parent
f97a113175
commit
f678589a0c
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@ -1,4 +1,4 @@
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require("Base/BasePanel")
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require("Base/BasePanel")
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BattleWinPopup = Inherit(BasePanel)
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local this = BattleWinPopup
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local m_isBack
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@ -21,18 +21,17 @@ end
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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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Util.AddClick(this.btnWin, function ()
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Util.AddClick(this.btnWin, function()
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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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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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--
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--
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function BattleWinPopup:NextStep()
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if not hadClick then -- 避免重复结算
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hadClick = true
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@ -43,61 +42,68 @@ function BattleWinPopup:NextStep()
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self:ClosePanel()
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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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if m_fightType == BATTLE_TYPE.MAP_FIGHT then --副本战斗结算
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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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UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function() m_battlePanel:ClosePanel() self:ClosePanel() end, 1, true)
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elseif m_fightType == BATTLE_TYPE.MONSTER_CAMP then -- 兽潮来袭
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UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,
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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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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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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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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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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.TRIAL_FIGHT then
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m_battlePanel:ClosePanel() self:ClosePanel(m_battleResult.drop)
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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.TRIAL_FIGHT then
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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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this.ShowBattleResultByCarDeleayType(m_battleResult.drop)
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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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elseif m_fightType == BATTLE_TYPE.FIGHTLEVEL then--山河社稷图主关卡
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if m_battlePanel then m_battlePanel:ClosePanel() end
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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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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.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.JumpServerhightLadder then -- 跨服天梯的战斗
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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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this.JumpServerHithtLadder()
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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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elseif m_fightType == BATTLE_TYPE.QIJIE_FIGHT then--七界试炼战斗
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elseif m_fightType == BATTLE_TYPE.QIJIE_FIGHT then --七界试炼战斗
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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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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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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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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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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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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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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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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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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.FIGHTLEVEL then--山河社稷图
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if m_battlePanel then m_battlePanel:ClosePanel() end
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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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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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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.JumpServerhightLadder then
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this.JumpServerHithtLadder()
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.QIJIE_FIGHT then
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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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end
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end
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@ -106,34 +112,13 @@ end
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--副本战斗结算
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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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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, m_battleResult.drop, 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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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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--七界试炼战斗界面特殊显示
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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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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, m_battleResult.drop, 1, function()
