逍遥游地图界面预设脚本修改
parent
f25854797e
commit
ecd4695a7b
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@ -709,11 +709,11 @@ MonoBehaviour:
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m_Right: 0
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m_Top: 0
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m_Bottom: 0
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m_ChildAlignment: 0
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m_ChildAlignment: 4
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m_StartCorner: 0
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m_StartAxis: 0
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m_CellSize: {x: 100, y: 100}
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m_Spacing: {x: 0, y: 0}
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m_Spacing: {x: 60, y: 0}
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m_Constraint: 0
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m_ConstraintCount: 2
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--- !u!1 &6263630824520525492
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@ -746,7 +746,7 @@ RectTransform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 4130002184282380623}
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m_RootOrder: 0
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m_RootOrder: 1
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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@ -825,11 +825,11 @@ RectTransform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 4130002184282380623}
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m_RootOrder: 1
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m_RootOrder: 2
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 58.6}
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m_AnchoredPosition: {x: 0, y: 30.799967}
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m_SizeDelta: {x: 150, y: 150}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &823541989204434481
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@ -860,7 +860,7 @@ MonoBehaviour:
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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m_Sprite: {fileID: 21300000, guid: d090a211e2b853746b5d2662d8f4b3ae, type: 3}
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m_Sprite: {fileID: 21300000, guid: aa0e17ef89ef07243a9f0c8107cff2a4, type: 3}
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m_Type: 0
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m_PreserveAspect: 0
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m_FillCenter: 1
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@ -897,6 +897,7 @@ RectTransform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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- {fileID: 2027098397502747704}
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- {fileID: 7087955728876460986}
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- {fileID: 209971410732065439}
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- {fileID: 4838702532749912415}
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@ -916,6 +917,80 @@ CanvasRenderer:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8550504791684956899}
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m_CullTransparentMesh: 0
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--- !u!1 &9055714059791318376
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GameObject:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 2027098397502747704}
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- component: {fileID: 4325320704108162774}
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- component: {fileID: 2137089575604050908}
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m_Layer: 5
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m_Name: bg
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!224 &2027098397502747704
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RectTransform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 9055714059791318376}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 4130002184282380623}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: -5}
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m_SizeDelta: {x: 256.6, y: 252.3}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &4325320704108162774
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CanvasRenderer:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 9055714059791318376}
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m_CullTransparentMesh: 0
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--- !u!114 &2137089575604050908
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 9055714059791318376}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: -765806418, guid: f70555f144d8491a825f0804e09c671c, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_RaycastTarget: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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m_Sprite: {fileID: 21300000, guid: f16d2757d6e17b040b2cd444889359b3, type: 3}
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m_Type: 0
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m_PreserveAspect: 0
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m_FillCenter: 1
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m_FillMethod: 4
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m_FillAmount: 1
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m_FillClockwise: 1
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m_FillOrigin: 0
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m_UseSpriteMesh: 0
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--- !u!1 &9132433766242789470
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GameObject:
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m_ObjectHideFlags: 0
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@ -946,11 +1021,11 @@ RectTransform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 4130002184282380623}
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m_RootOrder: 2
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m_RootOrder: 3
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: -46.399963}
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m_AnchoredPosition: {x: 0, y: -16.9}
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m_SizeDelta: {x: 185, y: 193}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &4544877072755820538
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@ -406,5 +406,6 @@ GameEvent = {
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},
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XiaoYao={
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StartXiaoYao="XiaoYao.StartXiaoYao",--执行逍遥游跑图
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RefreshEventShow="XiaoYao.RefreshEventShow",--刷新逍遥游地图界面事件按钮显示隐藏
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}
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}
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@ -38,9 +38,58 @@ function this:OnOpen(_type,_data)
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this.title.sprite=Util.LoadSprite("x_xiaoyaoyou_youlichenggong")
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this.grid:SetActive(true)
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this.xianyuan:SetActive(false)
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local showItemdata=this.GetDropReward(_data)
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Log("终极大奖:"..#_data.itemlist)
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Log("终极大奖:"..#showItemdata)
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if showItemdata and #showItemdata>0 then
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for i = 1, #showItemdata do
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Log("终极大奖:"..showItemdata[i][1])
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local _rewardObj= SubUIManager.Open(SubUIConfig.ItemView, this.grid.transform)
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_rewardObj:OnOpen(false,showItemdata[i],1)
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end
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end
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end
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end
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function this.GetDropReward(_drop)
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local _rewardList={}
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if _drop.itemlist then
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for i = 1, #_drop.itemlist do
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Log("list有奖励")
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local _rewardData={}
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_rewardData[1]=_drop.itemlist[i].itemId
