Merge branch 'china/dev-c' into 0活动开发聚集地/神尊_云游_新人_周卡_豪礼

# Conflicts:
#	Assets/ManagedResources/ResConfigs/ResourcePathConfig.asset
dev_chengFeng
ZhangBiao 2021-04-21 15:02:04 +08:00
commit eab420381c
54 changed files with 243214 additions and 223298 deletions

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@ -791,6 +791,7 @@ RedPointType = {
Setting_Head = 2311,
Setting_Ride = 2312,
Setting_Title = 2313,
Setting_Skin = 2314,
--- 头像改变界面红点 ------
HeadChange_Frame = 23111,
HeadChange_Head = 23112,
@ -1370,6 +1371,7 @@ FUNCTION_OPEN_TYPE = {
hunyin = 87, -- 魂印
tianshumijuan = 88,--天书秘卷
MeiRiLiBao = 90,
guajigongneng = 89,--挂机多人
}
TaskGetBtnIconDef = {

View File

@ -409,6 +409,7 @@ SubUIConfig = {
RoleSkinLayout = { name = "RoleSkinLayout",assetName = "RoleSkinLayout",script = "Modules/RoleInfo/RoleSkinPanel" },
RoleStoryLayout = { name = "RoleStoryLayout",assetName = "RoleStoryLayout",script = "Modules/RoleInfo/RoleStoryLayout" },
RoleUpStarLayout = { name = "RoleUpStarLayout",assetName = "RoleUpStarLayout",script = "Modules/RoleInfo/RoleUpStarLayout" },
SingleFightPlayerView = { name = "SingleFightPlayerView",assetName = "SingleFightPlayerView",script = "View/SingleFightPlayerView" }, -- 挂机界面一个人
[1] = {name = "EveryDayGift",assetName = "EveryDayGift",script = "Modules/Recharge/View/EveryDayGift"},
[2] = {name = "GiftPre",assetName = "GiftPre",script = "Modules/Recharge/View/GiftPre"},
[3] = {name = "RechargeView",assetName = "RechargeView",script = "Modules/Recharge/View/RechargeView"},

View File

@ -20,8 +20,11 @@ local function createPanel(uiConfig, parent)
transform:SetParent(parent)
transform.localScale = Vector3.one
local recTransform = transform:GetComponent("RectTransform")
recTransform.anchoredPosition3D = Vector3.New(0, 0, 0)
recTransform.sizeDelta = Vector2.New(0, 0)
if recTransform then
recTransform.anchoredPosition3D = Vector3.New(0, 0, 0)
recTransform.sizeDelta = Vector2.New(0, 0)
end
transform.localRotation = Quaternion.identity
UIManager.DoLanguageCheck(gameObject)
return gameObject

View File

@ -7,6 +7,8 @@ local this = Game
--初始化完成,发送链接服务器信息--
function Game.Initialize()
math.randomseed(os.time())
this.CurPlatform = tostring(UnityEngine.Application.platform)
U3d.Application.runInBackground = true
Screen.sleepTimeout = U3d.SleepTimeout.NeverSleep

View File

@ -451,5 +451,9 @@ GameEvent = {
},
SDK={
InitSuccess = "SDK.InitSuccess",
},
GuaJi={
getEvent = "GuaJi.getEvent",
}
}

View File

@ -34,7 +34,7 @@ function this.Initialize()
this.chapterGiftData = {}
this.chapterGetRewardState = {}
this.isOpenWeekCard = false--今天是否打开过周卡
this.mission = {}
-- 每次登录显示兑换红点
this.SetExchangeRedStatus(true)

View File

@ -315,7 +315,7 @@ function this.OnShowLayout3Data()
compoundNum= compoundNum>=compoundMaxNum and compoundMaxNum or compoundNum
if compoundMaxNum > 0 then
this.Slider:GetComponent("Slider").value=1
this.Slider:GetComponent("Slider").minValue=1
this.Slider:GetComponent("Slider").minValue=0
else
this.Slider:GetComponent("Slider").value=0
this.Slider:GetComponent("Slider").minValue=0

View File

@ -238,8 +238,8 @@ function this.SetData(root, data, ldata)
and (_point == 0 or FightPointPassManager.IsFightPointPass(_point))
and PlayerManager.maxForce >= _power -- 战斗力
--显示挑战或扫荡道具消耗
goIcon:SetActive(isOpen and freeTime<=0)
goIconNum:SetActive( isOpen and freeTime<=0)
goIcon:SetActive(false)
goIconNum:SetActive( false)
if freeTime<=0 then
goIconNumText.text=storeData.Cost[2][4]
@ -254,6 +254,8 @@ function this.SetData(root, data, ldata)
power.transform.parent.gameObject:SetActive(true)
tip.gameObject:SetActive(false)
if CarbonManager.IsDailyCarbonPass(data.Id) then
goIcon:SetActive(isOpen and freeTime<=0)
goIconNum:SetActive( isOpen and freeTime<=0)
type=2
goBtnText.text=Language[10289]
goBtnImage.sprite=Util.LoadSprite("s_slbz_1anniuhuise")
@ -306,8 +308,8 @@ function this.SetData(root, data, ldata)
end
--当免费次数不足 不管是挑战还是扫荡 购买次数
if freeTime<=0 then
--当免费次数不足 是扫荡 购买次数
if freeTime<=0 and type==2 then
ShopManager.RequestBuyShopItem(SHOP_TYPE.FUNCTION_SHOP,storeData.Id,1,function() end)
end
NetManager.DailyChallengeRequest(data.Id,type,function(msg)
@ -317,7 +319,7 @@ function this.SetData(root, data, ldata)
if result.result ==0 then
elseif result.result==1 then
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
PrivilegeManager.RefreshPrivilegeUsedTimes(data.PrivilegeId[2],1)
-- PrivilegeManager.RefreshPrivilegeUsedTimes(data.PrivilegeId[2],1)
CarbonManager.AddDailyChallengeInfo(data.Id)
this.RefreshShow(carbonIndex,false,false)
end)
@ -340,9 +342,10 @@ function this.SetTimeTip()
local freeTimeId=curData[1].PrivilegeId[2]
buyTime= ShopManager.GetShopItemRemainBuyTimes(SHOP_TYPE.FUNCTION_SHOP,storeData.Id) --购买次数
freeTime=PrivilegeManager.GetPrivilegeRemainValue(freeTimeId) --免费次数
LogGreen("buyTime "..buyTime.." freeTime "..freeTime)
local str=""
if freeTime>0 then
str=string.format(Language[10299],tostring(freeTime))
str=string.format("今日剩余免费次数:%s",tostring(freeTime))
else
str=string.format(Language[10300],tostring(buyTime))
end

View File

@ -165,6 +165,9 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
oldSelectGo = choosed
this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList),curNeedRoleNum)
end)
Util.AddLongPressClick(cardBtn, function()
UIManager.OpenPanel(UIName.RoleInfoPopup,heroData)
end, 0.5)
-- Util.AddOnceClick(formationMask, function()
-- if #heroData.formationList ~= 0 then
-- local text = ""

View File

@ -224,6 +224,9 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
return
end
end)
Util.AddLongPressClick(cardBtn, function()
UIManager.OpenPanel(UIName.RoleInfoPopup,heroData)
end, 0.5)
end
function this.HeroSortData(heroData)
-- Log("#heroData "..#heroData)
@ -235,7 +238,8 @@ function this.HeroSortData(heroData)
if a.heroConfig.Star == b.heroConfig.Star then
if a.lv == b.lv then
if a.id ~= curHeroData.Id and b.id ~= curHeroData.Id or a.id == curHeroData.Id and b.id == curHeroData.Id then
return a.id > b.id
-- return a.id > b.id
return a.heroConfig.Sort > b.heroConfig.Sort
else
return not a.id ~= curHeroData.Id and b.id == curHeroData.Id
end

View File

@ -473,6 +473,9 @@ function this.SingleHeroDataShow(_go,_heroData)
this.SelectHeroShow(curSelectHeroConfig)
end
end)
Util.AddLongPressClick(cardBtn, function()
UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, heroData.config.Id, heroData.star)
end, 0.5)
end
function this.Compound()
if not curSelectHero or (curSelectHero and not curSelectHero.heroConfig) then

View File

@ -134,8 +134,9 @@ function this.SingleDataShow(pre,value)
itemsGrid[pre][i].gameObject:SetActive(false)
end
for i = 1, #shows do
local reward = shows[i]
if itemsGrid[pre][i] then
itemsGrid[pre][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.9,false,false,false,sortingOrder)
itemsGrid[pre][i]:OnOpen(false, reward, 0.9,false,false,false,sortingOrder)
itemsGrid[pre][i].gameObject:SetActive(true)
end
end

View File

@ -69,11 +69,7 @@ function ExpeditionMainPanel:InitComponent()
-- SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true)
-- SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0)
-- end
if self.liveNode then
self.liveNode:OnClose()
end
self.liveNode = PlayerLiveView:New(Util.GetTransform(self.parent, "playerLive"),1)
self.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale10,nil,WALK_DIR.IDLE_FRONT)
self.singlePre = Util.GetGameObject(self.transform, "singlePre")
self.grid = Util.GetGameObject(self.transform, "rect/grid")
@ -163,6 +159,11 @@ end
function ExpeditionMainPanel:OnOpen()
ExpeditionManager.SetExpeditionPanelIsOpen(1)
--LogRed("ExpeditionManager.ExpeditionPanelIsOpen "..ExpeditionManager.ExpeditionPanelIsOpen)
if self.liveNode then
self.liveNode:OnClose()
end
self.liveNode = PlayerLiveView:New(Util.GetTransform(self.parent, "playerLive"),1,nil,self.sortingOrder)
self.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale10,nil,WALK_DIR.IDLE_FRONT)
if ExpeditionManager.ExpeditionState == 3 then
ExpeditionManager.SetExpeditionState(1)
end

