SK_LongZhu
parent
40ac819524
commit
f162ef1de9
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@ -10,7 +10,7 @@ local m_backPanel
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local orginLayer
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local orginLayer
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local m_callBack
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local m_callBack
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local hadClick = false
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local hadClick = false
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local isFightNextClick = false
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--初始化组件(用于子类重写)
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--初始化组件(用于子类重写)
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function BattleWinPopup:InitComponent()
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function BattleWinPopup:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.spLoader = SpriteLoader.New()
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@ -21,12 +21,13 @@ end
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--绑定事件(用于子类重写)
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--绑定事件(用于子类重写)
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function BattleWinPopup:BindEvent()
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function BattleWinPopup:BindEvent()
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Util.AddClick(this.btnWin, function()
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Util.AddClick(this.btnWin, function ()
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if isFightNextClick == false then
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self:ClosePanel()
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self:ClosePanel()
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if m_fightType == BATTLE_TYPE.Test then
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if m_fightType == BATTLE_TYPE.Test then
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if m_battlePanel then
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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m_battlePanel:ClosePanel()
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end
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end
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end
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end
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end
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end)
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end)
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@ -43,61 +44,68 @@ function BattleWinPopup:NextStep()
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self:ClosePanel()
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self:ClosePanel()
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return
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return
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end
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end
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if m_fightType == BATTLE_TYPE.MAP_FIGHT then --副本战斗结算
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if m_fightType == BATTLE_TYPE.MAP_FIGHT then --副本战斗结算
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this.ShowBattleResultByMapFight()
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this.ShowBattleResultByMapFight()
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elseif m_fightType == BATTLE_TYPE.ELITE_MONSTER then --限时怪战斗结算
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elseif m_fightType == BATTLE_TYPE.ELITE_MONSTER then --限时怪战斗结算
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UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function() m_battlePanel:ClosePanel() self:ClosePanel() end, 1, true)
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UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,
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elseif m_fightType == BATTLE_TYPE.MONSTER_CAMP then -- 兽潮来袭
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function()
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m_battlePanel:ClosePanel()
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self:ClosePanel()
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end, 1, true)
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elseif m_fightType == BATTLE_TYPE.MONSTER_CAMP then -- 兽潮来袭
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this.ShowBattleResultByMonsterCamp(m_battleResult.drop)
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this.ShowBattleResultByMonsterCamp(m_battleResult.drop)
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elseif m_fightType == BATTLE_TYPE.STORY_FIGHT then -- 新关卡的战斗
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elseif m_fightType == BATTLE_TYPE.STORY_FIGHT then -- 新关卡的战斗
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this.ShowBattleResultByStoryFight(m_battleResult.drop)
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this.ShowBattleResultByStoryFight(m_battleResult.drop)
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elseif m_fightType == BATTLE_TYPE.FOURELEMENT then -- 四灵
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elseif m_fightType == BATTLE_TYPE.FOURELEMENT then -- 四灵
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this.ShowBattleResultByFourElement(m_battleResult.drop)
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this.ShowBattleResultByFourElement(m_battleResult.drop)
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elseif m_fightType == BATTLE_TYPE.EXECUTE_FIGHT then -- 猎妖之路
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elseif m_fightType == BATTLE_TYPE.EXECUTE_FIGHT then -- 猎妖之路
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this.ShowBattleResultByExpedition(m_battleResult.drop)
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this.ShowBattleResultByExpedition(m_battleResult.drop)
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elseif m_fightType == BATTLE_TYPE.DAILY_CHALLENGE-- 日常副本
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elseif m_fightType == BATTLE_TYPE.DAILY_CHALLENGE -- 日常副本
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or m_fightType == BATTLE_TYPE.XUAN_YUAN_MIRROR
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or m_fightType == BATTLE_TYPE.XUAN_YUAN_MIRROR
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or m_fightType == BATTLE_TYPE.TRIAL_FIGHT then
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or m_fightType == BATTLE_TYPE.TRIAL_FIGHT then
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m_battlePanel:ClosePanel() self:ClosePanel(m_battleResult.drop)
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m_battlePanel:ClosePanel()
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self:ClosePanel(m_battleResult.drop)
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elseif m_fightType == BATTLE_TYPE.GUILD_CAR_DELAY then -- 车迟
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elseif m_fightType == BATTLE_TYPE.GUILD_CAR_DELAY then -- 车迟