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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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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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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--七界试炼战斗界面特殊显示
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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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--挑战副本战斗界面特殊显示
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function this.ShowBattleResultByChallengeCopy()
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LogBlue("--挑战副本战斗界面特殊显示")
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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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-- 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, CarbonManager.battleResult.drop, 1,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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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, CarbonManager.battleResult.drop, 1, 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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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, 12 , true,true)
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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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--无尽副本战斗界面特殊显示
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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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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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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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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, 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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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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-- 兽潮来袭结算界面特殊显示
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function this.ShowBattleResultByMonsterCamp(drop)
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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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-- 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, drop, 1,function(isBackBattle)
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-- LogPink("isBackBattle "..tostring(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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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, drop, 1, function(isBackBattle)
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-- LogPink("isBackBattle "..tostring(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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if m_callBack then m_callBack() end
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--内容优化 心魔试炼推送
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Game.GlobalEvent:DispatchEvent(GameEvent.PatFace.PatFaceSend, FacePanelType.MonsterWave)
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CheckRedPointStatus(RedPointType.EpicExplore_LevleReward)
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this: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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if m_callBack then m_callBack() end
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--内容优化 心魔试炼推送
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Game.GlobalEvent:DispatchEvent(GameEvent.PatFace.PatFaceSend,FacePanelType.MonsterWave)
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CheckRedPointStatus(RedPointType.EpicExplore_LevleReward)
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this:ClosePanel()
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end
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end, nil, true,true)
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end)
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end, nil, true, true)
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end)
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end
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end
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-- 新关卡战斗结算界面特殊显示
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function this.ShowBattleResultByStoryFight(drop)
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FightPointPassManager.FightBattleEnd()
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FightPointPassManager.OnBattleEnd(m_battleResult)
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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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-- 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, drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
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-- LogPink("isBackBattle "..tostring(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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-- 再刷新一便关卡信息
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NetManager.InitFightPointLevelInfo()
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end
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end, 1, true, true)
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end)
|
||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId, bestData.damage, allDamage,
|
||||
function(_BattleBestPopup)
|
||||
-- 打开关卡奖励界面
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,
|
||||
function(isBackBattle, isFightNext) --isBackBattle true时 为回放不走回调
|
||||
-- LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
-- 再刷新一便关卡信息
|
||||
NetManager.InitFightPointLevelInfo()
|
||||
if isFightNext then
|
||||
LogError("dddddddddddddddddd")
|
||||
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
|
||||
-- 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
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
|
@ -253,36 +278,40 @@ function this.ShowBattleResultByStoryFight(drop)
|
|||
end, 1, true)
|
||||
end
|
||||
end
|
||||
|
||||
--四灵
|
||||
function this.ShowBattleResultByFourElement(drop)
|
||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
||||
local bestData, allDamage = BattleRecordManager.GetBattleBestData()
|
||||
if bestData then
|
||||
-- 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)
|
||||
-- 打开关卡奖励界面
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, MonsterCampManager.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
||||
LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
MonsterCampManager.fourMonsterData[MonsterCampManager.curType].canFightTime = MonsterCampManager.fourMonsterData[MonsterCampManager.curType].canFightTime - 1
|
||||
MonsterCampManager.SaveFormation(MonsterCampManager.curType)
|
||||
if MonsterCampManager.fourMonsterData[MonsterCampManager.curType].openState ~= 0 then
|
||||
UIManager.OpenPanel(UIName.FourElementMonsterCampPanel,MonsterCampManager.curType)