View File

@ -57,9 +57,8 @@ local fightAnim = {
function FightPointPassMainPanel:InitComponent()
invadeMonster:InitComponent(self.gameObject, this)
fightMap:InitComponent(self.gameObject, this)
isAnimActive = false
fightMap:InitComponent(self.gameObject, this)
-- 通关豪礼入口
this.pgBtn=Util.GetGameObject(self.gameObject,"LeftUp/box/passGift")
this.pgFrame=Util.GetGameObject(this.pgBtn,"frame"):GetComponent("Image")
@ -300,13 +299,12 @@ function this.SetInitAnim()
-- count = 1
-- this.GuideEffectGo:SetActive(false)
-- this.GuideJumpEffectGo:SetActive(false)
fightMap.StopAction()
-- this.swicthPanel:SetActive(true)
-- this.SetAnimPanelState(true)
-- fightSkeleton.AnimationState:SetAnimation(0, fightAnim[2], false)
-- isAnimActive = true
-- chooseAnim = FightPointPassManager.IsFightBoss() and 4 or 3
fightMap.StopAction()
UIManager.OpenPanel(UIName.FightLevelSwitchPopup, true)
end
@ -394,6 +392,7 @@ function FightPointPassMainPanel:OnShow()
isCounting = false
-- 加载地图数据
fightMap:InitComponent(self.gameObject, this)
fightMap:Init()
FightPointPassManager.isBattleBack = false
@ -403,7 +402,7 @@ function FightPointPassMainPanel:OnShow()
if callBack then
callBack()
callBack = nil
callBack = nils
end
end
this.BtnsIsOpen()
@ -616,7 +615,7 @@ function FightPointPassMainPanel:OnClose()
PlayerManager.StopBattleUpLvTipTime()
hasLoad = false
invadeMonster:OnClose()
fightMap:Dispose()
fightMap:OnClose()
if this.animTimer then
this.animTimer:Stop()

View File

@ -4,6 +4,7 @@ local mainLevelConfig = ConfigManager.GetConfig(ConfigName.MainLevelConfig)
-- 火洞吊裸
local Huo_Dong_Diao_Luo = ConfigManager.GetConfig(ConfigName.ActivityDropReward)
local rewardGroupConfig = ConfigManager.GetConfig(ConfigName.RewardGroup)
this.talkingTime = 0 --对话时间
-- 挂机物品栏位对应vip数值加成特权
local _ItemIdToVipPrivilege = {
[14] = 1,
@ -19,6 +20,8 @@ local CHATER_STATE = "CHATER_STATE"
local OLD_ID = "OLD_ID"
local isOpenRewardUpTip = false
this.randomNum = 1
function this.Initialize()
this.curOpenFight = 1011 -- 当前开启的关卡
this.lastPassFightId = 1011 -- 上一关的ID

View File

@ -97,29 +97,39 @@ end
--- 遇见一个宝箱
--- @parame iconType 图标类型
--- @parame roleFaceDir 角色朝向
function this.public_MeGetBaby(iconType, roleFaceDir, point, func)
function this.public_MeGetBaby(iconType, roleFaceDir, point, func, isSelf)
actionCallBack = nil
if func then actionCallBack = func end
simpleTalk = true
-- 对话次数
local talktimes = 1
this.private_SetDialogueBoxDir(roleFaceDir, point, false)
this.private_StartBB(talktimes, iconType, point)
if isSelf then
simpleTalk = true
-- 对话次数
local talktimes = 1
this.private_SetDialogueBoxDir(roleFaceDir, point, false)
this.private_StartBB(talktimes, iconType, point)
else
if actionCallBack then
actionCallBack()
end
end
end
--- 遇见一个老大爷
--- @parame iconType 图标类型
--- @parame roleFaceDir 角色朝向
function this.public_MeetYourGrandPa(iconType, roleFaceDir, point, func)
function this.public_MeetYourGrandPa(iconType, roleFaceDir, point, func, isSelf)
actionCallBack = nil
if func then actionCallBack = func end
simpleTalk = true
-- 对话次数
local talktimes = 3
this.private_SetDialogueBoxDir(roleFaceDir, point, true)
this.private_StartBB(talktimes, iconType, point)
if isSelf then
simpleTalk = true
-- 对话次数
local talktimes = 3
this.private_SetDialogueBoxDir(roleFaceDir, point, true)
this.private_StartBB(talktimes, iconType, point)
else
if actionCallBack then
actionCallBack()
end
end
end
--- 进入战斗
@ -136,8 +146,6 @@ function this.public_SetBattleTimes(point, roleFaceDir, battleTimes, roleCurPosI
if selectPointPos then
m_selectPointPos = selectPointPos
end
-- 开始战斗
this.private_StartBattle(point, roleFaceDir, battleTimes)
end

View File

@ -177,6 +177,8 @@ function this:InitComponent()
this.rpCompoundHero = Util.GetGameObject(this.btnCompoundHero, "redPoint")--神将合成、置换
this.rpPokemon = Util.GetGameObject(this.btnPokemon, "redPoint")--灵兽
this.rpbtnTianShuMiJuan = Util.GetGameObject(this.btnTianShuMiJuan, "redPoint")--灵兽
if not this.playerInfoView then
this.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, this.transform)
@ -228,7 +230,7 @@ function this:InitComponent()
this.activityTabPrefab = Util.GetGameObject(self.gameObject, "RightUp/activityTabPrefab")
this.RightUp = Util.GetGameObject(self.gameObject, "RightUp")
this.RightUp.transform.localScale = Vector3.one * UIManager.adapterScale
this.jiantouObj=Util.GetGameObject(self.gameObject, "jiantouObj")
end
function this:SetPosFunc(v2)
@ -853,8 +855,27 @@ end
function this.OnUpdate()
--主城人物层级处理
this.OnMainPlayerNPCRefresh()
this.CheckScreenRightRedPoint()
end
--检测屏幕右侧红点
local pos1=nil
local pos2=nil
function this.CheckScreenRightRedPoint()
if UIManager.camera ==nil then
return
end
pos1=RectTransformUtility.WorldToScreenPoint(UIManager.camera,this.btnPokemon.transform.position)
pos2=RectTransformUtility.WorldToScreenPoint(UIManager.camera,this.btnColorfulWorld.transform.position)
if (pos1.x>Screen.width and RedpotManager.GetRedPointStatus(RedPointType.PokemonMainCity)==RedPointStatus.Show) or (pos2.x>Screen.width and RedpotManager.GetRedPointStatus(RedPointType.Vientiane)==RedPointStatus.Show) then
this.jiantouObj:SetActive(true)
else
this.jiantouObj:SetActive(false)
end
end
-- 刷新功能显示
function this.InitFuncShow(funcType)
-- 需要显示隐藏的功能检测

View File

@ -23,7 +23,7 @@ function MainPlayerView.New(isSelf, root, rect, pos,_NpvData,sortingOrder)
Util.GetGameObject(instance.leader, "name/text"):SetActive(true)
Util.GetGameObject(instance.leader, "name/text2"):SetActive(false)
_sex = NameManager.roleSex
instance.NpcGO = PlayerLiveView:New(instance.roleRootTran,1, nil)
instance.NpcGO = PlayerLiveView:New(instance.roleRootTran,1, nil,sortingOrder)
if PlayerManager.GetPlayerRide() > 0 then
Util.GetGameObject(instance.leader, "name").transform.localPosition = Vector3.New(0,239.9,0)

View File

@ -332,7 +332,9 @@ end
local pathCache = {}
function this.ShowPath(u, v, targetU, targetV, funcCanPass)
this.ClearPath()
if this.IsOutArea(targetU, targetV) then return end
if this.IsOutArea(targetU, targetV) then
return
end
local list = _mapData:FindPath(_mapData:GetMapData(u, v), _mapData:GetMapData(targetU, targetV), funcCanPass)
if list == nil or #list <= 1 then
return nil
@ -456,6 +458,9 @@ end
--矩形排列算法以左上角为原点建立uv坐标
function this.DrawTilePos(u, v)
print(_offsetAngle)
print(_offsetAngleValue)
print(_tileSize.x, _tileSize.y)
return Quaternion.Euler(0,0, _offsetAngle) * Vector3.New(u * _tileSize.x, v * -_tileSize.y, 0) * _offsetAngleValue
end

View File

@ -220,6 +220,9 @@ end
function MapPointView:SetPointAnimation(iconId, index)
-- 特效资源无动画
if MapPointView:IsEffectRes(iconId) then return end
if not self.live then
return
end
local skeleton = self.live:GetComponent("SkeletonGraphic")
local animation = ANIMATION[iconId]
if animation then
@ -234,6 +237,10 @@ end
function MapPointView:Dispose()
self.hadExit = true
if self.timer then
self.timer:Stop()
self.timer = nil
end
-- 特效资源的销毁
if MapPointView:IsEffectRes(self.iconId) then
if self.live and not self.hadDispose then

View File

@ -745,13 +745,17 @@ function this.HeroUpStarEvent(heroId, consumeMaterials, func)
c.position = i
for j = 1, #consumeMaterials[i] do
local e = c.heroIds:add()
e.type = consumeMaterials[i][j].type
if consumeMaterials[i][j].type == RoleUpStarMatType.hero then
e.itemId = consumeMaterials[i][j].dynamicId
elseif consumeMaterials[i][j].type == RoleUpStarMatType.item then
e.itemId = tostring(consumeMaterials[i][j].id)
if consumeMaterials[i][j].type then--英雄正常升星 做了英雄狗粮逻辑
e.type = consumeMaterials[i][j].type
if consumeMaterials[i][j].type == RoleUpStarMatType.hero then
e.itemId = consumeMaterials[i][j].dynamicId
elseif consumeMaterials[i][j].type == RoleUpStarMatType.item then
e.itemId = tostring(consumeMaterials[i][j].id)
end
else--英雄合成 没有做英雄狗粮逻辑
e.type = RoleUpStarMatType.hero
e.itemId = consumeMaterials[i][j]
end
-- c.heroIds:append(consumeMaterials[i][j])
end
end
--for j = 1, #data.ConsumeMaterial do