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this.ShowBattleResultByCarDeleayType(m_battleResult.drop)
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this.ShowBattleResultByCarDeleayType(m_battleResult.drop)
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elseif m_fightType == BATTLE_TYPE.XIAOYAOYOU then
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elseif m_fightType == BATTLE_TYPE.XIAOYAOYOU then
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if m_battlePanel then m_battlePanel:ClosePanel()end self:ClosePanel()
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if m_battlePanel then m_battlePanel:ClosePanel() end
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elseif m_fightType == BATTLE_TYPE.FIGHTLEVEL then--山河社稷图主关卡
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self:ClosePanel()
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elseif m_fightType == BATTLE_TYPE.FIGHTLEVEL then --山河社稷图主关卡
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this.ShowBattleResultByFightLevelType(m_battleResult.drop)
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this.ShowBattleResultByFightLevelType(m_battleResult.drop)
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elseif m_fightType == BATTLE_TYPE.FIGHT_ASSISTANT_LEVEL then--山河社稷图副关卡
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elseif m_fightType == BATTLE_TYPE.FIGHT_ASSISTANT_LEVEL then --山河社稷图副关卡
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this.ShowBattleResultByFightLevelAssistantType(m_battleResult.drop)
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this.ShowBattleResultByFightLevelAssistantType(m_battleResult.drop)
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elseif m_fightType == BATTLE_TYPE.JumpServerhightLadder then -- 跨服天梯的战斗
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elseif m_fightType == BATTLE_TYPE.JumpServerhightLadder then -- 跨服天梯的战斗
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this.JumpServerHithtLadder()
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this.JumpServerHithtLadder()
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elseif m_fightType == BATTLE_TYPE.EndlessMpaFight then--无尽地图战斗
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elseif m_fightType == BATTLE_TYPE.EndlessMpaFight then --无尽地图战斗
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this.ShowBattleResultByEndless()
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this.ShowBattleResultByEndless()
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elseif m_fightType == BATTLE_TYPE.QIJIE_FIGHT then--宇宙生存挑战战斗
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elseif m_fightType == BATTLE_TYPE.QIJIE_FIGHT then --宇宙生存挑战战斗
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this.ShowBattleResultByQiJie()
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this.ShowBattleResultByQiJie()
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elseif m_fightType == BATTLE_TYPE.CHALLENG_COPY_1 or m_fightType == BATTLE_TYPE.CHALLENG_COPY_2 then
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elseif m_fightType == BATTLE_TYPE.CHALLENG_COPY_1 or m_fightType == BATTLE_TYPE.CHALLENG_COPY_2 then
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this.ShowBattleResultByChallengeCopy()
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this.ShowBattleResultByChallengeCopy()
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--新回放功能
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--新回放功能
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elseif m_fightType == BATTLE_TYPE.BACK_BATTLE then
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elseif m_fightType == BATTLE_TYPE.BACK_BATTLE then
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if BattleManager.GetLastBattleType() == BATTLE_TYPE.STORY_FIGHT then-- 新关卡战斗
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if BattleManager.GetLastBattleType() == BATTLE_TYPE.STORY_FIGHT then -- 新关卡战斗
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this.ShowBattleResultByStoryFight(BattleManager.GetLastBattleResult().drop)
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this.ShowBattleResultByStoryFight(BattleManager.GetLastBattleResult().drop)
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.FOURELEMENT then -- 四灵试炼
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.FOURELEMENT then -- 四灵试炼
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this.ShowBattleResultByFourElement(BattleManager.GetLastBattleResult().drop)
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this.ShowBattleResultByFourElement(BattleManager.GetLastBattleResult().drop)
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.EXECUTE_FIGHT then--猎妖之路
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.EXECUTE_FIGHT then --猎妖之路
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this.ShowBattleResultByExpedition(BattleManager.GetLastBattleResult().drop)
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this.ShowBattleResultByExpedition(BattleManager.GetLastBattleResult().drop)
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.GUILD_CAR_DELAY then--车迟
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.GUILD_CAR_DELAY then --车迟
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this.ShowBattleResultByCarDeleayType(BattleManager.GetLastBattleResult().drop)
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this.ShowBattleResultByCarDeleayType(BattleManager.GetLastBattleResult().drop)
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.MONSTER_CAMP then--兽潮来袭
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.MONSTER_CAMP then --兽潮来袭
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this.ShowBattleResultByMonsterCamp(BattleManager.GetLastBattleResult().drop)
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this.ShowBattleResultByMonsterCamp(BattleManager.GetLastBattleResult().drop)
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.XIAOYAOYOU then
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.XIAOYAOYOU then
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if m_battlePanel then m_battlePanel:ClosePanel()end self:ClosePanel()
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if m_battlePanel then m_battlePanel:ClosePanel() end
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.FIGHTLEVEL then--山河社稷图
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self:ClosePanel()
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.FIGHTLEVEL then --山河社稷图
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this.ShowBattleResultByFightLevelType(BattleManager.GetLastBattleResult().drop)
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this.ShowBattleResultByFightLevelType(BattleManager.GetLastBattleResult().drop)
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.FIGHT_ASSISTANT_LEVEL then--山河社稷图副关卡
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.FIGHT_ASSISTANT_LEVEL then --山河社稷图副关卡
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this.ShowBattleResultByFightLevelAssistantType(BattleManager.GetLastBattleResult().drop)
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this.ShowBattleResultByFightLevelAssistantType(BattleManager.GetLastBattleResult().drop)