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_rewardData[2]=_drop.itemlist[i].itemNum
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table.insert(_rewardList,_rewardData)
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end
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end
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if not _drop.equipId then
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for i = 1, #_drop.equipId do
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local _rewardData={}
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_rewardData[1]=_drop.equipId[i].id
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_rewardData[2]=1
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table.insert(_rewardList,_rewardData)
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end
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end
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if not _drop.Hero then
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for i = 1, #_drop.Hero do
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local _rewardData={}
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_rewardData[1]=_drop.Hero[i].id
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_rewardData[2]=1
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table.insert(_rewardList,_rewardData)
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end
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end
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if not _drop.soulEquip then
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for i = 1, #_drop.soulEquip do
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local _rewardData={}
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_rewardData[1]=_drop.soulEquip[i].id
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_rewardData[2]=1
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table.insert(_rewardList,_rewardData)
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end
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end
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return _rewardList
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end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function this:OnShow()
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@ -48,7 +97,10 @@ end
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--界面关闭时调用(用于子类重写)
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function this:OnClose()
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while(this.grid.transform.childCount>0)
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do
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destroy(this.grid.transform:GetChild(0).gameObject)
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end
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end
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--界面销毁时调用(用于子类重写)
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@ -106,17 +106,42 @@ end
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--添加事件监听(用于子类重写)
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function this:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.XiaoYao.StartXiaoYao, this.RunMap)
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Game.GlobalEvent:AddEvent(GameEvent.XiaoYao.RefreshEventShow, this.RefreshEventBtn)
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end
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--移除事件监听(用于子类重写)
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function this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.XiaoYao.StartXiaoYao, this.RunMap)
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Game.GlobalEvent:RemoveEvent(GameEvent.XiaoYao.RefreshEventShow, this.RefreshEventBtn)
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end
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--刷新界面事件入口按钮显示隐藏
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function this.RefreshEventBtn()
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if XiaoYaoManager.luckyluckyTurnTableTimes > 0 and (XiaoYaoManager.luckyluckyTurnTableRemainTime - PlayerManager.serverTime > 0) then
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this.rouleBtn:SetActive(true)
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else
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this.rouleBtn:SetActive(false)
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end
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local temp = XiaoYaoManager.GetMonsterDatas()
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if temp and #temp > 0 then
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this.bossBtn:SetActive(true)
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else
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this.bossBtn:SetActive(false)
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end
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local temp = XiaoYaoManager.GetHeroDatas()
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if temp and #temp > 0 then
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this.shopBtn:SetActive(true)
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else
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this.shopBtn:SetActive(false)
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end
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shopLeftTime=XiaoYaoManager.GetHeroDataTime() or 0
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rouleLeftTime=XiaoYaoManager.luckyluckyTurnTableRemainTime or 0
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bossLeftTime=XiaoYaoManager.GetMonsterDataReMainTimesAndTime() or 0
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end
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function this.RunMap(_data)
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Log("开始跑图")
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local targetIndex=0
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for i = 1, #_data.pointes do
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for i = 1, #_data.pointes do
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Log("当前点数:".._data.pointes[i])
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targetIndex=targetIndex+_data.pointes[i]
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end
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targetIndex=targetIndex+curGridIndex
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@ -126,7 +151,9 @@ function this.RunMap(_data)
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end
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this.turnEffect:Reset(function()
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curGridIndex=curGridIndex+1
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this.TT.transform:DOAnchorPos(Vector3(allGridData[curGridIndex].x,allGridData[curGridIndex].y,0),0.3)
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this.TT.transform:DOAnchorPos(Vector3(allGridData[curGridIndex].x,allGridData[curGridIndex].y,0),0.3):OnComplete(function ()
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this.SetTTDirection()
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end)
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this.MapMove(allGridData[curGridIndex].x,0.3)
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if curGridIndex==targetIndex then--如果停到对应位置
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this.turnEffect:Stop()--暂停
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@ -135,8 +162,7 @@ function this.RunMap(_data)
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this.EventTrigger(_data)
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end
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if curGridIndex>=#allGridData then
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this.StopAuto()
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UIManager.OpenPanel(UIName.XiaoYaoEventPanel,0)
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this.StopAuto()
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end
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if isAuto then
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XiaoYaoManager.StartXiaoYao()
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@ -157,9 +183,9 @@ function this.EventTrigger(_data)
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Log("触发事件类型为:".._data.pathType)
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Log("触发事件时间为:".._data.overTime)
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if _data.pathType==0 then --普通节点
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UIManager.OpenPanel(UIName.XiaoYaoEventPanel,0,_data.drop)
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elseif _data.pathType==1 then --宝箱
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PopupTipPanel.ShowTip("获得一个宝箱!")