View File

@ -390,7 +390,7 @@ function this.GetPlayerRide()
return PlayerManager.ride
end
function this.SetisRefreshMainPanelNpc(state)
LogBlue("isRefreshMainPanelNpc "..tostring(this.isRefreshMainPanelNpc))
--LogBlue("isRefreshMainPanelNpc "..tostring(this.isRefreshMainPanelNpc))
this.isRefreshMainPanelNpc = state
end
function this.GetisRefreshMainPanelNpc()
@ -399,7 +399,7 @@ end
--初始化所以激活的称号 时装 坐骑
function this.InitSkinTitleMountData(userSkinList,userTitleList,userMountList)
this.userSkinList = {}--[id] = {skinId , overTime}
LogBlue("#userSkinList "..#userSkinList.." #userTitleList "..#userTitleList.." #userMountList "..#userMountList)
--LogBlue("#userSkinList "..#userSkinList.." #userTitleList "..#userTitleList.." #userMountList "..#userMountList)
for i = 1, #userSkinList do
local singData = {}
singData.skinId = userSkinList[i].skinId
@ -631,7 +631,7 @@ function this.StarBattleUpLvTipTime(type)
if type == 1 and curMianPanleLoginShowTipNum < noShowBattleUpLvTipMaxNum then--主界面
battleUpLvTipTime = Timer.New(function()
curSecound = curSecound + 1
-- LogGreen("主界面停留 "..curSecound)
-- ----LogGreen("主界面停留 "..curSecound)
if curSecound >= showBattleUpLvTipMaxTime then
if battleUpLvTipTime then
battleUpLvTipTime:Stop()
@ -645,7 +645,7 @@ function this.StarBattleUpLvTipTime(type)
elseif type == 2 and curLevelPanleLoginShowTipNum < noShowBattleUpLvTipMaxNum then--关卡界面
battleUpLvTipTime = Timer.New(function()
curSecound = curSecound + 1
-- LogGreen("关卡界面停留 "..curSecound)
-- ----LogGreen("关卡界面停留 "..curSecound)
if curSecound >= showBattleUpLvTipMaxTime then
if battleUpLvTipTime then
battleUpLvTipTime:Stop()
@ -684,13 +684,13 @@ function this.GetMainPlayerNPCData(fun)
if friendRandomNum == 2 and PlayerManager.familyId == 0 then
friendRandomNum = 1
end
-- LogGreen("friendRandomNum "..friendRandomNum)
-- ----LogGreen("friendRandomNum "..friendRandomNum)
local curfriendAllList = {}
if friendRandomNum == 1 then
NetManager.RequestGetFriendInfo(1,function(msg)
for i = 1, #msg.Friends do
if msg.Friends[i].id ~= PlayerManager.uid then
LogBlue("msg.Friends[i] "..msg.Friends[i].userSkin.." "..msg.Friends[i].userTitle.." "..msg.Friends[i].userMount.." "..msg.Friends[i].sex)
--LogBlue("msg.Friends[i] "..msg.Friends[i].userSkin.." "..msg.Friends[i].userTitle.." "..msg.Friends[i].userMount.." "..msg.Friends[i].sex)
table.insert(curfriendAllList,msg.Friends[i])
end
end
@ -701,10 +701,10 @@ function this.GetMainPlayerNPCData(fun)
else
for i = 1, #curfriendAllList do
friendNPCList[i] = curfriendAllList[i]
-- LogGreen("friend "..msg.Friends[i].name)
-- ----LogGreen("friend "..msg.Friends[i].name)
end
end
-- LogGreen("#friendNPCList "..#friendNPCList)
-- ----LogGreen("#friendNPCList "..#friendNPCList)
this.GetMainPlayerNPCData2(fun)
end)
else
@ -712,7 +712,7 @@ function this.GetMainPlayerNPCData(fun)
local MyGuildMemList = MyGuildManager.GetMyGuildMemList()
for i = 1, #MyGuildMemList do
if MyGuildMemList[i].roleUid ~= PlayerManager.uid then
LogBlue("MyGuildMemList[i] "..MyGuildMemList[i].userSkin.." "..MyGuildMemList[i].userTitle.." "..MyGuildMemList[i].userMount.." "..MyGuildMemList[i].sex)
--LogBlue("MyGuildMemList[i] "..MyGuildMemList[i].userSkin.." "..MyGuildMemList[i].userTitle.." "..MyGuildMemList[i].userMount.." "..MyGuildMemList[i].sex)
table.insert(curfriendAllList,MyGuildMemList[i])
end
end
@ -723,26 +723,143 @@ function this.GetMainPlayerNPCData(fun)
else
for i = 1, #curfriendAllList do
friendNPCList[i] = curfriendAllList[i]
-- LogGreen("MyGuildMemList "..MyGuildMemList[i].userName)
-- ----LogGreen("MyGuildMemList "..MyGuildMemList[i].userName)
end
end
-- LogGreen("#MyGuildMemList "..#friendNPCList)
-- ----LogGreen("#MyGuildMemList "..#friendNPCList)
this.GetMainPlayerNPCData2(fun)
end)
end
end
function this.GetPlayerViewDataByType(index,randomList,needNum,func)
local x = function(index,needNum,randomList)
--LogGreen("后 needNum:"..needNum.." randomList:".. LengthOfTable(randomList).." index:"..index)
needNum = needNum - LengthOfTable(randomList)
if needNum > 0 then
this.GetPlayerViewDataByType(index,randomList,needNum,func)
else
if func then
func(randomList)
end
end
end
if index == 1 then
local friendNPCList1 = {}
NetManager.RequestGetFriendInfo(1,function(msg)
--LogGreen("发送好友信息")
for i = 1, #msg.Friends do
if msg.Friends[i].id ~= PlayerManager.uid then
--LogBlue("msg.Friends[i] "..msg.Friends[i].userSkin.." "..msg.Friends[i].userTitle.." "..msg.Friends[i].userMount.." "..msg.Friends[i].sex.." "..msg.Friends[i].userName)
table.insert(friendNPCList1,msg.Friends[i])
end
end
--LogGreen("前 needNum:"..needNum.." randomList:"..LengthOfTable(randomList))
randomList = this.AddPlayer(friendNPCList1,randomList,needNum)
x(2,needNum,randomList)
end)
elseif index == 2 then
local GuildNPCList1 = {}
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.GUILD) and PlayerManager.familyId ~= 0 then
MyGuildManager.RequestMyGuildMembers(function()
--LogGreen("发送工会成员信息")
local MyGuildMemList = MyGuildManager.GetMyGuildMemList()
for i = 1, #MyGuildMemList do
if MyGuildMemList[i].roleUid ~= PlayerManager.uid then
--LogBlue("MyGuildMemList[i] "..MyGuildMemList[i].userSkin.." "..MyGuildMemList[i].userTitle.." "..MyGuildMemList[i].userMount.." "..MyGuildMemList[i].sex.." "..MyGuildMemList[i].userName)
table.insert(GuildNPCList1,MyGuildMemList[i])
end
end
--LogGreen("前 needNum:"..needNum.." randomList:"..LengthOfTable(randomList))
randomList = this.AddPlayer(GuildNPCList1,randomList,needNum)
x(3,needNum,randomList)
end)
else
x(3,needNum,randomList)
end
elseif index == 3 then
local rankNPCList1 = {}
RankingManager.InitData(rankKingList[1].rankType, function()
--LogGreen("发送排行榜信息")
local rankAllList = RankingManager.GetRankingInfo()
for i = 1, math.max(20,#rankAllList) do
if rankAllList[i] and rankAllList[i].uid ~= PlayerManager.uid then
--LogBlue("rankAllList[i] "..rankAllList[i].userSkin.." "..rankAllList[i].userTitle.." "..rankAllList[i].userMount.." "..rankAllList[i].sex.." "..rankAllList[i].userName)
table.insert(rankNPCList1,rankAllList[i])
end
end
--LogGreen("前 needNum:"..needNum.." randomList:"..LengthOfTable(randomList))
randomList = this.AddPlayer(rankNPCList1,randomList,needNum)
x(4,needNum,randomList)
end)
else
--LogGreen("机器人 前 needNum:"..needNum.." randomList:"..LengthOfTable(randomList))
for i = 1, needNum do
local singleUserData = {}
singleUserData.userName = NameManager.GetLocalRandomName()
singleUserData.sex = math.random(0,1)
singleUserData.uid = 1000 + i
singleUserData.userSkin = PlayerManager.GetPlayerSkin()
singleUserData.userTitle = 0
singleUserData.userMount = 80008
table.insert(randomList,singleUserData)
end
--LogGreen("机器人 后 needNum:"..needNum.." randomList:"..LengthOfTable(randomList))
if func then
func(randomList)
end
end
end
function this.AddPlayer(list1,randomList,needNum)
if #list1 > needNum then
for i = 1, needNum do
this.RandomNPC(list1,randomList)
end
else
for i = 1, #list1 do
local uid = 0
if list1[i].id then
uid = list1[i].id
elseif list1[i].roleUid then
uid = list1[i].roleUid
elseif list1[i].uid then
uid = list1[i].uid
end
if not randomList[uid] and uid > 0 then
randomList[uid] = list1[i]
end
end
end
return randomList
end
--获取战斗地图随机人
function this.GetFightMapPlayerNPCData(needNum,func)
local randomList = {}
--LogGreen("初始化数据")
--LogGreen("needNum:"..needNum)
needNum = needNum - LengthOfTable(randomList)
if needNum > 0 then
this.GetPlayerViewDataByType(1,randomList,needNum,func)
end
end
function this.GetMainPlayerNPCData2(fun)
local rankRandomNum = math.random(1, 4)
if rankRandomNum == 3 then rankRandomNum = 2 end--如果是公会排行 改成战力排行 (公会排行展示的是公会名字)
local curAddNum = needNum - LengthOfTable(friendNPCList)
curAddNum = needNum + curAddNum
-- LogGreen("rankRandomNum "..rankRandomNum)
-- ----LogGreen("rankRandomNum "..rankRandomNum)
RankingManager.InitData(rankKingList[rankRandomNum].rankType, function()
local rankAllList = RankingManager.GetRankingInfo()
local currankAllList = {}
for i = 1, 25 do
if rankAllList[i] and rankAllList[i].uid ~= PlayerManager.uid then
-- LogBlue("rankAllList[i] "..rankAllList[i].userSkin.." "..rankAllList[i].userTitle.." "..rankAllList[i].userMount.." "..rankAllList[i].sex)
-- --LogBlue("rankAllList[i] "..rankAllList[i].userSkin.." "..rankAllList[i].userTitle.." "..rankAllList[i].userMount.." "..rankAllList[i].sex)
table.insert(currankAllList,rankAllList[i])
end
end
@ -753,10 +870,10 @@ function this.GetMainPlayerNPCData2(fun)
else
for i = 1, #currankAllList do
rankNPCList[i] = currankAllList[i]
-- LogGreen("rank "..currankAllList[i].userName)
-- ----LogGreen("rank "..currankAllList[i].userName)
end
end
-- LogGreen("#rankNPCList "..#rankNPCList)
-- ----LogGreen("#rankNPCList "..#rankNPCList)
this.GetMainPlayerNPCData3(fun)
end)
end
@ -790,7 +907,7 @@ function this.GetMainPlayerNPCData3(fun)
table.insert(upList,singleUserData)
end
end
-- LogGreen("#upList "..#upList)
-- ----LogGreen("#upList "..#upList)
if fun then
fun(upList)
end
@ -801,7 +918,7 @@ function this.RandomRankNPC(currankAllList)
this.RandomRankNPC(currankAllList)
else
rankNPCList[playerRandomNum] = currankAllList[playerRandomNum]
-- LogGreen("rank "..currankAllList[playerRandomNum].userName)
-- ----LogGreen("rank "..currankAllList[playerRandomNum].userName)
end
end
@ -811,7 +928,25 @@ function this.RandomFirendNPC(currankAllList)
this.RandomFirendNPC(currankAllList)
else
friendNPCList[playerRandomNum] = currankAllList[playerRandomNum]
-- LogGreen("friend "..currankAllList[playerRandomNum].userName)
-- ----LogGreen("friend "..currankAllList[playerRandomNum].userName)
end
end
function this.RandomNPC(currankAllList,curlist)
local playerRandomNum = math.random(1, #currankAllList)
local uid = 0
if currankAllList[playerRandomNum].id then
uid = currankAllList[playerRandomNum].id
elseif currankAllList[playerRandomNum].roleUid then
uid = currankAllList[playerRandomNum].roleUid
elseif currankAllList[playerRandomNum].uid then
uid = currankAllList[playerRandomNum].uid
end
if curlist[uid] or uid < 1 then
this.RandomNPC(currankAllList,curlist)
else
curlist[uid] = {}
curlist[uid] = currankAllList[playerRandomNum]
end
end
---------- 主城NPC 选择 end----------