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.JumpServerhightLadder then
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.JumpServerhightLadder then
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this.JumpServerHithtLadder()
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this.JumpServerHithtLadder()
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.QIJIE_FIGHT then
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.QIJIE_FIGHT then
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this.ShowBattleResultByQiJie()
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this.ShowBattleResultByQiJie()
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.CHALLENG_COPY_1 or BattleManager.GetLastBattleType() == BATTLE_TYPE.CHALLENG_COPY_2 then
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.CHALLENG_COPY_1 or BattleManager.GetLastBattleType() == BATTLE_TYPE.CHALLENG_COPY_2 then
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this.ShowBattleResultByChallengeCopy()
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this.ShowBattleResultByChallengeCopy()
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end
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end
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end
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end
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@ -106,34 +114,13 @@ end
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--副本战斗结算
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--副本战斗结算
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function this.ShowBattleResultByMapFight()
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function this.ShowBattleResultByMapFight()
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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local bestData, allDamage = BattleRecordManager.GetBattleBestData()
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FightPointPassManager.oldLevel = PlayerManager.level
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FightPointPassManager.oldLevel = PlayerManager.level
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if bestData then
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if bestData then
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId,bestData.damage, allDamage, function(_BattleBestPopup)
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId, bestData.damage, allDamage,
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-- 打开关卡奖励界面
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function(_BattleBestPopup)
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UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function()
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-- 打开关卡奖励界面
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if _BattleBestPopup then
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UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1, function()
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_BattleBestPopup:ClosePanel()
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end
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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this:ClosePanel()
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Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
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end, 0, true, true)
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end)
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end
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end
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--宇宙生存挑战战斗界面特殊显示
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function this.ShowBattleResultByQiJie()
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup, QiJieShiLianManager.battleResult.drop, 1,function(isBackBattle)
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if not isBackBattle then
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if _BattleBestPopup then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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_BattleBestPopup:ClosePanel()
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end
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end
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@ -141,111 +128,152 @@ function this.ShowBattleResultByQiJie()
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m_battlePanel:ClosePanel()
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m_battlePanel:ClosePanel()
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end
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end
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this:ClosePanel()
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this:ClosePanel()
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end
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Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
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end, 10, true,true)
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end, 0, true, true)
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end)
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end)
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end
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end
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--宇宙生存挑战战斗界面特殊显示
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function this.ShowBattleResultByQiJie()
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local bestData, allDamage = BattleRecordManager.GetBattleBestData()
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId, bestData.damage, allDamage,
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function(_BattleBestPopup)
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup, QiJieShiLianManager.battleResult.drop, 1,
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function(isBackBattle)
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if not isBackBattle then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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this:ClosePanel()
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end
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end, 10, true, true)
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end)
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end
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end
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end
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end
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--修行挑战战斗界面特殊显示
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--修行挑战战斗界面特殊显示
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function this.ShowBattleResultByChallengeCopy()
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function this.ShowBattleResultByChallengeCopy()
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LogBlue("--修行挑战战斗界面特殊显示")
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LogBlue("--修行挑战战斗界面特殊显示")
