【山河社稷图优化】关卡编队界面显示三星条件(主关卡)和特殊要求(副关卡)
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@ -170,6 +170,9 @@ function this:InitComponent()
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--七界试炼
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this.conditionBar = Util.GetGameObject(self.transform, "ConditionBar")
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this.conditionBar:SetActive(false)
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--山河社稷图
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this.fightlevelconditionBar = Util.GetGameObject(self.transform, "FightLevelConditionBar")
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this.fightlevelconditionBar:SetActive(false)
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end
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function this:BindEvent()
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@ -273,7 +276,8 @@ function this:OnShow()
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isPress = false
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this.ElementalResonanceView:OnOpen({sortOrder=self.sortingOrder})
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this.SetDrawLevel()
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this.CheckQiJieCondition()
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--部分界面有特殊条件显示,集体管理
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this.CheckCondition()
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end
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function this:OnClose()
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@ -395,7 +399,8 @@ function this.SetCardsData()
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = tempPowerNum,newValue = newPowerNum,pos=Vector3.New(-467,837.2),duration=0.7,isShowBg=false,isShowOldNum=false,pivot=Vector2.New(0,0.5)})
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end
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tempPowerNum = this.formationPower
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this.CheckQiJieCondition()
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--部分界面有特殊条件显示,集体管理
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this.CheckCondition()
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end
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-- 设置编队上阵位置显隐
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function this.InitArmPos()
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@ -1101,10 +1106,12 @@ function this.SetDrawLevel()
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canvas.overrideSorting = false
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end
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--检测七界试炼条件
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function this.CheckQiJieCondition()
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--部分界面有特殊条件显示,集体管理
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function this.CheckCondition()
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if this.curFormationIndex == FormationTypeDef.FORMATION_QIJIESHILIAN then
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this.opView.RefreshConditon(this.choosedList)
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elseif this.curFormationIndex == FormationTypeDef.FIGHT_LEVEL or this.curFormationIndex == FormationTypeDef.FIGHT_ASSISTANTLEVEL then
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--山河社稷图不随阵容变化儿变化,不用写
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end
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end
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@ -1,6 +1,8 @@
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----- 山河社稷图 -----
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local FightLevelFormation = {}
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local this = FightLevelFormation
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local HardStageBuff = ConfigManager.GetConfig(ConfigName.HardStageBuff)
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local HardStageCondition = ConfigManager.GetConfig(ConfigName.HardStageCondition)
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--- 是否需要切换编队的功能
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this.IsNeedChangeFormation = false
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local hadClick = false
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@ -40,8 +42,7 @@ function this.On_Btn2_Click()
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return
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end
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-- 编队为空
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if this.nodeData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then
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curFormationTypeDef = FormationTypeDef.FIGHT_LEVEL
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else
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@ -68,8 +69,46 @@ function this.InitView()
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hadClick = false
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this.root.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
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end
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--山河试炼条件区域
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this.root.fightlevelconditionBar:SetActive(true)
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this.conditionList = {}
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this.starListEffect = {}
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for i = 1, 3 do
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this.conditionList[i] = Util.GetGameObject(this.root.fightlevelconditionBar,"goal ("..i..")")
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this.starListEffect[i] = Util.GetGameObject(this.conditionList[i], "star/Fx_star_looping")
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Util.SetParticleSortLayer(this.starListEffect[i], this.root.sortingOrder + 1)
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this.starListEffect[i]:SetActive(false)
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this.conditionList[i]:SetActive(false)
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end
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this.Tips = Util.GetGameObject(this.root.fightlevelconditionBar,"Tips"):GetComponent("Text")
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this.Tips.gameObject:SetActive(false)
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local condition = this.nodeData.config.ConditionValue or {}
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if this.nodeData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then
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for i, v in pairs(condition) do
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local conditionGo = this.conditionList[i]
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conditionGo:SetActive(true)
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local noStarImage = Util.GetGameObject(conditionGo, "star/noStarImage")
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local getStarImage = Util.GetGameObject(conditionGo, "star/getStarImage")
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local state = FightLevelManager.GetCurLevelStarState(this.nodeData.state,i)
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noStarImage:SetActive(not state)
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getStarImage:SetActive(state)
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Util.GetGameObject(conditionGo, "star/Num"):GetComponent("Text").text = i
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local color = state and "00FF66" or "FDEBC2"
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Util.GetGameObject(conditionGo, "Text"):GetComponent("Text").text = string.format( "<color=#%s>%s</color>",color,HardStageCondition[v].Describe)
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end
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if this.nodeData.isFirst then
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for i = 1, 3 do
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this.starListEffect[i]:SetActive(true)
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end
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end
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else
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this.Tips.gameObject:SetActive(true)
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this.Tips.text = HardStageBuff[this.nodeData.config.HardStageBuff] and HardStageBuff[this.nodeData.config.HardStageBuff].Describe or ""
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end
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end
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-- 开始战斗
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function this.StartFight()
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