View File

@ -208,6 +208,7 @@ function this.InitRedPointAllRelate()
-- 设置界面红点
RPData:SetParent(RedPointType.Setting_Head, RedPointType.Setting)
RPData:SetParent(RedPointType.Setting_Ride, RedPointType.Setting)
RPData:SetParent(RedPointType.Setting_Title, RedPointType.Setting)
-- 头像界面红点
RPData:SetParent(RedPointType.HeadChange_Frame, RedPointType.Setting_Head)
RPData:SetParent(RedPointType.HeadChange_Head, RedPointType.Setting_Head)

View File

@ -87,6 +87,14 @@ function this:OnShow(_parent,...)
for i=1,#dropList do
_data[i] = {dropList[i].id,dropList[i].num,nil,dropList[i].star}
end
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
table.sort(_data,function(a,b)
if itemConfig[a[1]].ItemType == itemConfig[b[1]].ItemType then
return itemConfig[a[1]].Quantity > itemConfig[b[1]].Quantity
else
return itemConfig[a[1]].ItemType > itemConfig[b[1]].ItemType
end
end)
FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,8,1,sortingOrder,false,_data)

View File

@ -238,6 +238,9 @@ function EveryDayGift:GetRemainTime()
if self.shopData and #self.shopData > 0 then
freshTime = self.shopData[#self.shopData].data.endTime
end
if freshTime == 0 then
return
end
local UpDate = function()
local showfreshTime = freshTime - GetTimeStamp()
if showfreshTime > 0 then
@ -249,7 +252,11 @@ function EveryDayGift:GetRemainTime()
self.endTime.text = Language[11355]..formatTime--时分秒
end
elseif showfreshTime < 0 then
self:RefreshData(true,false,false)
if self.localTimer then
self.localTimer:Stop()
self.localTimer = nil
end
self:RefreshData(true)
end
end
UpDate()

View File

@ -206,7 +206,7 @@ function RewardBoxPanel:SetBottom()--设置底部滑动条
maxOwnNum = BagManager.GetItemCountById(this.itemId)--拥有的最大数量
maxNum = gameSetting[1].OpenBoxLimits--最大领取数量(配表)
this.Slider:GetComponent("Slider").value=1
this.Slider:GetComponent("Slider").minValue = 1
this.Slider:GetComponent("Slider").minValue = 0
this.Slider:GetComponent("Slider").maxValue = maxOwnNum >= maxNum and maxNum or maxOwnNum--当前物品总数量
end

View File

@ -65,17 +65,17 @@ end
function RoleAwakeLayout:BindEvent()
--升星
Util.AddOnceClick(this.upStarBtn, function()
this.StarUpClick()
self:StarUpClick()
end)
end
--添加事件监听(用于子类重写)
function RoleAwakeLayout:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpStarMaterialShow)
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpStarMaterialShow,self)
end
--移除事件监听(用于子类重写)
function RoleAwakeLayout:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpStarMaterialShow)
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpStarMaterialShow,self)
end
function RoleAwakeLayout:OnShow(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas)
@ -85,8 +85,8 @@ function RoleAwakeLayout:OnShow(_sortinglayer,_parent,_curHerodata,_isUpZhen,_he
parent = _parent
heroDatas = _heroDatas
isUpZhen = _isUpZhen
this.GetCurHeroUpLvOrUpStarSData()
this.UpdateHeroUpStarData()--进阶
self:GetCurHeroUpLvOrUpStarSData()
self:UpdateHeroUpStarData()--进阶
end
function RoleAwakeLayout:OnShow()
@ -99,14 +99,14 @@ function RoleAwakeLayout:SetData(_sortinglayer,_parent,_curHerodata,_isUpZhen,_h
parent = _parent
heroDatas = _heroDatas
isUpZhen = _isUpZhen
this.GetCurHeroUpLvOrUpStarSData()
this.UpdateHeroUpStarData()--进阶
self:GetCurHeroUpLvOrUpStarSData()
self:UpdateHeroUpStarData()--进阶
end
--更新英雄进阶数据
function this.UpdateHeroUpStarData()
function RoleAwakeLayout:UpdateHeroUpStarData()
--进阶材料
this.UpdateHeroUpStarMaterialShow()
self:UpdateHeroUpStarMaterialShow()
--进阶属性提升
this.curLvEnd.text= HeroManager.GetCurHeroStarLvEnd(1,curHeroData)
this.nextLvEnd.text= HeroManager.GetCurHeroStarLvEnd(2,curHeroData,curHeroData.breakId,upStarRankUpConfig.Id)
@ -171,16 +171,16 @@ function this.UpdateHeroUpStarData()
Util.AddOnceClick(addBtn, function()
curSelectUpStarData=curUpStarData[i]
curSelectUpStarGo=go
local curShowHeroListData=this.SetShowHeroListData(upStarConsumeMaterial,upStarHeroListData.heroList)
local curShowHeroListData=self:SetShowHeroListData(upStarConsumeMaterial,upStarHeroListData.heroList)
--参数1 显示的herolist 2 3 升当前星的规则 4 打开RoleUpStarListPanel的界面
UIManager.OpenPanel(UIName.RoleUpStarListPanel,curShowHeroListData,curUpStarData[i].upStarMaterialsData,curUpStarData[i].upStarData,this,upStarConsumeMaterial[i],curHeroData)
end)
end
end
this.AutoSelectUpStarHeroList(curUpStarData)
self:AutoSelectUpStarHeroList(curUpStarData)
end
--获取当前英雄的下一突破 和 升星 静态数据
function this.GetCurHeroUpLvOrUpStarSData()
function RoleAwakeLayout:GetCurHeroUpLvOrUpStarSData()
isHeroUpStar = false
upStarRankUpConfig = {}
local heroRankUpConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
@ -197,7 +197,7 @@ function this.GetCurHeroUpLvOrUpStarSData()
end
end
--更新英雄进阶材料显示
function this.UpdateHeroUpStarMaterialShow()
function RoleAwakeLayout:UpdateHeroUpStarMaterialShow()
--进阶金币 妖壶条件
if upStarRankUpConfig then
isUpStarMaterials=true
@ -238,7 +238,7 @@ function this.UpdateHeroUpStarMaterialShow()
end
--升星选择祭品后刷新界面
function this.AutoSelectUpStarHeroList(_curUpStarData)
function RoleAwakeLayout:AutoSelectUpStarHeroList(_curUpStarData)
local curUpStarData= _curUpStarData
if curUpStarData and #curUpStarData>0 then
for i = 1, #curUpStarData do
@ -257,7 +257,7 @@ function this.AutoSelectUpStarHeroList(_curUpStarData)
table.insert(curSelectHeroList,upStarHeroListData.heroList[i])
end
end
this:UpdateUpStarPosHeroData(curSelectHeroList)
self:UpdateUpStarPosHeroData(curSelectHeroList)
end
end
end
@ -270,7 +270,7 @@ end
--刷新当前升星坑位英雄的信息
function this.UpdateUpStarPosHeroData(curSelectHeroList)
function RoleAwakeLayout:UpdateUpStarPosHeroData(curSelectHeroList)
if LengthOfTable(curSelectHeroList)<curSelectUpStarData.upStarData[4] then
upStarMaterialIsAll[curSelectUpStarData.upStarData[2]]=2
Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(true)
@ -291,7 +291,7 @@ function this.UpdateUpStarPosHeroData(curSelectHeroList)
upStarConsumeMaterial[curSelectUpStarData.upStarData[2]]=curUpStarConsumeMaterial
end
--分析设置升星界面显示的英雄list数据 如果当前升星材料的坑位的英雄数据与 以其他坑位有重合并且选择上的英雄不显示 如果是当前坑位显示的英雄显示对勾
function this.SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗的总消耗组 2 当前坑位可选择的所有英雄
function RoleAwakeLayout:SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗的总消耗组 2 当前坑位可选择的所有英雄
--Log("#curHeroList "..#curHeroList)
local curEndShowHeroListData2={}
for i = 1, #curHeroList do
@ -309,7 +309,7 @@ function this.SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗
for _, v in pairs(curEndShowHeroListData) do
if v.type == RoleUpStarMatType.hero and v.dynamicId==upStarConsumeMaterial[j][k].dynamicId then
v.isSelect=1
elseif v.type == RoleUpStarMatType.item and v.index==upStarConsumeMaterial[j][k].index then
elseif v.type == RoleUpStarMatType.item and v.id==upStarConsumeMaterial[j][k].id and v.index==upStarConsumeMaterial[j][k].index then
v.isSelect=1
end
end
@ -317,7 +317,7 @@ function this.SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗
for i, v in pairs(curEndShowHeroListData) do
if v.type == RoleUpStarMatType.hero and v.dynamicId==upStarConsumeMaterial[j][k].dynamicId then
curEndShowHeroListData[i] = nil
elseif v.type == RoleUpStarMatType.item and v.index==upStarConsumeMaterial[j][k].index then
elseif v.type == RoleUpStarMatType.item and v.id==upStarConsumeMaterial[j][k].id and v.index==upStarConsumeMaterial[j][k].index then
curEndShowHeroListData[i] = nil
end
end
@ -332,7 +332,7 @@ function this.SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗
return curList
end
--进阶按钮点击事件处理
function this.StarUpClick()
function RoleAwakeLayout:StarUpClick()
if curHeroData.oriLv>=HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then
PopupTipPanel.ShowTip(Language[11788])
return
@ -349,7 +349,7 @@ function this.StarUpClick()
end
if isUpStarMaterials and isUpStarMaterialsHero then
NetManager.HeroUpStarEvent(curHeroData.dynamicId,upStarConsumeMaterial ,function (msg)
this.DeleteUpStarMaterials()
self:DeleteUpStarMaterials()
UIManager.OpenPanel(UIName.RoleAwakeSuccessPanel,curHeroData,upStarRankUpConfig.Id,upStarRankUpConfig.OpenLevel,function ()
local dropItemTabs = BagManager.GetTableByBackDropData(msg)
if #dropItemTabs > 0 then
@ -368,7 +368,7 @@ function this.StarUpClick()
end
end
--扣除升星 消耗的材料 更新英雄数据
function this.DeleteUpStarMaterials()
function RoleAwakeLayout:DeleteUpStarMaterials()
HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId,curHeroData.oriLv,curHeroData.star+1,curHeroData.breakId,upStarRankUpConfig.Id,true)
HeroManager.UpdateSingleHeroSkillData(curHeroData.dynamicId)
for i, v in pairs(heroDatas) do