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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local bestData, allDamage = BattleRecordManager.GetBattleBestData()
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if bestData then
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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-- 胜利显示本场比赛的表现最好的英雄
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId, bestData.damage, allDamage,
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-- 打开关卡奖励界面
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function(_BattleBestPopup)
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UIManager.OpenPanel(UIName.RewardItemPopup, CarbonManager.battleResult.drop, 1,function(isBackBattle)
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-- 打开关卡奖励界面
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if not isBackBattle then
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UIManager.OpenPanel(UIName.RewardItemPopup, CarbonManager.battleResult.drop, 1, function(isBackBattle)
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if _BattleBestPopup then
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if not isBackBattle then
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_BattleBestPopup:ClosePanel()
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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this:ClosePanel()
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end
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end
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if m_battlePanel then
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end, 12, true, true)
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m_battlePanel:ClosePanel()
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end)
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end
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this:ClosePanel()
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end
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end, 12 , true,true)
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end)
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end
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end
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end
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end
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--无尽副本战斗界面特殊显示
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--无尽副本战斗界面特殊显示
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function this.ShowBattleResultByEndless()
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function this.ShowBattleResultByEndless()
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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local bestData, allDamage = BattleRecordManager.GetBattleBestData()
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FightPointPassManager.oldLevel = PlayerManager.level
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FightPointPassManager.oldLevel = PlayerManager.level
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if bestData then
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if bestData then
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId,bestData.damage, allDamage, function(_BattleBestPopup)
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId, bestData.damage, allDamage,
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-- 打开关卡奖励界面
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function(_BattleBestPopup)
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UIManager.OpenPanel(UIName.RewardItemPopup, EndLessMapManager.EndlessDrop, 1,function()
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-- 打开关卡奖励界面
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if _BattleBestPopup then
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UIManager.OpenPanel(UIName.RewardItemPopup, EndLessMapManager.EndlessDrop, 1, function()
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_BattleBestPopup:ClosePanel()
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if _BattleBestPopup then
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end
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_BattleBestPopup:ClosePanel()
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if m_battlePanel then
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end
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m_battlePanel:ClosePanel()
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if m_battlePanel then
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end
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m_battlePanel:ClosePanel()
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this:ClosePanel()
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end
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Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
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this:ClosePanel()
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end,0, true, true)
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Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
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end)
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end, 0, true, true)
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end)
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end
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end
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end
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end
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-- 兽潮来袭结算界面特殊显示
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-- 兽潮来袭结算界面特殊显示
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function this.ShowBattleResultByMonsterCamp(drop)
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function this.ShowBattleResultByMonsterCamp(drop)
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
local bestData, allDamage = BattleRecordManager.GetBattleBestData()
|
||||||
if bestData then
|
if bestData then
|
||||||
-- 胜利显示本场比赛的表现最好的英雄
|
-- 胜利显示本场比赛的表现最好的英雄
|
||||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
|
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId, bestData.damage, allDamage,
|
||||||
-- 打开关卡奖励界面
|
function(_BattleBestPopup)
|
||||||
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function(isBackBattle)
|
-- 打开关卡奖励界面
|
||||||
-- LogPink("isBackBattle "..tostring(isBackBattle))
|
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1, function(isBackBattle)
|
||||||
if not isBackBattle then
|
-- LogPink("isBackBattle "..tostring(isBackBattle))
|
||||||
if _BattleBestPopup then
|
if not isBackBattle then
|
||||||
_BattleBestPopup:ClosePanel()
|
if _BattleBestPopup then
|
||||||
|
_BattleBestPopup:ClosePanel()
|
||||||
|
end
|
||||||
|
if m_battlePanel then
|
||||||
|
m_battlePanel:ClosePanel()
|
||||||
|
end
|
||||||
|
this:ClosePanel()
|
||||||
|
if m_callBack then m_callBack() end
|
||||||
|
--内容优化 心魔试炼推送
|
||||||
|
Game.GlobalEvent:DispatchEvent(GameEvent.PatFace.PatFaceSend, FacePanelType.MonsterWave)
|
||||||
|
CheckRedPointStatus(RedPointType.EpicExplore_LevleReward)
