战斗结算修改
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da6437e2a2
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f49cefd6b3
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@ -2299,6 +2299,7 @@ BATTLE_TYPE = {
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FIGHTLEVEL = 20, --山河社稷图主关卡
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FIGHT_ASSISTANT_LEVEL = 21, --山河社稷图副关卡战斗
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BACK_BATTLE = 1000, -- 系统战斗回放
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EndlessMpaFight = 22,
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}
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rankKingList={ [1] = { bgImage = "r_zjm_paihangbang_banner04_zh", name = Language[12096] ,rankType = RANK_TYPE.FIGHT_LEVEL_RANK,activiteId = 0,isRankingMainPanelShow = true},
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[2] = { bgImage = "r_zjm_paihangbang_banner02_zh", name = Language[12097] ,rankType = RANK_TYPE.FORCE_CURR_RANK,activiteId = 0,isRankingMainPanelShow = true},
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@ -11,7 +11,7 @@ local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local endlessMorale = ConfigManager.GetConfig(ConfigName.endlessMorale)
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local endlessTreasure = ConfigManager.GetConfig(ConfigName.endlessTreasure)
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this.limiteLevel = 0
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this.EndlessDrop = {}
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function this.Initialize()
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this.hungery = false -- 没有行动力了
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this.leftEnergy = 0 -- 剩余行动力
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@ -57,9 +57,11 @@ function this:BindEvent()
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if MapManager.curCarbonType == CarBonTypeId.ENDLESS then
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NetManager.QuickFightRequest(function(msg)
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-- CarbonManager.InitQuickFightData(monsterGroupId, nil, msg)
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if msg.result == 1 then
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EndLessMapManager.EndlessDrop = msg.enventDrop
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end
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local fightData = BattleManager.GetBattleServerData(msg)
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UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.MAP_FIGHT, function()
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UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.EndlessMpaFight, function()
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--更新精气值
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--LogGreen("战斗后的更新精气值:"..msg.essenceValue)
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MapTrialManager.powerValue = msg.essenceValue
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@ -74,10 +76,6 @@ function this:BindEvent()
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-- 刷新数据
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CarbonManager.InitQuickFightData(monsterGroupId, nil, msg)
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end, 0.2):Start()
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-- if msg.result == 1 then
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-- UIManager.OpenPanel(UIName.RewardItemPopup,msg.enventDrop,1,function()
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-- end)
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-- end
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end)
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self:ClosePanel()
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end)
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@ -97,7 +97,7 @@ function BattleFailPopup:OnOpen(battlePanel, showRecord, backPanel,_fightType)
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FightPointPassManager.FightBattleEnd()
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Util.GetGameObject(this.btnClose, "record"):SetActive(m_showRecord)
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Util.GetGameObject(this.btnClose,"tip"):SetActive(not fightType ==12)--副本内无法点击招募
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if fightType == BATTLE_TYPE.MAP_FIGHT or GuideManager.IsInMainGuide() or MapManager.Mapping or fightType == BATTLE_TYPE.Test then--地图
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if fightType == BATTLE_TYPE.MAP_FIGHT or GuideManager.IsInMainGuide() or MapManager.Mapping or fightType == BATTLE_TYPE.Test or fightType == BATTLE_TYPE.EndlessMpaFight then--地图
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this.btnBattleBack:SetActive(false)
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else
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this.btnBattleBack:SetActive(true)
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@ -45,7 +45,7 @@ function BattleWinPopup:NextStep()
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return
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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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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,function() m_battlePanel:ClosePanel() self:ClosePanel() end, 1, true)
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-- local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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-- FightPointPassManager.oldLevel = PlayerManager.level
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-- if bestData then
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@ -83,6 +83,24 @@ function BattleWinPopup:NextStep()
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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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this.ShowBattleResultByFightLevelAssistantType(m_battleResult.drop)
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elseif m_fightType == BATTLE_TYPE.EndlessMpaFight then
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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FightPointPassManager.oldLevel = PlayerManager.level
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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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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup, EndLessMapManager.EndlessDrop, 1,function()
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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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self:ClosePanel()
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Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
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end,1, true, true)
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end)
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end
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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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if BattleManager.GetLastBattleType() == BATTLE_TYPE.STORY_FIGHT then-- 新关卡战斗
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