View File

@ -80,11 +80,11 @@ end
--添加事件监听(用于子类重写)
function RoleUpStarLayout:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpStarMaterialShow)
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpStarMaterialShow,self)
end
--移除事件监听(用于子类重写)
function RoleUpStarLayout:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpStarMaterialShow)
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpStarMaterialShow,self)
end
function RoleUpStarLayout:OnShow()
@ -359,7 +359,7 @@ function RoleUpStarLayout:SetShowHeroListData(upStarConsumeMaterial,curHeroList)
for _, v in pairs(curEndShowHeroListData) do
if v.type == RoleUpStarMatType.hero and v.dynamicId==upStarConsumeMaterial[j][k].dynamicId then
v.isSelect=1
elseif v.type == RoleUpStarMatType.item and v.index==upStarConsumeMaterial[j][k].index then
elseif v.type == RoleUpStarMatType.item and v.id==upStarConsumeMaterial[j][k].id and v.index==upStarConsumeMaterial[j][k].index then
v.isSelect=1
end
end
@ -367,7 +367,7 @@ function RoleUpStarLayout:SetShowHeroListData(upStarConsumeMaterial,curHeroList)
for i, v in pairs(curEndShowHeroListData) do
if v.type == RoleUpStarMatType.hero and v.dynamicId==upStarConsumeMaterial[j][k].dynamicId then
curEndShowHeroListData[i] = nil
elseif v.type == RoleUpStarMatType.item and v.index==upStarConsumeMaterial[j][k].index then
elseif v.type == RoleUpStarMatType.item and v.id==upStarConsumeMaterial[j][k].id and v.index==upStarConsumeMaterial[j][k].index then
curEndShowHeroListData[i] = nil
end
end

View File

@ -41,7 +41,6 @@ function RoleUpStarListPanel:BindEvent()
end)
Util.AddClick(this.BtnSure, function()
self:ClosePanel()
Log("curSelectHeroList "..LengthOfTable(curSelectHeroList))
openThisPanel:UpdateUpStarPosHeroData(curSelectHeroList)
end)
Util.AddClick(this.btnAutoSelect, function()
@ -246,6 +245,9 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
return
end
end)
Util.AddLongPressClick(cardBtn, function()
UIManager.OpenPanel(UIName.RoleInfoPopup,heroData)
end, 0.5)
elseif heroData.type == RoleUpStarMatType.item then
local itemConfig = ConfigManager.TryGetConfigData(ConfigName.ItemConfig,heroData.id)
if not itemConfig then return end
@ -293,6 +295,9 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
choosed:SetActive(true)
this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList),curNeedRoleNum)
end)
Util.AddLongPressClick(cardBtn, function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, heroData.id)
end, 0.5)
end
end
@ -306,8 +311,8 @@ function this.HeroSortData(heroData)
if a.lockState == b.lockState then
if a.heroConfig.Star == b.heroConfig.Star then
if a.lv == b.lv then
if a.id ~= curHeroData.id and b.id ~= curHeroData.id or a.id == curHeroData.id and b.id == curHeroData.id then
return a.id > b.id
if a.id ~= curHeroData.id and b.id ~= curHeroData.id or a.id == curHeroData.id and b.id == curHeroData.id then
return a.heroConfig.Sort > b.heroConfig.Sort
else
return not a.id ~= curHeroData.id and b.id == curHeroData.id
end

View File

@ -6,9 +6,9 @@ local funIndex = 1
local TabBox = require("Modules/Common/TabBox")
local _TabData={
[1] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[12266] , rpType = RedPointType.Setting_Head},
-- [2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "称号" },
[2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[12267] , rpType = RedPointType.Setting_Ride},
-- [3] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "称号",rpType = RedPointType.Setting_Title },
[3] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "称号",rpType = RedPointType.Setting_Title },
-- [4] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "时装",rpType = RedPointType.Setting_Skin },
}
local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
select = Color.New(243 / 255, 235 / 255, 202 / 255, 1)}
@ -21,8 +21,8 @@ this.contents = {
--时装
[2] = {view = require("Modules/Setting/SettingPlayerRide"), panelName = "settingPlayerRide"},
--坐骑
-- [4] = {view = require("Modules/Setting/SettingPlayerSkin"), panelName = "settingPlayerSkin"},
-- [3] = {view = require("Modules/Setting/SettingPlayerTitle"), panelName = "settingPlayerTitle"},
[3] = {view = require("Modules/Setting/SettingPlayerTitle"), panelName = "settingPlayerTitle"},
--[4] = {view = require("Modules/Setting/SettingPlayerSkin"), panelName = "settingPlayerSkin"},
}
--子模块预设
this.prefabs={}

View File

@ -99,10 +99,10 @@ function this.ShowPanelData()
end
end
table.sort(two,function(a,b)
return a.Id>b.Id
return a.Id<b.Id
end)
table.sort(three,function(a,b)
return a.Id>b.Id
return a.Id<b.Id
end)
local list={}
for key, value in pairs(one) do

View File

@ -145,7 +145,7 @@ function ShopBuyPopup:OnOpen(shopType, shopItemId)
-- 设置滑动范围
this.slider.enabled = this.maxNum > 1
this.slider.maxValue = this.maxNum
this.slider.minValue = 1
this.slider.minValue = 0
this.slider.value = this.maxNum > 0 and 1 or 0
-- 设置颜色
this.buyNumLab.color = this.maxNum > 0 and Color.New(0.55,0.59,0.62,1) or UIColor.NOT_ENOUGH_RED

View File

@ -320,6 +320,7 @@ end
--设置英雄
function this.SetHero()
this.heroIcon.sprite=Util.LoadSprite(curHeroData.icon)
this.heroFrame.sprite=Util.LoadSprite(GetHeroQuantityImageByquality(curHeroData.heroConfig.Quality,curHeroData.star))
-- local allPro = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false)
local allAddProVal
--计算面板属性

View File

@ -113,10 +113,12 @@ function TimeLimitSkin:SetTime()
end
function TimeLimitSkin:SetAttri()
LogGreen("gift.goodsId:"..tostring(gift.goodsId))
local reward = ConfigManager.GetConfigDataByKey(ConfigName.RechargeCommodityConfig,"Id",gift.goodsId).RewardShow[4][1]
local rg = ConfigManager.GetConfigDataByKey(ConfigName.ItemConfig,"Id",reward).RewardGroup
local skins = ConfigManager.GetConfigDataByKey(ConfigName.RewardGroup,"Id",rg[1]).ShowItem
local attris = ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Id",skins[1][1]).MonomerProperty--所有皮肤加属性相同就用了第一个
-- local rg = ConfigManager.GetConfigDataByKey(ConfigName.ItemConfig,"Id",reward).RewardGroup
-- local skins = ConfigManager.GetConfigDataByKey(ConfigName.RewardGroup,"Id",rg[1]).ShowItem
-- local attris = ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Id",skins[1][1]).MonomerProperty--所有皮肤加属性相同就用了第一个
local attris = ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Id",reward).MonomerProperty
local str = Language[11440]
for i = 1, #attris do
local attriData = ConfigManager.GetConfigData(ConfigName.PropertyConfig,attris[i][1])

