挂机修改
parent
441e80ed07
commit
f379b76dfd
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@ -59,7 +59,9 @@ end
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function FightAreaRewardPopup:OnShow()
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local curFightId = FightPointPassManager.GetCurFightId()
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LogError("FightPointPassManager.soldierLayerId==============================="..FightPointPassManager.soldierLayerId)
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local config =ConfigManager.GetConfigData(ConfigName.SoldierStageConfig,FightPointPassManager.soldierLayerId) --ConfigManager.GetConfigData(ConfigName.MainLevelConfig, curFightId)
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LogError("curFightId======================="..curFightId)
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local config =ConfigManager.GetConfigData(ConfigName.SoldierStageConfig,FightPointPassManager.soldierLayerId)
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local mainLvConfig=ConfigManager.GetConfigData(ConfigName.MainLevelConfig, curFightId)
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if config then
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--LogError("config.id============================"..config.Id)
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if not config.RewardShowMin or #config.RewardShowMin < 1 then
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@ -71,16 +73,16 @@ function FightAreaRewardPopup:OnShow()
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if not _ProductList[index] then
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_ProductList[index] = newObjToParent(this.item, this.itemGrid.transform)
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end
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LogError("item[1]============"..item[1].." item[2]==========="..item[2])
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--LogError("item[1]============"..item[1].." item[2]==========="..item[2])
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this.ItemAdapter(_ProductList[index], item)
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end
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end
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local randReward = {}
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if config.RewardShow and #config.RewardShow > 0 then
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for j = 1, #config.RewardShow do
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randReward[#randReward + 1] = config.RewardShow[j]
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if mainLvConfig.RewardShow and #mainLvConfig.RewardShow > 0 then
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for j = 1, #mainLvConfig.RewardShow do
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randReward[#randReward + 1] = mainLvConfig.RewardShow[j]
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end
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end
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local open, extral = FightPointPassManager.GetExtralReward()
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@ -236,6 +236,7 @@ function FightPointPassMainPanel:InitComponent()
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this.costImg=Util.GetGameObject(self.gameObject, "soldierObj/costImg"):GetComponent("Image")
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this.costTxt=Util.GetGameObject(self.gameObject, "soldierObj/Text"):GetComponent("Text")
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this.costImg.sprite=SetIcon(this.spLoader,tonumber(cost[1]))
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--兵种信息
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this.soliderList={}
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for i=1,12 do
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@ -277,13 +278,16 @@ function FightPointPassMainPanel:InitComponent()
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this.bossImg=Util.GetGameObject(self.gameObject, "battlePanel/bossObj/icon"):GetComponent("Image")
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this.bossNum=Util.GetGameObject(self.gameObject, "battlePanel/bossObj/num"):GetComponent("Text")
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this.hpBar=Util.GetGameObject(self.gameObject, "battlePanel/hpBar/Image"):GetComponent("Image")
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this.onHookObj= Util.GetGameObject(self.gameObject, "Bg/boxRoot")
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end
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--绑定事件(用于子类重写)
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function FightPointPassMainPanel:BindEvent()
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invadeMonster:BindEvent()
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Util.AddClick(this.costImg.gameObject,function ()
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,tonumber(cost[1]))
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end)
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Util.AddClick(this.btn_change, function ()
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--如果有可以替换的或可以上阵的
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@ -324,7 +328,7 @@ function FightPointPassMainPanel:BindEvent()
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Util.AddClick(this.btnrewardDetail, function ()
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UIManager.OpenPanel(UIName.FightAreaRewardPopup)
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end)
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-- 我要喝牛奶变强
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Util.AddClick(this.btnGetForce, function ()
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--UIManager.OpenPanel(UIName.GiveMePowerPanel)
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@ -515,7 +519,16 @@ function this.ShowBattleInfo()
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this.bossLiveGO.transform.localPosition = Vector2.New(0, 0)
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this.bossLiveGO.transform.localScale=Vector3.one * roleConfig[curSoliderStageConfig.Hero].enemy_liveScale*0.5
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bossSpine=this.bossLiveGO:GetComponent("SkeletonGraphic")
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end
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if this.bossLiveGOEffect==nil then
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this.bossLiveGOEffect = poolManager:LoadAsset("c_xy_0012_skeff_slidesk_ballistic", PoolManager.AssetType.GameObject)
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this.bossLiveGOEffect.transform:SetParent(this.enemyPos.transform)
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this.bossLiveGOEffect.transform.localScale = Vector3.one
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this.bossLiveGOEffect.transform.localPosition = Vector3.New(0, 0, 0)
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this.bossLiveGOEffect:SetActive(false)
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end
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Util.SetParticleSortLayer(this.bossLiveGOEffect, orginLayer+2)
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local team=FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
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for i=1,6 do
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@ -562,6 +575,18 @@ function this.ShowBattleInfo()
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soliderPreList[index].effect.transform:SetParent(soliderPreList[index].pos.transform)
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soliderPreList[index].effect.transform.localScale = Vector3.one