|
||||
else
|
||||
UIManager.OpenPanel(UIName.MonsterCampMainPanel)
|
||||
end
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
this:ClosePanel()
|
||||
end
|
||||
end, 0, true, true)
|
||||
end)
|
||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId, bestData.damage, allDamage,
|
||||
function(_BattleBestPopup)
|
||||
-- 打开关卡奖励界面
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, MonsterCampManager.drop, 1,
|
||||
function(isBackBattle) --isBackBattle true时 为回放不走回调
|
||||
LogPink("isBackBattle " .. tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
MonsterCampManager.fourMonsterData[MonsterCampManager.curType].canFightTime =
|
||||
MonsterCampManager.fourMonsterData[MonsterCampManager.curType].canFightTime - 1
|
||||
MonsterCampManager.SaveFormation(MonsterCampManager.curType)
|
||||
if MonsterCampManager.fourMonsterData[MonsterCampManager.curType].openState ~= 0 then
|
||||
UIManager.OpenPanel(UIName.FourElementMonsterCampPanel, MonsterCampManager.curType)
|
||||
else
|
||||
UIManager.OpenPanel(UIName.MonsterCampMainPanel)
|
||||
end
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
this:ClosePanel()
|
||||
end
|
||||
end, 0, true, true)
|
||||
end)
|
||||
else
|
||||
-- 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
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
|
@ -290,66 +319,71 @@ function this.ShowBattleResultByFourElement(drop)
|
|||
end, 1, true)
|
||||
end
|
||||
end
|
||||
|
||||
-- 车迟斗法结算界面特殊显示
|
||||
function this.ShowBattleResultByCarDeleayType(drop)
|
||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
||||
local bestData, allDamage = BattleRecordManager.GetBattleBestData()
|
||||
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
|
||||
GuildCarDelayManager.SetCdTime(GuildCarDelayProType.Loot)
|
||||
end
|
||||
-- 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)
|
||||
-- 打开关卡奖励界面
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,nil, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
||||
-- LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId, bestData.damage, allDamage,
|
||||
function(_BattleBestPopup)
|
||||
-- 打开关卡奖励界面
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, nil, 1, function(isBackBattle) --isBackBattle true时 为回放不走回调
|
||||
-- LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
this:ClosePanel()
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
this:ClosePanel()
|
||||
end
|
||||
end, 3,true,true)
|
||||
end)
|
||||
end, 3, true, true)
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
-- 猎妖之路结算界面特殊显示
|
||||
function this.ShowBattleResultByExpedition(drop)
|
||||
this:ClosePanel()
|
||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
||||
local bestData, allDamage = BattleRecordManager.GetBattleBestData()
|
||||
if bestData then
|
||||
-- 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
|
||||
if GetCurNodeInfo.type == ExpeditionNodeType.Trail then--试炼节点
|
||||
if GetCurNodeInfo.type == ExpeditionNodeType.Trail then --试炼节点
|
||||
func2 = function()
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
||||
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
|
||||
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
|
||||
--LogGreen("m_battleResult.drop.itemlist "..#m_battleResult.drop.itemlist)
|
||||
else
|
||||
--LogGreen("贪婪节点无数据")
|
||||
end
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
||||
-- LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,
|
||||
function(isBackBattle) --isBackBattle true时 为回放不走回调
|
||||
-- LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
||||
end
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
||||
end
|
||||
end, 0,true,true)
|
||||
elseif GetCurNodeInfo.type == ExpeditionNodeType.Trail then--试炼节点
|
||||
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
|
||||
for i = 1, #m_battleResult.drop.soulEquip do
|
||||
ExpeditionManager.InitSingleTreasureData(m_battleResult.drop.soulEquip[i])
|
||||
|
@ -366,146 +400,157 @@ function this.ShowBattleResultByExpedition(drop)
|
|||
PopupTipPanel.ShowTip(Language[12091])
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
|
||||
else
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
||||
-- LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,
|
||||
function(isBackBattle) --isBackBattle true时 为回放不走回调
|
||||
-- LogPink("isBackBattle "..tostring(isBackBattle))
|
||||
if not isBackBattle then
|
||||
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
|
||||
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, 0,true,true)
|
||||
end, 0, true, true)
|
||||
end
|
||||
end,func2)
|
||||
end, func2)
|
||||
end
|
||||
end
|
||||
|
||||
-- 山河社稷图结算界面特殊显示
|
||||
function this.ShowBattleResultByFightLevelType(drop)
|
||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
||||
local bestData, allDamage = BattleRecordManager.GetBattleBestData()
|
||||
if bestData then
|
||||
-- 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)
|
||||
-- 打开关卡奖励界面
|
||||
local HardStageFightResponseMsg = FightLevelManager.GetHardStageFightResponseMsg()
|
||||
local oldBattlefightLevelData = FightLevelManager.GetcurBattlefightLevelData()
|
||||
local curBattlefightLevelData = FightLevelManager.GetChapterLevelData(oldBattlefightLevelData.config.Chapter,oldBattlefightLevelData.nodeId)
|
||||
-- LogYellow("山河社稷图战斗获得星级 "..HardStageFightResponseMsg.stars.." curBattlefightLevelData.isFirst "..tostring(curBattlefightLevelData.isFirst).." HardStageFightResponseMsg.currentIsHonour "..tostring(HardStageFightResponseMsg.currentIsHonour))
|
||||
-- if curBattlefightLevelData.isFirst then
|
||||
-- PopupTipPanel.ShowTip("荣耀三星!")
|
||||
-- end
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,HardStageFightResponseMsg.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
||||
if not isBackBattle then
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
this:ClosePanel()
|
||||
local chapterData = FightLevelManager.GetChapterData(oldBattlefightLevelData.config.Chapter)
|
||||
if FightLevelManager.GetisShowChapterOpenPopup() then
|
||||
if oldBattlefightLevelData.config.Section == LengthOfTable(chapterData.node) then
|
||||
UIManager.OpenPanel(UIName.FightLevelOpenChapterPopup,FightLevelManager.GetCurChapterId(),function()
|
||||
end)
|
||||
else
|
||||
FightLevelManager.SetisShowChapterOpenPopup(false)
|
||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId, bestData.damage, allDamage,
|
||||
function(_BattleBestPopup)
|
||||
-- 打开关卡奖励界面
|
||||
local HardStageFightResponseMsg = FightLevelManager.GetHardStageFightResponseMsg()
|
||||
local oldBattlefightLevelData = FightLevelManager.GetcurBattlefightLevelData()
|
||||
local curBattlefightLevelData = FightLevelManager.GetChapterLevelData(
|
||||
oldBattlefightLevelData.config.Chapter, oldBattlefightLevelData.nodeId)
|
||||
-- LogYellow("山河社稷图战斗获得星级 "..HardStageFightResponseMsg.stars.." curBattlefightLevelData.isFirst "..tostring(curBattlefightLevelData.isFirst).." HardStageFightResponseMsg.currentIsHonour "..tostring(HardStageFightResponseMsg.currentIsHonour))
|
||||
-- if curBattlefightLevelData.isFirst then
|
||||
-- PopupTipPanel.ShowTip("荣耀三星!")