View File

@ -96,7 +96,7 @@ function PlayerLiveView:OnOpen(scale,pos,dir)
self:SetWalkDir(dir)
end
end
local sortingorder=0
--加载三个立绘(称号 坐骑 皮肤)
function PlayerLiveView:OnShowLive()
-- LogBlue("self.rideLiveGo "..self.rideLiveGo.name)
@ -150,7 +150,7 @@ function PlayerLiveView:OnShowLive()
self.rideLivSkeletonGraphic.AnimationState:SetAnimation(0, RIDE_WALK_DIR.IDLE_FRONT.animation, true)
end
end
local sortingorder=0
--称号
if self.PlayerLiveViewData.designation and self.PlayerLiveViewData.designation > 0 then
self.titleLiveGo:SetActive(true)
@ -168,8 +168,9 @@ function PlayerLiveView:OnShowLive()
self.titleLive.transform.localPosition = curLocalPosition
self.titleLive.transform.localScale = curLocalScale
if self.orginLayer then
Util.AddParticleSortLayer(self.titleLive,self.orginLayer - sortingorder)
sortingorder = self.orginLayer
LogError("self.orginlayer "..self.orginLayer.."sortingOrder "..sortingorder)
Util.SetParticleSortLayer(self.titleLive,self.orginLayer)
--sortingorder = self.orginLayer
end
end
@ -305,6 +306,7 @@ function PlayerLiveView:OnClose()
if self.rideLive then
poolManager:UnLoadLive(self.rideLiveStr, self.rideLive, PoolManager.AssetType.GameObject)
self.rideLive = nil
sortingorder=0
end
if self.playerLive then
poolManager:UnLoadLive(self.playerLiveStr, self.playerLive, PoolManager.AssetType.GameObject)
@ -318,6 +320,7 @@ function PlayerLiveView:OnClose()
poolManager:UnLoadAsset("PlayerLiveView",self.leader, PoolManager.AssetType.GameObject)
self.leader = nil
end
end
--判断动画是否存在