|
||||||
|
this:ClosePanel()
|
||||||
end
|
end
|
||||||
if m_battlePanel then
|
end, nil, true, true)
|
||||||
m_battlePanel:ClosePanel()
|
end)
|
||||||
end
|
|
||||||
this:ClosePanel()
|
|
||||||
if m_callBack then m_callBack() end
|
|
||||||
--内容优化 心魔试炼推送
|
|
||||||
Game.GlobalEvent:DispatchEvent(GameEvent.PatFace.PatFaceSend,FacePanelType.MonsterWave)
|
|
||||||
CheckRedPointStatus(RedPointType.EpicExplore_LevleReward)
|
|
||||||
this:ClosePanel()
|
|
||||||
end
|
|
||||||
end, nil, true,true)
|
|
||||||
end)
|
|
||||||
end
|
end
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
-- 新关卡战斗结算界面特殊显示
|
-- 新关卡战斗结算界面特殊显示
|
||||||
function this.ShowBattleResultByStoryFight(drop)
|
function this.ShowBattleResultByStoryFight(drop)
|
||||||
FightPointPassManager.FightBattleEnd()
|
FightPointPassManager.FightBattleEnd()
|
||||||
FightPointPassManager.OnBattleEnd(m_battleResult)
|
FightPointPassManager.OnBattleEnd(m_battleResult)
|
||||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
local bestData, allDamage = BattleRecordManager.GetBattleBestData()
|
||||||
if bestData then
|
if bestData then
|
||||||
-- 胜利显示本场比赛的表现最好的英雄
|
-- 胜利显示本场比赛的表现最好的英雄
|
||||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
|
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId, bestData.damage, allDamage,
|
||||||
-- 打开关卡奖励界面
|
function(_BattleBestPopup)
|
||||||
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
-- 打开关卡奖励界面
|
||||||
-- LogPink("isBackBattle "..tostring(isBackBattle))
|
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,
|
||||||
if not isBackBattle then
|
function(isBackBattle, isFightNext) --isBackBattle true时 为回放不走回调
|
||||||
if _BattleBestPopup then
|
-- LogPink("isBackBattle "..tostring(isBackBattle))
|
||||||
_BattleBestPopup:ClosePanel()
|
if not isBackBattle then
|
||||||
end
|
if _BattleBestPopup then
|
||||||
if m_battlePanel then
|
_BattleBestPopup:ClosePanel()
|
||||||
m_battlePanel:ClosePanel()
|
end
|
||||||
end
|
if m_battlePanel then
|
||||||
this:ClosePanel()
|
m_battlePanel:ClosePanel()
|
||||||
-- 再刷新一便关卡信息
|
end
|
||||||
NetManager.InitFightPointLevelInfo()
|
this:ClosePanel()
|
||||||
end
|
-- 再刷新一便关卡信息
|
||||||
end, 1, true, true)
|
NetManager.InitFightPointLevelInfo()
|
||||||
end)
|
if isFightNext then
|
||||||
|
isFightNextClick = true
|
||||||
|
FightPointPassManager.oldLevel = PlayerManager.level
|
||||||
|
local MonsterGroupId = FightPointPassManager.GetBattleMonsterGroup()
|
||||||
|
FightPointPassManager.enterFightBattle = true
|
||||||
|
FightPointPassManager.ExecuteFightBattle(MonsterGroupId,
|
||||||
|
FightPointPassManager.curOpenFight, function()
|
||||||
|
this:ClosePanel()
|
||||||
|
end)
|
||||||
|
else
|
||||||
|
this:ClosePanel()
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end, 1, true, true)
|
||||||
|
end)
|
||||||
else
|
else
|
||||||
-- 打开关卡奖励界面
|
-- 打开关卡奖励界面
|
||||||
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function()
|
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1, function()
|
||||||
if m_battlePanel then
|
if m_battlePanel then
|
||||||
m_battlePanel:ClosePanel()
|
m_battlePanel:ClosePanel()
|
||||||
end
|
end
|
||||||
|
|
@ -253,36 +281,40 @@ function this.ShowBattleResultByStoryFight(drop)
|
||||||
end, 1, true)
|
end, 1, true)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--四灵
|
--四灵
|
||||||
function this.ShowBattleResultByFourElement(drop)
|
function this.ShowBattleResultByFourElement(drop)
|
||||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
local bestData, allDamage = BattleRecordManager.GetBattleBestData()
|
||||||
if bestData then
|
if bestData then
|
||||||
-- 胜利显示本场比赛的表现最好的英雄
|
-- 胜利显示本场比赛的表现最好的英雄
|
||||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
|
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId, bestData.damage, allDamage,
|
||||||
-- 打开关卡奖励界面
|
function(_BattleBestPopup)
|
||||||
UIManager.OpenPanel(UIName.RewardItemPopup, MonsterCampManager.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
-- 打开关卡奖励界面
|
||||||
LogPink("isBackBattle "..tostring(isBackBattle))
|
UIManager.OpenPanel(UIName.RewardItemPopup, MonsterCampManager.drop, 1,
|
||||||
if not isBackBattle then
|
function(isBackBattle) --isBackBattle true时 为回放不走回调
|
||||||
MonsterCampManager.fourMonsterData[MonsterCampManager.curType].canFightTime = MonsterCampManager.fourMonsterData[MonsterCampManager.curType].canFightTime - 1
|
LogPink("isBackBattle " .. tostring(isBackBattle))
|
||||||
MonsterCampManager.SaveFormation(MonsterCampManager.curType)
|
if not isBackBattle then
|
||||||
if MonsterCampManager.fourMonsterData[MonsterCampManager.curType].openState ~= 0 then
|
MonsterCampManager.fourMonsterData[MonsterCampManager.curType].canFightTime =
|
||||||
UIManager.OpenPanel(UIName.FourElementMonsterCampPanel,MonsterCampManager.curType)
|
MonsterCampManager.fourMonsterData[MonsterCampManager.curType].canFightTime - 1
|
||||||
else
|
MonsterCampManager.SaveFormation(MonsterCampManager.curType)
|
||||||
UIManager.OpenPanel(UIName.MonsterCampMainPanel)
|
if MonsterCampManager.fourMonsterData[MonsterCampManager.curType].openState ~= 0 then
|
||||||
end
|
UIManager.OpenPanel(UIName.FourElementMonsterCampPanel, MonsterCampManager.curType)
|
||||||
if _BattleBestPopup then
|
else
|
||||||
_BattleBestPopup:ClosePanel()
|
UIManager.OpenPanel(UIName.MonsterCampMainPanel)
|
||||||
end
|
end
|
||||||
if m_battlePanel then
|
if _BattleBestPopup then
|
||||||
m_battlePanel:ClosePanel()
|
_BattleBestPopup:ClosePanel()
|
||||||
end
|
end
|
||||||
this:ClosePanel()
|
if m_battlePanel then
|
||||||
end
|
m_battlePanel:ClosePanel()
|
||||||
end, 0, true, true)
|
end
|
||||||
end)
|
this:ClosePanel()
|
||||||
|
end
|
||||||
|
end, 0, true, true)
|
||||||
|
end)
|
||||||
else
|
else
|
||||||
-- 打开关卡奖励界面
|
-- 打开关卡奖励界面
|
||||||
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function()
|
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1, function()
|
||||||
if m_battlePanel then
|
if m_battlePanel then
|
||||||
m_battlePanel:ClosePanel()
|
m_battlePanel:ClosePanel()
|
||||||
end
|
end
|
||||||
|
|
@ -290,66 +322,71 @@ function this.ShowBattleResultByFourElement(drop)
|
||||||
end, 1, true)
|
end, 1, true)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- 车迟斗法结算界面特殊显示
|
-- 车迟斗法结算界面特殊显示
|
||||||
function this.ShowBattleResultByCarDeleayType(drop)
|
function this.ShowBattleResultByCarDeleayType(drop)
|
||||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
local bestData, allDamage = BattleRecordManager.GetBattleBestData()
|
||||||
if bestData then
|
if bestData then
|
||||||
if m_fightType == BATTLE_TYPE.GUILD_CAR_DELAY then
|
if m_fightType == BATTLE_TYPE.GUILD_CAR_DELAY then
|
||||||
--车迟抢夺cd计时
|
--车迟抢夺cd计时
|
||||||
GuildCarDelayManager.SetCdTime(GuildCarDelayProType.Loot)
|
GuildCarDelayManager.SetCdTime(GuildCarDelayProType.Loot)
|
||||||
end
|
end
|
||||||
-- 胜利显示本场比赛的表现最好的英雄
|
-- 胜利显示本场比赛的表现最好的英雄
|
||||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
|
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId, bestData.damage, allDamage,
|
||||||
-- 打开关卡奖励界面
|
function(_BattleBestPopup)
|
||||||
UIManager.OpenPanel(UIName.RewardItemPopup,nil, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