|
||||
-- end
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, HardStageFightResponseMsg.drop, 1,
|
||||
function(isBackBattle) --isBackBattle true时 为回放不走回调
|
||||
if not isBackBattle then
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
this:ClosePanel()
|
||||
local chapterData = FightLevelManager.GetChapterData(oldBattlefightLevelData.config.Chapter)
|
||||
if FightLevelManager.GetisShowChapterOpenPopup() then
|
||||
if oldBattlefightLevelData.config.Section == LengthOfTable(chapterData.node) then
|
||||
UIManager.OpenPanel(UIName.FightLevelOpenChapterPopup,
|
||||
FightLevelManager.GetCurChapterId(), function()
|
||||
end)
|
||||
else
|
||||
FightLevelManager.SetisShowChapterOpenPopup(false)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end, 8,true,true)
|
||||
end)
|
||||
end, 8, true, true)
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
-- 山河社稷图结算界面副关卡特殊显示
|
||||
function this.ShowBattleResultByFightLevelAssistantType(drop)
|
||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
||||
local bestData, allDamage = BattleRecordManager.GetBattleBestData()
|
||||
if bestData then
|
||||
-- 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)
|
||||
-- 打开关卡奖励界面
|
||||
local HardStageFightResponseMsg = FightLevelManager.GetHardStageFightResponseMsg()
|
||||
LogYellow("山河社稷图战斗获得星级 "..HardStageFightResponseMsg.stars)
|
||||
local curBattlefightLevelData = FightLevelManager.GetcurBattlefightLevelData()
|
||||
LogYellow("curBattlefightLevelData.state "..curBattlefightLevelData.state)
|
||||
if curBattlefightLevelData.state == 0 then--副关卡未通过 第一次通关 展示奖励
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,HardStageFightResponseMsg.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
||||
if not isBackBattle then
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
this:ClosePanel()
|
||||
-- Game.GlobalEvent:DispatchEvent(GameEvent.FightLevel.MainLevelInfoRefresh)
|
||||
end
|
||||
end,nil,true,true)
|
||||
elseif curBattlefightLevelData.state == 1 then
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,HardStageFightResponseMsg.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
||||
if not isBackBattle then
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
this:ClosePanel()
|
||||
-- Game.GlobalEvent:DispatchEvent(GameEvent.FightLevel.MainLevelInfoRefresh)
|
||||
end
|
||||
end, 9,true,true)
|
||||
end
|
||||
end)
|
||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId, bestData.damage, allDamage,
|
||||
function(_BattleBestPopup)
|
||||
-- 打开关卡奖励界面
|
||||
local HardStageFightResponseMsg = FightLevelManager.GetHardStageFightResponseMsg()
|
||||
LogYellow("山河社稷图战斗获得星级 " .. HardStageFightResponseMsg.stars)
|
||||
local curBattlefightLevelData = FightLevelManager.GetcurBattlefightLevelData()
|
||||
LogYellow("curBattlefightLevelData.state " .. curBattlefightLevelData.state)
|
||||
if curBattlefightLevelData.state == 0 then --副关卡未通过 第一次通关 展示奖励
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, HardStageFightResponseMsg.drop, 1,
|
||||
function(isBackBattle) --isBackBattle true时 为回放不走回调
|
||||
if not isBackBattle then
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
this:ClosePanel()
|
||||
-- Game.GlobalEvent:DispatchEvent(GameEvent.FightLevel.MainLevelInfoRefresh)
|
||||
end
|
||||
end, nil, true, true)
|
||||
elseif curBattlefightLevelData.state == 1 then
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, HardStageFightResponseMsg.drop, 1,
|
||||
function(isBackBattle) --isBackBattle true时 为回放不走回调
|
||||
if not isBackBattle then
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
this:ClosePanel()
|
||||
-- Game.GlobalEvent:DispatchEvent(GameEvent.FightLevel.MainLevelInfoRefresh)
|
||||
end
|
||||
end, 9, true, true)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
--跨服天梯
|
||||
function this.JumpServerHithtLadder()
|
||||
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
||||
function this.JumpServerHithtLadder()
|
||||
local bestData, allDamage = BattleRecordManager.GetBattleBestData()
|