View File

@ -0,0 +1,820 @@
SingleFightPlayerView = {}
local mapIconConfig = ConfigManager.GetConfig(ConfigName.MainMapIconConfig)
local iconAction = require("Modules/Fight/View/FightMapIconShowView")
-- 角色对话气泡位置
local m_roleTextPos = {
[3] = {pos = Vector3.New(172, 200, 0), angleOffset = 180}, -- 角色朝左, 气泡在右
[4] = {pos = Vector3.New(-177, 204, 0), angleOffset = 0} -- 反之
}
local namePos = {
[1] = {pos = Vector3.New(-1.86, 185.3, 0)}, -- 角色朝左,气泡在左
[2] = {pos = Vector3.New(-1.86, 273.5, 0)} -- 反之
}
-- 老头对话气泡位置
local m_oldManTextPos = {
[3] = {pos = Vector3.New(-176, 130, 0), angleOffset = 0}, -- 角色朝左,气泡在左
[4] = {pos = Vector3.New(154, 130, 0), angleOffset = 180} -- 反之
}
function SingleFightPlayerView:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.GuaJi.getEvent, self.ReciveData,self)
end
function SingleFightPlayerView:ReciveData(data)
if data.goData.userId == self.userId then
self.eventPointPos = data.event
self.state = 1
self:RoleWalkEnd(data)
elseif (data.event and data.event.userId and data.event.userId == self.userId) then
self.eventPointPos = data.goData
self.state = 1
self:RoleWalkEnd(data)
end
return
end
function SingleFightPlayerView:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.GuaJi.getEvent, self.ReciveData, self)
end
function SingleFightPlayerView:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = SingleFightPlayerView })
return b
end
local sortingorder = 0
local hitRootPath = "UI_Map_XunBaoEffect_hit"
local npc1 = "live2d_npc_map_boy"
local npc2 = "live2d_npc_map_nv"
-- 飘血资源
local hurtRes = "FloatingText"
function SingleFightPlayerView:InitComponent()
self.root = Util.GetGameObject(self.gameObject, "root")
self.ui = Util.GetGameObject(self.root, "ui")
self.roleRoot = Util.GetGameObject(self.ui,"roleRoot")
Util.GetGameObject(self.ui, "lizi effect").gameObject:SetActive(false)
self.battleEffect = Util.GetGameObject(self.ui, "quickBattleEffect")
self.bLeaderIsIdle = true
-- 临时代码
self.dialogueRoot = Util.GetGameObject(self.ui, "Dialogue")
self.context = Util.GetGameObject(self.dialogueRoot, "Text"):GetComponent("Text")
-- buff特效
self.buffEffectRoot = Util.GetGameObject(self.roleRoot, "effectRoot")
Util.SetParticleScale(self.buffEffectRoot, 2)
-- 攻击buff
self.buffAttack = Util.GetGameObject(self.buffEffectRoot, "r_MapEffect_NewEvent_011")
self.buffAttack:SetActive(false)
-- 防御buff
self.buffDefend = Util.GetGameObject(self.buffEffectRoot, "r_MapEffect_NewEvent_012")
self.buffEffectRoot:SetActive(false)
-- 隐藏一堆东西
Util.GetGameObject(self.ui,"arrow"):SetActive(false)
Util.GetGameObject(self.ui,"pos"):SetActive(false)
Util.GetGameObject(self.ui,"blood"):SetActive(false)
Util.GetGameObject(self.ui,"optionCancelBtn"):SetActive(false)
Util.GetGameObject(self.ui,"roleOption"):SetActive(false)
self:SetBattleState(false)
--角色当前方向
self.curDir = nil
self.gameObject:SetActive(true)
--- 注册组件
self.callList = Stack.New()
--当前选中点的位置
self.selectPointPos = 0
-- 角色停止行走时的朝向, 上 下 左 右1 2 3
self.m_roleFaceDir = Vector2.New(-1, 0)
--角色停止行走时的朝向
self.eventpoint = 0
--当前触发的事件点
self.eventPointPos = nil
self.nameDi = Util.GetGameObject(self.ui, "nemeDi")
self.name = Util.GetGameObject(self.nameDi, "name"):GetComponent("Text")
self.hurtNum = {}
end
function SingleFightPlayerView:OnOpen(parent)
self.parent = parent
self.hitEffect = poolManager:LoadAsset(hitRootPath, PoolManager.AssetType.GameObject)
self.hitEffect.transform:SetParent(parent.effectRoot.transform)
self.hitEffect.transform.localScale = Vector3.one
self.hitEffect:SetActive(false)
if not self.buffTipList then
self.buffTipList = {}
end
-- buff飘字
for i = 1, 3 do
if not self.buffTipList[i] then
self.buffTipList[i] = newObjToParent(parent.buffTip, parent.effectRoot)
self.buffTipList[i].transform.localScale = Vector3.New(1.2, 1.2, 1.2)
self.buffTipList[i]:SetActive(false)
end
end
if not self.hurtNum then
self.hurtNum = {}
end
for i = 1, 3 do
self.hurtNum[i] = poolManager:LoadAsset(hurtRes, PoolManager.AssetType.GameObject)
-- 设置父级
self.hurtNum[i].transform:SetParent(parent.effectRoot.transform)
self.hurtNum[i].transform.localScale = Vector3.New(0.5, 0.5, 0.5)
Util.GetGameObject(self.hurtNum[i], "anim"):GetComponent("Canvas").sortingOrder = parent.GetCurLayer()
self.hurtNum[i]:SetActive(false)
end
end
function SingleFightPlayerView:SetData(u,v,isSelf,data)
self._PlayTimeStamp = 0
if isSelf then
self.ui:GetComponent("Canvas").worldCamera = TileMapView.GetCamera()
end
self.isSelf = isSelf
local v3 = TileMapView.GetLiveTilePos(u, v)
self.gameObject.transform.localPosition = Vector3(v3.x, v3.y, v3.z - 10)
self.gameObject.transform.localScale = Vector3.one * 1.5
if self.playerLiveView then
self.playerLiveView:OnClose()
self.playerLiveView = nil
end
local npc,scale
if self.isSelf then
npc = NameManager.roleSex == ROLE_SEX.BOY and npc1 or npc2
scale = NameManager.roleSex == ROLE_SEX.BOY and 1 or 0.5
self.userId = PlayerManager.uid
self.playerLiveView = PlayerLiveView:New(self.roleRoot,1,nil)
self.nameDi.gameObject:SetActive(false)
else
npc = data.sex == ROLE_SEX.BOY and npc1 or npc2
scale = data.sex == ROLE_SEX.BOY and 1 or 0.5
self.userId = data.uid or data.roleUid or data.id
self.playerLiveView = PlayerLiveView:New(self.roleRoot,2, {
skin = data.userSkin,
sex = data.sex,
ride = data.userMount,
designation = data.userTitle,
})
if data.userMount == 0 then
self.nameDi.transform.localPosition = namePos[1].pos
else
self.nameDi.transform.localPosition = namePos[2].pos
end
self.name.text = data.userName or data.name
self.nameDi.gameObject:SetActive(true)
end
self.playerLiveView:OnOpen(GetPlayerRoleSingleConFig().Scale2)
self.playerLiveView.name = "npc"
--角色当前的uv
self.roleCurPos = TileMapView.GetMapData():GetMapData(u, v)
self.bLeaderIsIdle = true
self:SetWalkDir(WALK_DIR.LAUCH)
self:HideSomeTrash()
self:OnSortingOrderChange(self.parent.GetCurLayer())
--当前状态
self.state = 0
PlayUIAnim(self.gameObject)
end
function SingleFightPlayerView:SetWalkDir(dir)
self.playerLiveView:SetWalkDir(dir)
end
function SingleFightPlayerView:SetBattleState(state)
self.buffEffectRoot.gameObject:SetActive(state)
end
function SingleFightPlayerView:HideSomeTrash()
for i = 1, 3 do
self.buffTipList[i]:SetActive(false)
end
end
function SingleFightPlayerView:OnSortingOrderChange(orginLayer)
Util.AddParticleSortLayer(self.hitEffect, orginLayer - sortingorder)
if #self.hurtNum > 0 then -- 初始化完成
for i = 1, 3 do
Util.GetGameObject(self.hurtNum[i], "anim"):GetComponent("Canvas").sortingOrder = orginLayer - sortingorder
end
end
sortingorder = orginLayer
end
-- 撞击事件结束后的回调
function SingleFightPlayerView:hitCallBack(pos)
self:SetWalkDir(WALK_DIR.IDLE_FRONT)
self.state = 0
self.parent.BattleEnd(pos) -- 战斗结束
if self.isSelf then
self:SetEffect(self.selectPointPos)
self.selectPointPos = nil
end
if self.targetTimer then
self.targetTimer:Stop()
self.targetTimer = nil
end
self:SetRoleHitTarget()
self.targetTimer = Timer.New(function () -- 延迟生成下一个小怪
self.parent.LoadPointIcon(false)
end, 0.5)
self.targetTimer:Start()
end
-- 随机一个位置给大爷走走
function SingleFightPlayerView:SetRoleHitTarget()
if self.thread then
coroutine.stop(self.thread)
self.thread=nil
end
self.thread = coroutine.start(function()
--LogGreen("随机一个位置给大爷走走")
--local eventPoint = self.parent.AsideTriggerJudge(self.roleCurPos,self.isSelf)
--self.parent.AsideTriggerJudge(self.roleCurPos,self.isSelf)
local pos
while not pos do
coroutine.wait(0.01)
pos = self:SelectTargetPos()
end
--LogGreen("选中的点:"..tostring(pos).." "..tostring(self.userId))
local pathlist = self:SetRoleWalk(pos)
self:RoleMove(pathlist)
end)
end
-- 选择一个目标位置, 就近原则
function SingleFightPlayerView:SelectTargetPos()
local iconList = self.parent.RequestIconList()
--LogGreen("iconList:"..tostring(iconList))
if iconList and LengthOfTable(iconList) > 0 then
--LogGreen("iconList:"..tostring(LengthOfTable(iconList)))
local selectIconList = {}
local minDis = 999
for i, v in pairs(iconList) do
if self.parent.HasSelectIconList(i,self.userId) then
local targetU, targetV = Map_Pos2UV(i)
-- 计算相对距离
local dis = math.abs(self.roleCurPos.u - targetU) + math.abs(self.roleCurPos.v - targetV)
minDis = minDis <= dis and minDis or dis
local data = {}
data.dis = dis
data.x_axis = targetU
data.pos = i
selectIconList[#selectIconList + 1] = data
end
end
-- 取出目标值. 相等则要x最小的
if #selectIconList > 1 then
table.sort(selectIconList, function (a, b)
if a.dis == b.dis then
return a.x_axis < b.x_axis
else
return a.dis < b.dis
end
end )
end
-- 万一图标还没生出来
local targetPos = 0
--LogGreen("#selectIconList:"..#selectIconList.." self.uid:"..self.userId)
if #selectIconList > 1 then
self.parent.AddSelectIconList(selectIconList[1].pos,self.userId)
targetPos = self:GetTargetPos(selectIconList[1].pos)
self.parent.RemoveSelectIconList(self.eventPointPos)
else
self.parent.ReleaseIconList()
return
end
self.parent.ReleaseIconList()
return targetPos
end
end
-- 获取当前图标的目标值,传入图标的坐标值, 就近原则
function SingleFightPlayerView:GetTargetPos(iconPos)
local u0, v0 = Map_Pos2UV(iconPos)
local posList = {
[1] = Vector2.New(u0, v0 - 1), -- 上
[2] = Vector2.New(u0, v0 + 1), -- 下
[3] = Vector2.New(u0 - 1, v0), -- 左
[4] = Vector2.New(u0 + 1, v0), -- 右
}
local newList = {}
for i = 1, 4 do
local dis = math.abs(self.roleCurPos.u - posList[i].x) + math.abs(self.roleCurPos.v - posList[i].y)
local data = {}
data.dis = dis
data.axis = posList[i]
data.index = i
newList[#newList + 1] = data
end
if #newList > 1 then
table.sort(newList, function (a, b)
if a.dis == b.dis then
return a.axis.x < b.axis.x
else
return a.dis < b.dis
end
end)
end
local pos = posList[newList[1].index]
return pos
end
function SingleFightPlayerView:SetRoleWalk(targetPos)
local funcCanPass = function(data)
return data.val <= 1
end
local pathList = TileMapView.ShowPath(self.roleCurPos.u, self.roleCurPos.v, targetPos.x, targetPos.y, funcCanPass)
TileMapView.ClearPath()
return pathList
end
function SingleFightPlayerView:RoleMove(pathList)
if not pathList or #pathList == 0 then
self.parent.AsideTriggerJudge(self.roleCurPos,self.isSelf,self)
return
end
-- --把最终回调最先入栈
-- self.callList:Push(function ()
-- local eventPoint = self.parent.AsideTriggerJudge(self.roleCurPos,self.isSelf,self)
-- self:RoleWalkEnd(eventPoint)
-- end)
for i=1, #pathList-1 do --最后的点为起点,不处理
local data = pathList[i]
local v3 = TileMapView.GetLiveTilePos(data.u, data.v)
self.callList:Push(function ()
self:SetRoleDirAction(data.u, data.v)
self.roleCurPos = data
local speed = 0.5
self.gameObject.transform:DOLocalMove(Vector3(v3.x, v3.y, v3.z - 10), speed, false):OnStart(function () end):OnUpdate(function() --TODO:测试速度
self:PlayStepSound()
if self.isSelf then
local v4 = self.gameObject.transform.localPosition
v4.z = TileMapView.ViewCameraPos.z
TileMapView.SetCameraPos(v4)
end
end):OnComplete(function ()
self.parent.AsideTriggerJudge(data,self.isSelf,self)
--self:SetRoleHitTarget()
if self.state == 0 then
self:StackPop()
end
end):SetEase(Ease.Linear)
end)
end
self:StackPop()
self:PlayerMove()
end
function SingleFightPlayerView:PlayerMove()
self.bLeaderIsIdle = false
end
function SingleFightPlayerView:PlayStepSound()
local curTimeStamp = GetTimeStamp()
if curTimeStamp - self._PlayTimeStamp >= 0.3 then
self._PlayTimeStamp = curTimeStamp
SoundManager.PlaySound(SoundConfig.Sound_FootStep..math.random(1,7))
end
end
-- 角色行走结束
function SingleFightPlayerView:RoleWalkEnd(eventPoint)
self.callList:Clear()
self:PlayerIdle()
if self.eventPointPos then
local iconType = self.eventPointPos.iconId or -1
if iconType == -1 then
self.selectPointPos = Map_UV2Pos(self.eventPointPos.roleCurPos.u,self.eventPointPos.roleCurPos.v)
else
self.selectPointPos = eventPoint.pos
end
--LogGreen("eventPoint.pos:"..tostring(self.selectPointPos))
-- 检测方向
self:SetRoleDir(self.roleCurPos.u * 256 + self.roleCurPos.v, self.selectPointPos)