-- 打开关卡奖励界面
|
||||||
-- LogPink("isBackBattle "..tostring(isBackBattle))
|
UIManager.OpenPanel(UIName.RewardItemPopup, nil, 1, function(isBackBattle) --isBackBattle true时 为回放不走回调
|
||||||
if not isBackBattle then
|
-- LogPink("isBackBattle "..tostring(isBackBattle))
|
||||||
if _BattleBestPopup then
|
if not isBackBattle then
|
||||||
_BattleBestPopup:ClosePanel()
|
if _BattleBestPopup then
|
||||||
|
_BattleBestPopup:ClosePanel()
|
||||||
|
end
|
||||||
|
if m_battlePanel then
|
||||||
|
m_battlePanel:ClosePanel()
|
||||||
|
end
|
||||||
|
this:ClosePanel()
|
||||||
end
|
end
|
||||||
if m_battlePanel then
|
end, 3, true, true)
|
||||||
m_battlePanel:ClosePanel()
|
end)
|
||||||
end
|
|
||||||
this:ClosePanel()
|
|
||||||
end
|
|
||||||
end, 3,true,true)
|
|
||||||
end)
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- 猎妖之路结算界面特殊显示
|
-- 猎妖之路结算界面特殊显示
|
||||||
function this.ShowBattleResultByExpedition(drop)
|
function this.ShowBattleResultByExpedition(drop)
|
||||||
this:ClosePanel()
|
this:ClosePanel()
|
||||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
local bestData, allDamage = BattleRecordManager.GetBattleBestData()
|
||||||
if bestData then
|
if bestData then
|
||||||
-- 胜利显示本场比赛的表现最好的英雄
|
-- 胜利显示本场比赛的表现最好的英雄
|
||||||
local GetCurNodeInfo = ExpeditionManager.curAttackNodeInfo--ExpeditionManager.GetCurNodeInfo()
|
local GetCurNodeInfo = ExpeditionManager.curAttackNodeInfo --ExpeditionManager.GetCurNodeInfo()
|
||||||
local func2 = nil
|
local func2 = nil
|
||||||
if GetCurNodeInfo.type == ExpeditionNodeType.Trail then--试炼节点
|
if GetCurNodeInfo.type == ExpeditionNodeType.Trail then --试炼节点
|
||||||
func2 = function()
|
func2 = function()
|
||||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
|
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId, bestData.damage, allDamage,
|
||||||
|
function(_BattleBestPopup)
|
||||||
--贪婪节点不弹领取圣物
|
--贪婪节点不弹领取圣物
|
||||||
if GetCurNodeInfo.type == ExpeditionNodeType.Greed then--贪婪节点
|
if GetCurNodeInfo.type == ExpeditionNodeType.Greed then --贪婪节点
|
||||||
if drop.itemlist and #drop.itemlist > 0 then
|
if drop.itemlist and #drop.itemlist > 0 then
|
||||||
--LogGreen("m_battleResult.drop.itemlist "..#m_battleResult.drop.itemlist)
|
--LogGreen("m_battleResult.drop.itemlist "..#m_battleResult.drop.itemlist)
|
||||||
else
|
else
|
||||||
--LogGreen("贪婪节点无数据")
|
--LogGreen("贪婪节点无数据")
|
||||||
end
|
end
|
||||||
UIManager.OpenPanel(UIName.RewardItemPopup,drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,
|
||||||
-- LogPink("isBackBattle "..tostring(isBackBattle))
|
function(isBackBattle) --isBackBattle true时 为回放不走回调
|
||||||
if not isBackBattle then
|
-- LogPink("isBackBattle "..tostring(isBackBattle))
|
||||||
if m_battlePanel then
|
if not isBackBattle then
|
||||||
m_battlePanel:ClosePanel()
|
if m_battlePanel then
|
||||||
|
m_battlePanel:ClosePanel()
|
||||||
|
end
|
||||||
|
if _BattleBestPopup then
|
||||||
|
_BattleBestPopup:ClosePanel()
|
||||||
|
end
|
||||||
|
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
||||||
end
|
end
|
||||||
if _BattleBestPopup then
|
end, 0, true, true)
|
||||||
_BattleBestPopup:ClosePanel()
|
elseif GetCurNodeInfo.type == ExpeditionNodeType.Trail then --试炼节点
|
||||||
end
|
|
||||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
|
||||||
end
|
|
||||||
end, 0,true,true)
|
|
||||||
elseif GetCurNodeInfo.type == ExpeditionNodeType.Trail then--试炼节点
|
|
||||||
if m_battleResult.drop and m_battleResult.drop.soulEquip and #m_battleResult.drop.soulEquip > 0 then
|
if m_battleResult.drop and m_battleResult.drop.soulEquip and #m_battleResult.drop.soulEquip > 0 then
|
||||||
for i = 1, #m_battleResult.drop.soulEquip do
|
for i = 1, #m_battleResult.drop.soulEquip do
|
||||||
ExpeditionManager.InitSingleTreasureData(m_battleResult.drop.soulEquip[i])
|
ExpeditionManager.InitSingleTreasureData(m_battleResult.drop.soulEquip[i])
|
||||||
|
|
@ -366,146 +403,157 @@ function this.ShowBattleResultByExpedition(drop)
|
||||||
PopupTipPanel.ShowTip(Language[11459])
|
PopupTipPanel.ShowTip(Language[11459])
|
||||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
||||||
else
|
else
|
||||||
UIManager.OpenPanel(UIName.RewardItemPopup,drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,
|
||||||
-- LogPink("isBackBattle "..tostring(isBackBattle))
|
function(isBackBattle) --isBackBattle true时 为回放不走回调
|
||||||
if not isBackBattle then
|
-- LogPink("isBackBattle "..tostring(isBackBattle))
|
||||||
if m_battlePanel then
|
if not isBackBattle then
|
||||||
m_battlePanel:ClosePanel()
|
if m_battlePanel then
|
||||||
|
m_battlePanel:ClosePanel()
|
||||||
|
end
|
||||||
|
if _BattleBestPopup then
|
||||||
|
_BattleBestPopup:ClosePanel()
|
||||||
|
end
|
||||||
|
if GetCurNodeInfo.holyEquipID and #GetCurNodeInfo.holyEquipID > 0 then
|
||||||
|
UIManager.OpenPanel(UIName.ExpeditionSelectHalidomPanel, true, function()
|
||||||
|
end)
|
||||||
|
else
|
||||||
|
--此时战斗了但没有圣物 所有直接刷新界面动画 后并刷新界面
|
||||||
|
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
||||||
|
end
|
||||||
end
|
end
|
||||||
if _BattleBestPopup then
|
end, 0, true, true)
|
||||||
_BattleBestPopup:ClosePanel()
|
|
||||||
end
|
|
||||||
if GetCurNodeInfo.holyEquipID and #GetCurNodeInfo.holyEquipID > 0 then
|
|
||||||
UIManager.OpenPanel(UIName.ExpeditionSelectHalidomPanel,true,function ()
|
|
||||||
end)
|
|
||||||
else
|
|
||||||
--此时战斗了但没有圣物 所有直接刷新界面动画 后并刷新界面
|
|
||||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end, 0,true,true)
|
|
||||||
end
|
end
|
||||||
end,func2)
|
end, func2)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- 山河社稷图结算界面特殊显示
|
-- 山河社稷图结算界面特殊显示
|
||||||
function this.ShowBattleResultByFightLevelType(drop)
|
function this.ShowBattleResultByFightLevelType(drop)
|
||||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
local bestData, allDamage = BattleRecordManager.GetBattleBestData()
|
||||||
if bestData then
|
if bestData then
|
||||||
-- 胜利显示本场比赛的表现最好的英雄
|
-- 胜利显示本场比赛的表现最好的英雄
|
||||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
|
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId, bestData.damage, allDamage,
|
||||||
-- 打开关卡奖励界面
|
function(_BattleBestPopup)
|
||||||
local HardStageFightResponseMsg = FightLevelManager.GetHardStageFightResponseMsg()
|
-- 打开关卡奖励界面
|
||||||
local oldBattlefightLevelData = FightLevelManager.GetcurBattlefightLevelData()
|
local HardStageFightResponseMsg = FightLevelManager.GetHardStageFightResponseMsg()
|
||||||
local curBattlefightLevelData = FightLevelManager.GetChapterLevelData(oldBattlefightLevelData.config.Chapter,oldBattlefightLevelData.nodeId)
|
local oldBattlefightLevelData = FightLevelManager.GetcurBattlefightLevelData()
|
||||||
-- LogYellow("山河社稷图战斗获得星级 "..HardStageFightResponseMsg.stars.." curBattlefightLevelData.isFirst "..tostring(curBattlefightLevelData.isFirst).." HardStageFightResponseMsg.currentIsHonour "..tostring(HardStageFightResponseMsg.currentIsHonour))
|
local curBattlefightLevelData = FightLevelManager.GetChapterLevelData(
|
||||||
-- if curBattlefightLevelData.isFirst then
|
oldBattlefightLevelData.config.Chapter, oldBattlefightLevelData.nodeId)
|
||||||
-- PopupTipPanel.ShowTip("荣耀三星!")