||||
if bestData then
|
||||
-- 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)
|
||||
-- 打开关卡奖励界面
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, JumpServerManager.curBattleDrop, 1,function(isBackBattle)
|
||||
if not isBackBattle then
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId, bestData.damage, allDamage,
|
||||
function(_BattleBestPopup)
|
||||
-- 打开关卡奖励界面
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, JumpServerManager.curBattleDrop, 1, function(isBackBattle)
|
||||
if not isBackBattle then
|
||||
if _BattleBestPopup then
|
||||
_BattleBestPopup:ClosePanel()
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
this:ClosePanel()
|
||||
end
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end, 0, true, true)
|
||||
if m_fightType == BATTLE_TYPE.JumpServerhightLadder then
|
||||
local MyRank = JumpServerManager.GetHightLadderDataMyRank()
|
||||
local OldMyRank = JumpServerManager.GetHightLadderDataOldMyRank()
|
||||
if MyRank ~= OldMyRank then
|
||||
PopupTipPanel.ShowTip(Language[12092] .. MyRank .. Language[12093])
|
||||
elseif MyRank == OldMyRank then
|
||||
PopupTipPanel.ShowTip(Language[12094])
|
||||
end
|
||||
this:ClosePanel()
|
||||
end
|
||||
end, 0,true,true)
|
||||
if m_fightType == BATTLE_TYPE.JumpServerhightLadder then
|
||||
local MyRank = JumpServerManager.GetHightLadderDataMyRank()
|
||||
local OldMyRank = JumpServerManager.GetHightLadderDataOldMyRank()
|
||||
if MyRank ~= OldMyRank then
|
||||
PopupTipPanel.ShowTip(Language[12092].. MyRank ..Language[12093] )
|
||||
elseif MyRank == OldMyRank then
|
||||
PopupTipPanel.ShowTip(Language[12094])
|
||||
end
|
||||
end
|
||||
end)
|
||||
end)
|
||||
else
|
||||
-- 打开关卡奖励界面
|
||||
-- UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function()
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
this:ClosePanel()
|
||||
if m_battlePanel then
|
||||
m_battlePanel:ClosePanel()
|
||||
end
|
||||
this:ClosePanel()
|
||||
-- end)
|
||||
end
|
||||
end
|
||||
|
||||
--添加事件监听(用于子类重写)
|
||||
function BattleWinPopup:AddListener()
|
||||
|
||||
|
@ -523,7 +568,6 @@ end
|
|||
|
||||
--界面打开时调用(用于子类重写)
|
||||
function BattleWinPopup:OnOpen(battlePanel, isBack, fightType, result, showRecord, backPanel, func)
|
||||
|
||||
hadClick = false
|
||||
if battlePanel then
|
||||
m_battlePanel = battlePanel
|
||||
|
@ -564,7 +608,6 @@ end
|
|||
--界面销毁时调用(用于子类重写)
|
||||
function BattleWinPopup:OnDestroy()
|
||||
this.spLoader:Destroy()
|
||||
|
||||
end
|
||||
|
||||
return BattleWinPopup
|
||||
return BattleWinPopup
|
||||
|
|
|
@ -21,6 +21,7 @@ local isPlayerAniEnd = true
|
|||
local itemDataList
|
||||
local showHero = 1
|
||||
local isBackBattle = false
|
||||
local isFightNext = false
|
||||
local conditionGo = {}
|
||||
local starListEffect = {}
|
||||
local soliderAutoTimer = nil
|
||||
|
@ -28,7 +29,6 @@ local soliderAutoTimer = nil
|
|||
--此界面无奈做了两套显示逻辑一个是掉落小于等于25时背景根据元素数量做拉伸状态 另一个是元素大于25做界面做可滑动
|
||||
function RewardItemPopup:InitComponent()
|
||||
this.spLoader = SpriteLoader.New()
|
||||
|
||||
this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
|
||||
this.dropPrefab = Util.GetGameObject(self.gameObject, "frame")
|
||||
--第一种显示
|
||||
|
@ -49,6 +49,8 @@ function RewardItemPopup:InitComponent()
|
|||
-- 战斗结果按钮
|
||||
this.btnResult = Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/grid/Btns/btnResult")
|
||||
this.btnBattleBack = Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/grid/Btns/btnBattleBack")
|
||||
this.btnFightNext = Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/grid/Btns/fightNext")
|
||||
this.btnFightNext:SetActive(false)
|
||||
-- 战斗回放按钮
|
||||
|
||||
--车迟斗法 显示
|
||||
|
@ -114,6 +116,10 @@ function RewardItemPopup:BindEvent()
|
|||
isBackBattle = true
|
||||
BattleManager.BattleBackFun()
|
||||
end)
|
||||
Util.AddClick(this.btnFightNext, function()
|
||||
isFightNext = true
|
||||
self:ClosePanel()
|
||||
end)
|
||||
end
|
||||
|
||||
--界面打开时调用(用于子类重写)
|
||||
|
@ -130,6 +136,7 @@ function RewardItemPopup:OnOpen(...)