-- 设置角色纵深
self:SetRoleLayer(self:IsRoleFront(self.selectPointPos))
self:SetIconShow(eventPoint)
else
self:SetRoleHitTarget()
end
end
---检查角色与图标的纵深关系
function SingleFightPlayerView:IsRoleFront(pos)
local v0 = self.roleCurPos.v
local u, v = Map_Pos2UV(pos)
return v0 >= v
end
function SingleFightPlayerView:PlayerIdle()
self.bLeaderIsIdle = true
if self.SkeletonGraphic and self.SkeletonGraphic.AnimationState then
self.SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
self.SkeletonGraphic.transform.localEulerAngles = Vector3.zero
end
self.curDir = nil
end
-- 角色停止行走时的朝向
function SingleFightPlayerView:SetRoleDir(rolePos, iconPos)
local u0, v0 = Map_Pos2UV(rolePos)
local u, v = Map_Pos2UV(iconPos)
if v0 == v then
if u0 > u then
self.m_roleFaceDir = Vector2.New(-1, 0)
--LogGreen("他要朝左左左左左")
self.eventpoint = 3
else
self.m_roleFaceDir = Vector2.New(1, 0)
--LogGreen("他要朝右右右右")
self.eventpoint = 4
end
else
if v0 > v then
self.m_roleFaceDir = Vector2.New(0, 1)
--LogGreen("他要朝上上上上")
self.eventpoint = 2
else
self.m_roleFaceDir = Vector2.New(0, -1)
--LogGreen("他要朝下下下下下下")
self.eventpoint = 1
end
end
self:SetWalkDir(self.eventpoint)
end
---设置角色纵深
---@param isFront 设置是否角色在前
function SingleFightPlayerView:SetRoleLayer(isFront)
local z_axis = isFront and -10 or 10
local v3 = self.gameObject.transform.localPosition
self.gameObject.transform.localPosition = Vector3(v3.x, v3.y, z_axis)
end
-- 角色相关
function SingleFightPlayerView:SetRoleDirAction(u, v, isBack)
local dU = isBack and self.roleCurPos.u - u or u - self.roleCurPos.u
local dV = isBack and self.roleCurPos.v - v or v - self.roleCurPos.v
if dU > 0 then
self:SetWalkDir(WALK_DIR.RUN_RIGHT)
elseif dU < 0 then
self:SetWalkDir(WALK_DIR.RUN_LEFT)
elseif dV < 0 then
self:SetWalkDir(WALK_DIR.RUN_UP)
elseif dV > 0 then
self:SetWalkDir(WALK_DIR.RUN_DOWN)
end
end
function SingleFightPlayerView:StackPop()
if self.callList:Count() > 0 then
self.callList:Pop()()
end
end
-- 设置遇到图标时的表现
function SingleFightPlayerView:SetIconShow(_eventpoint)
local iconType = self.eventPointPos.iconId or -1
--LogGreen("iconType:"..iconType)
local index = (self.eventpoint == 4 or self.eventpoint == 1) and 4 or 3
if iconType == -1 then
--显示对话框
self.dialogueRoot.gameObject:SetActive(true)
self.dialogueRoot.transform.localEulerAngles = Vector3.New(0, m_roleTextPos[index].angleOffset, 0)
self.context.transform.localEulerAngles = Vector3.New(0, m_roleTextPos[index].angleOffset, 0)
self.dialogueRoot.transform.localPosition = m_roleTextPos[index].pos
local str = ""
local strList = {}
if self.isSelf then
str = ConfigManager.GetConfigData(ConfigName.SpecialConfig,111).Value
else
str = ConfigManager.GetConfigData(ConfigName.SpecialConfig,112).Value
end
strList = string.split(str,"#")
self.context.text = strList[FightPointPassManager.randomNum] or "你好"
self:NotBattleShow()
elseif iconType == 8 or iconType == 11 then -- 宝箱
self:SetWalkDir(WALK_DIR.JINGYA)
if self.isSelf then
self.dialogueRoot.gameObject:SetActive(true)
self.dialogueRoot.transform.localEulerAngles = Vector3.New(0, m_roleTextPos[index].angleOffset, 0)
self.context.transform.localEulerAngles = Vector3.New(0, m_roleTextPos[index].angleOffset, 0)
self.dialogueRoot.transform.localPosition = m_roleTextPos[index].pos
local str = ""
local strList = {}
str = ConfigManager.GetConfigData(ConfigName.MainMapIconConfig,iconType).Desc
strList = string.split(str,"#")
local num = math.random(1,#strList)
self.context.text = strList[num]
local boxPos = self.selectPointPos
Timer.New(function()
if self.state == 1 then
self:SetEffect(boxPos)
end
end,1.5):Start()
end
self:NotBattleShow()
elseif iconType == 7 then -- NPC, 不一样的BB
self:SetWalkDir(WALK_DIR.JINGYA)
if self.isSelf then
local str, str1 = ""
local strList,strList1 = {}
str = ConfigManager.GetConfigData(ConfigName.MainMapIconConfig,iconType).Desc
str1 = ConfigManager.GetConfigData(ConfigName.MainMapIconConfig,iconType).DescNPC
strList = string.split(str,"#")
strList1 = string.split(str1,"#")
local num = math.random(1,#strList)
self.dialogueRoot.gameObject:SetActive(true)
self.dialogueRoot.transform.localEulerAngles = Vector3.New(0, m_roleTextPos[index].angleOffset, 0)
self.context.transform.localEulerAngles = Vector3.New(0, m_roleTextPos[index].angleOffset, 0)
self.dialogueRoot.transform.localPosition = m_roleTextPos[index].pos
self.context.text = strList[num]
-- 设置老头
local oldManAngle = Vector3.New(0, m_oldManTextPos[index].angleOffset, 0)
self.eventPointPos:SetDialogueDir(m_oldManTextPos[index].pos, oldManAngle)
self.eventPointPos:ShowDialogue(false)
self.eventPointPos:SetDialogueStr(strList1[num])
Timer.New(function()
self.dialogueRoot.gameObject:SetActive(false)
if self.state == 1 then
self.eventPointPos:ShowDialogue(true)
self:NotBattleShow()
end
end,1):Start()
else
self:NotBattleShow()
end
self:NotBattleShow()
else -- 战斗
-- 设置战斗状态
self:EnterBattle()
self.dialogueRoot.gameObject:SetActive(false)
self:private_ShakeByTimes(_eventpoint, self.m_roleFaceDir, mapIconConfig[iconType].HurtNum,1,function()
self:hitCallBack(_eventpoint.pos)
end)
end
end
-- 宝箱特效的位置
local boxEffectPos = {
[1] = Vector3.New(44, 140, 0),
[2] = Vector3.New(35, 188, 0),
[3] = Vector3.New(169, 168, 0),
}
function SingleFightPlayerView:SetEffect(pos)
local boxState = FightPointPassManager.GetBoxState()
boxState = boxState == 0 and 1 or boxState
local tartPos = boxEffectPos[boxState]
--LogGreen("boxState:" ..boxState)
if self.parent.moneyEffect then
self.parent.moneyEffect:GetComponent("RectTransform").anchoredPosition = SetObjPosByUV(pos)
Util.ClearTrailRender(self.parent.moneyEffect)
self:SetBoxEffect(false, Vector3.zero)
self.parent.moneyEffect:SetActive(true)
self.parent.moneyEffect:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(tartPos.x + 88, tartPos.y + 359), 0.6, false):OnComplete(function ()
self:SetBoxEffect(true, boxState)
end)
end
SoundManager.PlaySound(SoundConfig.Sound_FightArea_Gold)
end
-- 设置宝箱特效s
function SingleFightPlayerView:SetBoxEffect(isShow, state)
if not isShow then
if self.parent.boxEffect then
self.parent.boxEffect:SetActive(false)
end
else
self.parent.boxEffect.transform.localPosition = boxEffectPos[state]
self.parent.boxEffect:SetActive(true)
end
end
function SingleFightPlayerView:private_ShakeByTimes(_point, roleFaceDir, shakeTime, index, func)
local point = _point.event
local icon = point.go
local start = index
local iconType = point.iconId
local leftNum = math.floor(start % 2)
-- 主动打击者
local go = leftNum == 1 and self.roleRoot or icon
-- 受击对象
local hurtGo = leftNum ~= 1 and self.roleRoot or Util.GetGameObject(icon, "root")
local isReverse = leftNum == 0
local objPos = isReverse and self.roleCurPos.u * 256 + self.roleCurPos.v or _point.pos
local end_callBack = function() -- 受击结束动画
self.hitEffect:SetActive(false)
--LogGreen("end_callBack:"..start)
if start >= shakeTime then
-- 执行最终回调
func()
return
else
start = start + 1
self:private_ShakeByTimes(_point, roleFaceDir, shakeTime, start, func)
end
end
local mid_callBack = function() -- 打击时间点
--LogGreen("mid_callBack:")
self:private_BloodBlood(objPos, start, iconType, isReverse, 0)
self:pravite_PlayHitEffect(objPos)
if point then
point:SetPointAnimation(iconType, 2)
end
--整个东西缩一下
self:PlayScale(hurtGo, 0.7)
SoundManager.PlaySound(SoundConfig.Sound_FightArea_Attack[math.random(1, #SoundConfig.Sound_FightArea_Attack)])
end
local func = function()
self:pravite_ShakeObjOnce(go, isReverse, roleFaceDir, end_callBack, mid_callBack)
end
if self.callbackTimer then
self.callbackTimer:Stop()
self.callbackTimer = nil
end
self.callbackTimer = Timer.New(function ()
func()
end, 0.2)
self.callbackTimer:Start()
end
-- 怪物被打得吐血
--- @param showType 参数为0时表示为掉血参数大于0时表示为补血
function SingleFightPlayerView:private_BloodBlood(objPos, index, iconType, isMonster, showType, func)
local go = self.hurtNum[math.floor(index % 3 + 1)]
-- 吐血随机值
local hurtNum, isCritical = iconAction.pravite_GetHurtValue(isMonster, iconType, showType)
local v2 = SetObjPosByUV(objPos)
go:GetComponent("RectTransform").anchoredPosition3D = Vector3.New(v2.x, v2.y, 0) + Vector3.New(0, 120, 0)
Util.GetGameObject(go, "anim/Image"):SetActive(false)
Util.GetGameObject(go, "anim/anim"):GetComponent("Text").text = iconAction.DecodeHurt(hurtNum, isCritical, showType)
go:SetActive(true)
self.hurtNumTimer = nil
self.hurtNumTimer = Timer.New(function()
if go then
go:SetActive(false)
end
if func then func() end
end, 1.5)
self.hurtNumTimer:Start()
end
-- 震动动画
function SingleFightPlayerView:pravite_ShakeObjOnce(go, isReverse, roleFaceDir, func, mid_func)
--LogGreen("pravite_ShakeObjOnce:"..go.name.." isReverse:"..tostring(isReverse).." roleFaceDir:"..tostring(roleFaceDir))
local offSet = isReverse and 90 or 120
offSet = offSet / math.min(Screen.width/1080, Screen.height/1920)
local originPos = go:GetComponent("RectTransform").anchoredPosition
local value = isReverse and -1 or 1
local targetPos = originPos + Vector2.New(offSet * roleFaceDir.x * value, offSet * roleFaceDir.y * value)
if go then
go:GetComponent("RectTransform"):DOAnchorPos(targetPos, 0.1, false):OnComplete(function ()
if mid_func then mid_func() end
go:GetComponent("RectTransform"):DOAnchorPos(originPos, 0.1, false):OnComplete(function ()
if func then func() end
end)
end)
end
end
-- 缩放
function SingleFightPlayerView:PlayScale(go, scale)
if go then
local originScale = go.transform.localScale
go.transform:DOScale(originScale * scale, 0.1):OnComplete(function ()
go.transform:DOScale(originScale, 0.1)
end)
end
end
-- 受击特效
function SingleFightPlayerView:pravite_PlayHitEffect(pos)
--local u, v = Map_Pos2UV(pos)
--local v2 = RectTransformUtility.WorldToScreenPoint(TileMapView.GetCamera(), TileMapView.GetLiveTilePos(u, v))
--v2 = v2 / math.min(Screen.width/1080, Screen.height/1920)
--LogGreen("self.hitEffect:")
self.hitEffect.transform.localPosition = SetObjPosByUV(pos)
self.hitEffect:SetActive(true)
end
-- 不是战斗的表现
function SingleFightPlayerView:NotBattleShow()
if self.battleTimer then
self.battleTimer:Stop()
self.battleTimer = nil
end
if self.targetTimer then
self.targetTimer:Stop()
self.targetTimer = nil
end
self.battleTimer = Timer.New(function ()
self.dialogueRoot.gameObject:SetActive(false)
self.parent.BattleEnd(self.selectPointPos)
self:SetRoleLayer(true)
self:SetBattleState(false)
self.targetTimer = Timer.New(function ()
self.parent.LoadPointIcon(false)
self:SetRoleHitTarget()
self.state = 0
self.selectPointPos = nil
self.eventPointPos = nil
end, 0.5)
self.targetTimer:Start()
end, 1)
self.battleTimer:Start()
end
-- 进入战斗状态
function SingleFightPlayerView:EnterBattle()
self:SetBattleState(true)
end
function SingleFightPlayerView:StopAction()
self.callList:Clear()
self:SetWalkDir(WALK_DIR.IDLE_FRONT)
self.hitEffect:SetActive(false)
for i = 1, #self.hurtNum do
self.hurtNum[i].gameObject:SetActive(false)
end
if self.targetTimer then
self.targetTimer:Stop()
self.targetTimer = nil
end
if self.callbackTimer then
self.callbackTimer:Stop()
self.callbackTimer = nil
end
if self.hurtNumTimer then
self.hurtNumTimer:Stop()
self.hurtNumTimer = nil
end
if self.battleTimer then
self.battleTimer:Stop()
self.battleTimer = nil
end
--LogGreen("停止协程")
if self.thread then
coroutine.stop(self.thread)
self.thread = nil
end
end
function SingleFightPlayerView:OnClose()
self.dialogueRoot.gameObject:SetActive(false)
self:StopAction()
self.buffTipList = {}
if self.playerLiveView then
self.playerLiveView:OnClose()
self.playerLiveView = nil
end
--角色当前方向
self.curDir = nil
--当前选中点的位置
self.selectPointPos = 0
--角色停止行走时的朝向
self.eventpoint = 0
--当前触发的事件点
self.eventPointPos = nil
self.state = 0
end
return SingleFightPlayerView

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