveTween.MomentumAmount = 1
this.scrollView.moveTween.Strength = 2
this.record:GetComponent("RectTransform").localPosition = Vector3.New(0, 773, 0)
this.tabBox:SetActive(true)
curIndex = 1
this.TabCtrl:SetTabAdapter(this.TabAdapter)
this.TabCtrl:SetChangeTabCallBack(this.SwitchView)
this.TabCtrl:Init(this.tabBox, _TabData[TabDataIndex], curIndex)
end
end
-- tab节点显示自定义
function this.TabAdapter(tab, index, status)
local tabLab = Util.GetGameObject(tab, "Text")
Util.GetGameObject(tab,"Image"):GetComponent("Image").sprite = Util.LoadSprite(_TabData[TabDataIndex][index][status])
tabLab:GetComponent("Text").text = _TabData[TabDataIndex][index].name
tabLab:GetComponent("Text").color = _TabFontColor[status]
end
--切换视图
function this.SwitchView(index)
--先执行上一面板关闭逻辑
local oldSelect
oldSelect, curIndex = curIndex, index
sData = _TabData[TabDataIndex][index].RankingSData
this.name.text = sData.name
this.PanelShowChange()
this.GetRankInfo(sData.rankType,1)
end
--界面关闭时调用(用于子类重写)
function RankingSingleListPanel:OnClose()
this.scrollParentView:SetActive(false)
@ -342,11 +396,13 @@ function this.SetInfoShow(go,data,rankType,Value0)
local trial = Util.GetGameObject(go,"trial")
local goldExper = Util.GetGameObject(go,"goldExper")
local arenaScore = Util.GetGameObject(go,"arenaScore")
local FightLeveStar = Util.GetGameObject(go,"FightLeveStar")
fight:SetActive(false)
warPower:SetActive(false)
trial:SetActive(false)
goldExper:SetActive(false)
arenaScore:SetActive(false)
FightLeveStar:SetActive(false)
-- --LogGreen("rankType "..rankType)
if rankType == RANK_TYPE.FIGHT_LEVEL_RANK then
--LogGreen("data.rankInfo.param1 "..data.rankInfo.param1)
@ -442,6 +498,22 @@ function this.SetInfoShow(go,data,rankType,Value0)
Util.GetGameObject(go,"trial/tip"):GetComponent("Text").text = Language[11697]
Util.GetGameObject(go,"trial/Text"):GetComponent("Text").text = data.rankInfo.param1
end
elseif rankType == RANK_TYPE.FIGHTLEVEL_PROGRESS then
if data.rankInfo.param1 and data.rankInfo.param1 > 0 then
fight:SetActive(true)
if Value0 then
Value0:GetComponent("Text").text = "<size=40%>"..data.userName.."</size>"
end
fight:GetComponent("Text").text = GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.HardStage,data.rankInfo.param1).Name)
end
elseif rankType == RANK_TYPE.FIGHTLEVEL_STAR then
if data.rankInfo.param1 and data.rankInfo.param1 > 0 then
FightLeveStar:SetActive(true)
if Value0 then
Value0:GetComponent("Text").text = "<size=40%>"..data.userName.."</size>"
end
FightLeveStar:GetComponent("Text").text = data.rankInfo.param1
end
end
end
return RankingSingleListPanel