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soliderPreList[index].effect.transform.localPosition = Vector3.New(0, 0, 0)
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local spineObj
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if soliderPreList[index].spine==nil then
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spineObj= poolManager:LoadLive("live2d_npc_map_boy",soliderPreList[index].pos.transform, Vector3.one, Vector3.zero)
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else
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--roleLiveGO=heroSpineList[heroData.live]
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end
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spineObj.transform:SetParent(soliderPreList[index].pos.transform)
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spineObj.transform.localPosition = Vector2.New(0, -20)
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spineObj.transform.localScale=Vector3.one * 0.15
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soliderPreList[index].spine=spineObj
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soliderPreList[index].spineAni=spineObj:GetComponent("SkeletonGraphic")
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soliderPreList[index].spineAni.AnimationState:SetAnimation(0, "move3",true)
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soliderPreList[index].data=v
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soliderPreList[index].effect:SetActive(false)
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Util.SetParticleSortLayer(soliderPreList[index].effect, orginLayer+2)
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@ -587,10 +612,15 @@ function this.BattleLogic()
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local isHit=false
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--如果切回这个界面还在打这个boss
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local bossInfo=SmallSoldierManager.bossInfo
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if bossInfo and bossInfo.id==FightPointPassManager.soldierLayerId then
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if bossInfo then
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local curTime=GetTimeStamp()
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local cha=math.floor(curTime - bossInfo.leaveTime)
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battleTime=battleTime- cha
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--LogError("cha==============="..cha.." ")
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cha=cha%curSoliderStageConfig.Time
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--LogError("cha==============================================="..cha)
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battleTime=battleTime-cha
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--LogError("battletime==============="..battleTime)
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battleTime=math.abs(battleTime)
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if battleTime>0 then
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bossHp=bossHp-math.floor(cha/timeStamp)*bossInfo.attack
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else
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@ -693,6 +723,11 @@ function this.BattleLogic()
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curSoliderStageConfig=ConfigManager.GetConfigData(ConfigName.SoldierStageConfig,FightPointPassManager.soldierLayerId)
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local heroData = ConfigManager.GetConfigData(ConfigName.HeroConfig,curSoliderStageConfig.Hero)
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local name=GetResourcePath(heroData.Live)
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this.bossLiveGOEffect:SetActive(true)
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this.bossLiveGOEffect:GetComponent("RectTransform"):DOMove(this.onHookObj.transform.position, 1, false):OnComplete(function ()
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this.bossLiveGOEffect:SetActive(false)
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this.bossLiveGOEffect.transform.position=this.enemyPos.transform.position
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end)
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--换boss了
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if name~=this.bossLiveName then
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poolManager:UnLoadLive(this.bossLiveName, this.bossLiveGO, PoolManager.AssetType.GameObject)
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@ -1338,6 +1373,8 @@ function FightPointPassMainPanel:OnDestroy()
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-- poolManager:UnLoadAsset("GuideEffect", this.GuideEffectGo, PoolManager.AssetType.GameObject)
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-- poolManager:UnLoadAsset("GuideEffect", this.GuideJumpEffectGo, PoolManager.AssetType.GameObject)
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poolManager:UnLoadLive(fightAnimRes, this.animGo, PoolManager.AssetType.GameObject)
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poolManager:UnLoadLive("c_xy_0012_skeff_slidesk_ballistic", this.bossLiveGOEffect, PoolManager.AssetType.GameObject)
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this.bossLiveGOEffect=nil
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SubUIManager.Close(this.UpView)
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SubUIManager.Close(this.BtView)
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--ClearRedPointObject(RedPointType.DailyTaskMain, this.dailyRedPoint)
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@ -1357,6 +1394,8 @@ function FightPointPassMainPanel:OnDestroy()
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poolManager:UnLoadAsset(k,v,poolManager.AssetType.GameObject)
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end
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poolManager:UnLoadLive(this.bossLiveName, this.bossLiveGO, PoolManager.AssetType.GameObject)
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poolManager:UnLoadLive("c_xy_0012_skeff_slidesk_ballistic", this.bossLiveGOEffect, PoolManager.AssetType.GameObject)
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this.bossLiveGOEffect=nil
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heroSpineList={}
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this.heroList={}
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soliderPreList={}
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@ -259,7 +259,8 @@ end
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function SmallSoldierInfoPanel:OnClose()
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oldData=nil
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newData=nil
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end
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function SmallSoldierInfoPanel:OnDestroy()
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@ -7886,7 +7886,8 @@ function NetManager.SoldierFightCheckRequest(_type,_func)
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local msg = MapInfoProto_pb.SoldierFightCheckResponse()
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msg:ParseFromString(data)
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if msg.drop and type==1 then
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UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1)
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--boss被击败后不显示掉落奖励
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--UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1)
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end
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if _func then
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_func(msg)
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