|
|||
itemListPrefab = {}
|
||||
itemDataList = {}
|
||||
isBackBattle = false
|
||||
isFightNext = false
|
||||
isPlayerAniEnd = true
|
||||
BagManager.isBagPanel = false
|
||||
isOpenGeiSSRAvtivity = 0
|
||||
|
@ -149,7 +156,8 @@ function RewardItemPopup:OnOpen(...)
|
|||
showHero = true
|
||||
end
|
||||
this.shenying.gameObject:SetActive(false)
|
||||
--如果没有compShowType和Drop--背包已满
|
||||
--如果没有compShowType和Drop
|
||||
--背包已满
|
||||
if not args[4] and (not drop or (#drop.itemlist < 1 and #drop.equipId < 1 and #drop.Hero < 1 and #drop.soulEquip < 1 and #drop.pokemon < 1 and #drop.magicSoldier < 1)) then
|
||||
LogGreen("掉落为空" .. #drop.itemlist)
|
||||
LogError(
|
||||
|
@ -164,6 +172,7 @@ function RewardItemPopup:OnOpen(...)
|
|||
this.btnBattleBack:SetActive(haveRecord and args[5] and BattleManager.GetLastBattleType() ~= BATTLE_TYPE.MAP_FIGHT and
|
||||
not GuideManager.IsInMainGuide() and not MapManager.Mapping and
|
||||
BattleManager.GetLastBattleType() ~= BATTLE_TYPE.TASUILINGXIAO)
|
||||
this.btnFightNext:SetActive(BattleManager.GetLastBattleType() == BATTLE_TYPE.STORY_FIGHT)
|
||||
this.expeditionGo:SetActive(compShowType == 5)
|
||||
this.guildDeathPos:SetActive(compShowType == 4) --十绝阵
|
||||
this.guildTranscript:SetActive(compShowType == 6)
|
||||
|
@ -416,7 +425,8 @@ function this.ChallengeCopyShow()
|
|||
progressBar.fillAmount = t
|
||||
end), data[2], 0.5):SetEase(Ease.Linear)
|
||||
|
||||
local scoreTextArr = { "chall_score_lianghao_zh", "chall_score_youxiu_zh", "chall_score_shishi_zh", "chall_score_chuanshuo_zh",
|
||||
local scoreTextArr = { "chall_score_lianghao_zh", "chall_score_youxiu_zh", "chall_score_shishi_zh",
|
||||
"chall_score_chuanshuo_zh",
|
||||
"chall_score_shenhua_zh" }
|
||||
local scoreImageArr = { "r_hero_tujian_lianghao_zh", "r_hero_tujian_youxiu_zh", "r_hero_tujian_shishi_zh",
|
||||
"r_hero_tujian_chuanshuo_zh", "r_hero_tujian_shenhua_zh" }
|
||||
|
@ -656,9 +666,9 @@ function RewardItemPopup:OnClose()
|
|||
compShowType = 0
|
||||
if func and not isPopGetSSR then
|
||||
if fightConFigData and fightConFigData.PicShow == 1 and FightPointPassManager.isOpenNewChapter then
|
||||
func(isBackBattle)
|
||||
func(isBackBattle,isFightNext)
|
||||
else
|
||||
func(isBackBattle)
|
||||
func(isBackBattle,isFightNext)
|
||||
end
|
||||
end
|
||||
|
||||
|
|
Loading…
Reference in New Issue