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Log("获得一个宝箱!")
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elseif _data.pathType==2 then --双倍节点
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PopupTipPanel.ShowTip("奖励翻倍!")
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elseif _data.pathType==3 then --额外骰子节点
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@ -177,6 +203,8 @@ function this.EventTrigger(_data)
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this.rouleBtn:SetActive(true)
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rouleLeftTime=_data.overTime
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UIManager.OpenPanel(UIName.XiaoYaoEventPanel,_data.pathType,allGridData[curGridIndex].eventData)
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elseif _data.pathType==7 then --终极大奖
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UIManager.OpenPanel(UIName.XiaoYaoEventPanel,0,_data.drop)
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end
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if _data.drop.itemlist ~= nil and #_data.drop.itemlist > 0 then
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local content = {}
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@ -204,7 +232,6 @@ end
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function this:OnOpen(_mapData)
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mapData=_mapData
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this.InitShowEvent()
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this.LoadTT()
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--初始化地图
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for i = 1, #mapData.cell do
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local x, y=Map_Pos2UV(mapData.cell[i].cellId)
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@ -254,6 +281,8 @@ function this:OnOpen(_mapData)
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end
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end
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curGridIndex=mapData.location
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this.LoadTT()
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this.SetTTDirection()
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Log("当前位置索引:"..curGridIndex)
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this.TT.transform:DOAnchorPos(Vector3(allGridData[curGridIndex].x,allGridData[curGridIndex].y,0),0)
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this.TT.transform:SetAsLastSibling()
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@ -278,12 +307,38 @@ function this.LoadTT()
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if not this.liveNode then
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this.liveNode = poolManager:LoadLive(npc, this.TT.transform, scale, Vector3.New(0,-42.4,0))
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end
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local SkeletonGraphic = this.liveNode:GetComponent("SkeletonGraphic")
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if SkeletonGraphic then
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SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true)
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SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0)
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this.SkeletonGraphic = this.liveNode:GetComponent("SkeletonGraphic")
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if this.SkeletonGraphic then
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this.SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true)
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this.SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 180, 0)
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end
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end
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--设置跑图角色方向
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function this.SetTTDirection()
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if not this.SkeletonGraphic then
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return
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end
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local nexIndex=curGridIndex+1
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if nexIndex>#allGridData then
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this.SkeletonGraphic.AnimationState:SetAnimation(0, "touch", true)
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return
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end
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if allGridData[curGridIndex].y==allGridData[nexIndex].y then
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this.SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true)
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if allGridData[curGridIndex].x<allGridData[nexIndex].x then
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this.SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0)
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else
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this.SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 180, 0)
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end
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elseif allGridData[curGridIndex].x==allGridData[nexIndex].x then
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if allGridData[curGridIndex].y<allGridData[nexIndex].y then
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this.SkeletonGraphic.AnimationState:SetAnimation(0, "move3", true)
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else
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this.SkeletonGraphic.AnimationState:SetAnimation(0, "move", true)
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end
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end
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end
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--初始化地图事件显示
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function this.InitShowEvent()
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@ -307,9 +362,9 @@ function this.InitShowEvent()
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else
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this.shopBtn:SetActive(false)
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end
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shopLeftTime=XiaoYaoManager.GetHeroDataTime()
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rouleLeftTime=XiaoYaoManager.luckyluckyTurnTableRemainTime
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bossLeftTime=XiaoYaoManager.GetMonsterDataReMainTimesAndTime()
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shopLeftTime=XiaoYaoManager.GetHeroDataTime() or 0
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rouleLeftTime=XiaoYaoManager.luckyluckyTurnTableRemainTime or 0
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bossLeftTime=XiaoYaoManager.GetMonsterDataReMainTimesAndTime() or 0
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if not eventTimer then
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eventTimer=this.DownTime()
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end
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