|
-- LogYellow("山河社稷图战斗获得星级 "..HardStageFightResponseMsg.stars.." curBattlefightLevelData.isFirst "..tostring(curBattlefightLevelData.isFirst).." HardStageFightResponseMsg.currentIsHonour "..tostring(HardStageFightResponseMsg.currentIsHonour))
|
||||||
-- end
|
-- if curBattlefightLevelData.isFirst then
|
||||||
UIManager.OpenPanel(UIName.RewardItemPopup,HardStageFightResponseMsg.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
-- PopupTipPanel.ShowTip("荣耀三星!")
|
||||||
if not isBackBattle then
|
-- end
|
||||||
if _BattleBestPopup then
|
UIManager.OpenPanel(UIName.RewardItemPopup, HardStageFightResponseMsg.drop, 1,
|
||||||
_BattleBestPopup:ClosePanel()
|
function(isBackBattle) --isBackBattle true时 为回放不走回调
|
||||||
end
|
if not isBackBattle then
|
||||||
if m_battlePanel then
|
if _BattleBestPopup then
|
||||||
m_battlePanel:ClosePanel()
|
_BattleBestPopup:ClosePanel()
|
||||||
end
|
end
|
||||||
this:ClosePanel()
|
if m_battlePanel then
|
||||||
local chapterData = FightLevelManager.GetChapterData(oldBattlefightLevelData.config.Chapter)
|
m_battlePanel:ClosePanel()
|
||||||
if FightLevelManager.GetisShowChapterOpenPopup() then
|
end
|
||||||
if oldBattlefightLevelData.config.Section == LengthOfTable(chapterData.node) then
|
this:ClosePanel()
|
||||||
UIManager.OpenPanel(UIName.FightLevelOpenChapterPopup,FightLevelManager.GetCurChapterId(),function()
|
local chapterData = FightLevelManager.GetChapterData(oldBattlefightLevelData.config.Chapter)
|
||||||
end)
|
if FightLevelManager.GetisShowChapterOpenPopup() then
|
||||||
else
|
if oldBattlefightLevelData.config.Section == LengthOfTable(chapterData.node) then
|
||||||
FightLevelManager.SetisShowChapterOpenPopup(false)
|
UIManager.OpenPanel(UIName.FightLevelOpenChapterPopup,
|
||||||
|
FightLevelManager.GetCurChapterId(), function()
|
||||||
|
end)
|
||||||
|
else
|
||||||
|
FightLevelManager.SetisShowChapterOpenPopup(false)
|
||||||
|
end
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
end, 8, true, true)
|
||||||
end
|
end)
|
||||||
end, 8,true,true)
|
|
||||||
end)
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- 山河社稷图结算界面副关卡特殊显示
|
-- 山河社稷图结算界面副关卡特殊显示
|
||||||
function this.ShowBattleResultByFightLevelAssistantType(drop)
|
function this.ShowBattleResultByFightLevelAssistantType(drop)
|
||||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
local bestData, allDamage = BattleRecordManager.GetBattleBestData()
|
||||||
if bestData then
|
if bestData then
|
||||||
-- 胜利显示本场比赛的表现最好的英雄
|
-- 胜利显示本场比赛的表现最好的英雄
|
||||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
|
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId, bestData.damage, allDamage,
|
||||||
-- 打开关卡奖励界面
|
function(_BattleBestPopup)
|
||||||
local HardStageFightResponseMsg = FightLevelManager.GetHardStageFightResponseMsg()
|
-- 打开关卡奖励界面
|
||||||
LogYellow("超越之路战斗获得星级 "..HardStageFightResponseMsg.stars)
|
local HardStageFightResponseMsg = FightLevelManager.GetHardStageFightResponseMsg()
|
||||||
local curBattlefightLevelData = FightLevelManager.GetcurBattlefightLevelData()
|
LogYellow("超越之路战斗获得星级 " .. HardStageFightResponseMsg.stars)
|
||||||
LogYellow("curBattlefightLevelData.state "..curBattlefightLevelData.state)
|
local curBattlefightLevelData = FightLevelManager.GetcurBattlefightLevelData()
|
||||||
if curBattlefightLevelData.state == 0 then--副关卡未通过 第一次通关 展示奖励
|
LogYellow("curBattlefightLevelData.state " .. curBattlefightLevelData.state)
|
||||||
UIManager.OpenPanel(UIName.RewardItemPopup,HardStageFightResponseMsg.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
if curBattlefightLevelData.state == 0 then --副关卡未通过 第一次通关 展示奖励
|
||||||
if not isBackBattle then
|
UIManager.OpenPanel(UIName.RewardItemPopup, HardStageFightResponseMsg.drop, 1,
|
||||||
if _BattleBestPopup then
|
function(isBackBattle) --isBackBattle true时 为回放不走回调
|
||||||
_BattleBestPopup:ClosePanel()
|
if not isBackBattle then
|
||||||
end
|
if _BattleBestPopup then
|
||||||
if m_battlePanel then
|
_BattleBestPopup:ClosePanel()
|
||||||
m_battlePanel:ClosePanel()
|
end
|
||||||
end
|
if m_battlePanel then
|
||||||
this:ClosePanel()
|
m_battlePanel:ClosePanel()
|
||||||
-- Game.GlobalEvent:DispatchEvent(GameEvent.FightLevel.MainLevelInfoRefresh)
|
end
|
||||||
end
|
this:ClosePanel()
|
||||||
end,nil,true,true)
|
-- Game.GlobalEvent:DispatchEvent(GameEvent.FightLevel.MainLevelInfoRefresh)
|
||||||
elseif curBattlefightLevelData.state == 1 then
|
end
|
||||||
UIManager.OpenPanel(UIName.RewardItemPopup,HardStageFightResponseMsg.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
end, nil, true, true)
|
