【ios推荐服】白片处理,修复无尽副本无法返回,修复副本回到主界面点击其他页签黑屏
parent
59577999a5
commit
fa61ea1317
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@ -557,7 +557,7 @@ function UIManager.CloseStackPanel(uiConfig,isDestroy)
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--如果是全屏窗口,向后回退到一个全屏窗口为止
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if uiConfig.type == UIType.FullType then
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-- 找到上一个全屏窗口的位置
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local startIndex
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local startIndex = 1
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for i = #this.stackList, 1,-1 do
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local panel = this.stackList[i]
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if panel.uiConfig.type == UIType.FullType then
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@ -566,11 +566,13 @@ function UIManager.CloseStackPanel(uiConfig,isDestroy)
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end
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end
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--
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for i = startIndex, #this.stackList do
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local panel = this.stackList[i]
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if panel then
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panel.gameObject:SetActive(true)
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panel:OpenUI(true)
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if startIndex then
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for i = startIndex, #this.stackList do
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local panel = this.stackList[i]
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if panel then
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panel.gameObject:SetActive(true)
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panel:OpenUI(true)
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end
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end
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end
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else
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@ -56,15 +56,12 @@ function EndLessCarbonPanel:BindEvent()
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Util.AddClick(this.btnBack, function ()
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-- !!!! PS: 这里必须是主动打开副本选择界面,从地图中返回时,这个界面的上一级是地图界面,
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-- 如果只是关闭自己,则会打开地图界面,不会打开副本选择界面,导致报错
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PlayerManager.carbonType = 1
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UIManager.OpenPanel(UIName.MainPanel)
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UIManager.OpenPanel(UIName.CarbonTypePanelV2)
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UIManager.OpenPanel(UIName.EndLessCarbonPanel)
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PlayerManager.carbonType = 2
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self:ClosePanel()
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-- UIManager.ClosePanel(UIName.EndLessCarbonPanel)
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-- UIManager.OpenPanel(UIName.MainPanel)
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-- --检测到上一个面板打开之后,关闭自己
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-- CallBackOnPanelOpen(UIName.MainPanel, function()
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-- --检测到上一个面板打开之后,关闭自己
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-- CallBackOnPanelOpen(UIName.CarbonTypePanelV2, function()
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-- UIManager.ClosePanel(UIName.EndLessCarbonPanel)
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-- end)
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-- UIManager.OpenPanel(UIName.CarbonTypePanelV2)
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-- end)
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CarbonManager.difficulty = 0
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@ -19,6 +19,7 @@ function this:InitComponent(gameObject)
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this.spLoader = SpriteLoader.New()
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this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
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this.power = Util.GetGameObject(gameObject, "Power/Value"):GetComponent("Text")
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Util.GetGameObject(gameObject, "Power"):GetComponent("Image").sprite = this.spLoader:LoadSprite("t_tongyong-zhanli_zh")
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this.sureBtn=Util.GetGameObject(gameObject,"sureBtn")
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this.sureBtnText=Util.GetGameObject(gameObject,"sureBtn/Text"):GetComponent("Text")
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--滚动条根节点
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@ -70,7 +70,6 @@ local orginLayer
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local orginLayer1
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local orginLayer2
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local list = {}
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local tabsImg = {"z_icon_01_zh", "r_hero_huo 1_zh", "r_hero_feng 1_zh", "r_hero_shui 1_zh", "r_hero_dadi 1_zh"}
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--初始化组件(用于子类重写)
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function this:InitComponent()
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this.spLoader = SpriteLoader.New()
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@ -471,7 +471,9 @@ function this.ShowCountTime()
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this.bgTime:SetActive(false)
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end
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else
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this.actCountTime.text = GetTimeMaoHaoStrBySeconds(math.floor(leftTime))
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if not this.isPanelClose then
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this.actCountTime.text = GetTimeMaoHaoStrBySeconds(math.floor(leftTime))
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end
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end
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end, 1, -1, true)
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this.timer:Start()
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@ -412,6 +412,8 @@ function this:UpdateBtnList()
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else
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tabsList[k].gameObject:SetActive(true)
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end
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local img = tabsList[k]:GetComponent("Image")
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img.sprite = this.spLoader:LoadSprite("r_hero_xuanze_002")
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local title = Util.GetGameObject(tabsList[k], "Text"):GetComponent("Text")
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local redpot = Util.GetGameObject(tabsList[k], "redPoint")
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title.text = GetCurLanguage() == 0 and v.title or "<size=45>"..v.title.."</size>"
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@ -479,6 +481,7 @@ function this:SetSelectBtn(index)
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this.selectBtn.transform:SetParent(tabsList[index].transform)
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this.selectBtn.transform.localScale = Vector3.one
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this.selectBtn.transform.localPosition=Vector3.zero
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this.selectBtn:GetComponent.sprite = this.spLoader:LoadSprite("r_hero_xuanze_001")
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Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = GetCurLanguage() == 0 and tabs[index].title or "<size=45>"..tabs[index].title.."</size>"--tabs[index].title--
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Util.GetGameObject(self.transform,"talentBtn/tipStr"):SetActive(false)
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if index == 2 then
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@ -195,7 +195,7 @@ function this:OnBtnClick(pt)
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local isOpen = self:CheckIsOpen(pt)
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if isOpen then
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-- 关闭当前界面
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if self.rootPanel.uiConfig.id ~= UIName.FightPointPassMainPanel and (pt ~= PanelTypeView.GongHui or PlayerManager.familyId ~= 0) then
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if pt ~= PanelTypeView.GongHui or PlayerManager.familyId ~= 0 then
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self.rootPanel:ClosePanel()
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end
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-- 打开新界面
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@ -161,6 +161,7 @@ end
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-- 关闭界面时调用
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function UpView:OnClose()
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self.spLoader:Destroy()
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self:_ClearRP()
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if self.timer then
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