||||||
if not isBackBattle then
|
elseif curBattlefightLevelData.state == 1 then
|
||||||
if _BattleBestPopup then
|
UIManager.OpenPanel(UIName.RewardItemPopup, HardStageFightResponseMsg.drop, 1,
|
||||||
_BattleBestPopup:ClosePanel()
|
function(isBackBattle) --isBackBattle true时 为回放不走回调
|
||||||
end
|
if not isBackBattle then
|
||||||
if m_battlePanel then
|
if _BattleBestPopup then
|
||||||
m_battlePanel:ClosePanel()
|
_BattleBestPopup:ClosePanel()
|
||||||
end
|
end
|
||||||
this:ClosePanel()
|
if m_battlePanel then
|
||||||
-- Game.GlobalEvent:DispatchEvent(GameEvent.FightLevel.MainLevelInfoRefresh)
|
m_battlePanel:ClosePanel()
|
||||||
end
|
end
|
||||||
end, 9,true,true)
|
this:ClosePanel()
|
||||||
end
|
-- Game.GlobalEvent:DispatchEvent(GameEvent.FightLevel.MainLevelInfoRefresh)
|
||||||
end)
|
end
|
||||||
|
end, 9, true, true)
|
||||||
|
end
|
||||||
|
end)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--跨服天梯
|
--跨服天梯
|
||||||
function this.JumpServerHithtLadder()
|
function this.JumpServerHithtLadder()
|
||||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
local bestData, allDamage = BattleRecordManager.GetBattleBestData()
|
||||||
if bestData then
|
if bestData then
|
||||||
-- 胜利显示本场比赛的表现最好的英雄
|
-- 胜利显示本场比赛的表现最好的英雄
|
||||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
|
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId, bestData.damage, allDamage,
|
||||||
-- 打开关卡奖励界面
|
function(_BattleBestPopup)
|
||||||
UIManager.OpenPanel(UIName.RewardItemPopup, JumpServerManager.curBattleDrop, 1,function(isBackBattle)
|
-- 打开关卡奖励界面
|
||||||
if not isBackBattle then
|
UIManager.OpenPanel(UIName.RewardItemPopup, JumpServerManager.curBattleDrop, 1, function(isBackBattle)
|
||||||
if _BattleBestPopup then
|
if not isBackBattle then
|
||||||
_BattleBestPopup:ClosePanel()
|
if _BattleBestPopup then
|
||||||
|
_BattleBestPopup:ClosePanel()
|
||||||
|
end
|
||||||
|
if m_battlePanel then
|
||||||
|
m_battlePanel:ClosePanel()
|
||||||
|
end
|
||||||
|
this:ClosePanel()
|
||||||
end
|
end
|
||||||
if m_battlePanel then
|
end, 0, true, true)
|
||||||
m_battlePanel:ClosePanel()
|
if m_fightType == BATTLE_TYPE.JumpServerhightLadder then
|
||||||
|
local MyRank = JumpServerManager.GetHightLadderDataMyRank()
|
||||||
|
local OldMyRank = JumpServerManager.GetHightLadderDataOldMyRank()
|
||||||
|
if MyRank ~= OldMyRank then
|
||||||
|
PopupTipPanel.ShowTip("挑战成功,鸟笼竞技场排行已提升至" .. MyRank .. "名!")
|
||||||
|
elseif MyRank == OldMyRank then
|
||||||
|
PopupTipPanel.ShowTip("挑战成功")
|
||||||
end
|
end
|
||||||
this:ClosePanel()
|
|
||||||
end
|
end
|
||||||
end, 0,true,true)
|
end)
|
||||||
if m_fightType == BATTLE_TYPE.JumpServerhightLadder then
|
|
||||||
local MyRank = JumpServerManager.GetHightLadderDataMyRank()
|
|
||||||
local OldMyRank = JumpServerManager.GetHightLadderDataOldMyRank()
|
|
||||||
if MyRank ~= OldMyRank then
|
|
||||||
PopupTipPanel.ShowTip("挑战成功,鸟笼竞技场排行已提升至".. MyRank .."名!" )
|
|
||||||
elseif MyRank == OldMyRank then
|
|
||||||
PopupTipPanel.ShowTip("挑战成功")
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end)
|
|
||||||
else
|
else
|
||||||
-- 打开关卡奖励界面
|
-- 打开关卡奖励界面
|
||||||
-- UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function()
|
-- UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function()
|
||||||
if m_battlePanel then
|
if m_battlePanel then
|
||||||
m_battlePanel:ClosePanel()
|
m_battlePanel:ClosePanel()
|
||||||
end
|
end
|
||||||
this:ClosePanel()
|
this:ClosePanel()
|
||||||
-- end)
|
-- end)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--添加事件监听(用于子类重写)
|
--添加事件监听(用于子类重写)
|
||||||
function BattleWinPopup:AddListener()
|
function BattleWinPopup:AddListener()
|
||||||
|
|
||||||
|
|
@ -523,8 +571,8 @@ end
|
||||||
|
|
||||||
--界面打开时调用(用于子类重写)
|
--界面打开时调用(用于子类重写)
|
||||||
function BattleWinPopup:OnOpen(battlePanel, isBack, fightType, result, showRecord, backPanel, func)
|
function BattleWinPopup:OnOpen(battlePanel, isBack, fightType, result, showRecord, backPanel, func)
|
||||||
|
|
||||||
hadClick = false
|
hadClick = false
|
||||||
|
isFightNextClick = false
|
||||||
if battlePanel then
|
if battlePanel then
|
||||||
m_battlePanel = battlePanel
|
m_battlePanel = battlePanel
|
||||||
end
|
end
|
||||||
|
|
@ -564,7 +612,6 @@ end
|
||||||
--界面销毁时调用(用于子类重写)
|
--界面销毁时调用(用于子类重写)
|
||||||
function BattleWinPopup:OnDestroy()
|
function BattleWinPopup:OnDestroy()
|
||||||
this.spLoader:Destroy()
|
this.spLoader:Destroy()
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
return BattleWinPopup
|
return BattleWinPopup
|
||||||
Loading…
Reference in New Issue