小兵替换战力变化添加显示
parent
b55e3bbe71
commit
fd3ac0926a
File diff suppressed because it is too large
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@ -569,5 +569,6 @@ GameEvent = {
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Solider={
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RefreshSoliderInfoWindow = "RefreshSoliderInfoWindow", --刷新小兵界面
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RefreshLvInfo ="RefreshLvInfo", --刷新小兵等级
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ShowSoliderChangeInfo="RefreshLvInfo",--显示小兵改变信息
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},
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}
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@ -248,6 +248,8 @@ function FightPointPassMainPanel:InitComponent()
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this.soliderList[i].lv=Util.GetGameObject(go, "lv"):GetComponent("Text")
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this.soliderList[i].type=Util.GetGameObject(go, "type"):GetComponent("Text")
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this.soliderList[i].lock=Util.GetGameObject(go, "Image")
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this.soliderList[i].effect=Util.GetGameObject(go, "effect")
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this.soliderList[i].stateImg=Util.GetGameObject(go, "changeImg"):GetComponent("Image")
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end
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--战斗部分
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this.battlePanel=Util.GetGameObject(self.gameObject, "Bg/battlePanel")
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@ -482,6 +484,7 @@ function this.RefreshSoliderInfo()
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this.soliderList[i].icon.gameObject:SetActive(true)
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this.soliderList[i].lv.gameObject:SetActive(true)
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this.soliderList[i].type.gameObject:SetActive(false)
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--this.soliderList[i].lock:SetActive(false)
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local data=dataList[i]
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this.soliderList[i].bg.sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(data.quality))
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@ -501,18 +504,40 @@ function this.RefreshSoliderInfo()
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--this.soliderList[i].lock:SetActive(true)
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end
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--
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this.soliderList[i].effect:SetActive(false)
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Util.SetParticleSortLayer(this.soliderList[i].effect,orginLayer+1)
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this.soliderList[i].stateImg.gameObject:SetActive(false)
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this.soliderList[i].lock:SetActive(CheckListIsContainValue1(openList,i)==false)
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end
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this.ShowBattleInfo()
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end
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function this.ShowSoliderChange(_pos,_isUp)
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--LogError("_pos======================".._pos.." _isup==="..tostring(_isUp))
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this.soliderList[_pos].effect:SetActive(true)
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local str=""
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if _isUp then
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str="r_hero_zhanlishangsheng_png"
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else
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str="r_hero_zhanlixiajiang_png"
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end
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this.soliderList[_pos].stateImg.gameObject:SetActive(true)
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this.soliderList[_pos].stateImg.sprite=this.spLoader:LoadSprite(str)
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Timer.New(function()
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this.soliderList[_pos].stateImg.gameObject:SetActive(false)
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this.soliderList[_pos].effect:SetActive(false)
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end, 5, 1, true):Start()
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end
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local soliderPreList={}
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local bossSpine
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function this.ShowBattleInfo()
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--显示boss
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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 bossName=GetResourcePath(heroData.Live)
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@ -819,6 +844,7 @@ function FightPointPassMainPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Solider.RefreshSoliderInfoWindow, this.RefreshSoliderInfo)
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Game.GlobalEvent:AddEvent(GameEvent.Solider.RefreshLvInfo, this.RefreshLvInfo)
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Game.GlobalEvent:AddEvent(GameEvent.Mission.OnOpenFight, this.RefreshBossInfo)
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Game.GlobalEvent:AddEvent(GameEvent.Solider.ShowSoliderChangeInfo, this.ShowSoliderChange)
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end
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--移除事件监听(用于子类重写)
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@ -841,6 +867,7 @@ function FightPointPassMainPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Solider.RefreshSoliderInfoWindow, this.RefreshSoliderInfo)
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Game.GlobalEvent:RemoveEvent(GameEvent.Solider.RefreshLvInfo, this.RefreshLvInfo)
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Game.GlobalEvent:RemoveEvent(GameEvent.Mission.OnOpenFight, this.RefreshBossInfo)
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Game.GlobalEvent:RemoveEvent(GameEvent.Solider.ShowSoliderChangeInfo, this.ShowSoliderChange)
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end
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--界面打开时调用(用于子类重写)
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@ -10,7 +10,10 @@ local oldWarPower=0
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local team
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local state
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local quaName={"粗糙","普通","优良","优秀","稀有","史诗","传说","神话"}
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local isUp=true
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local type=0
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local oldData=nil
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local newData=nil
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function SmallSoldierInfoPanel:InitComponent()
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self.spLoader = SpriteLoader.New()
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self.btn_close=Util.GetGameObject(self.gameObject, "mask")
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@ -45,34 +48,38 @@ function SmallSoldierInfoPanel:BindEvent()
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--上阵按钮
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Util.AddClick(self.btn_up,function()
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NetManager.ReplaceSoldierRequest(1,0,function ()
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self:ClosePanel()
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Solider)
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NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
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local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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if oldWarPower ~= tempPower then
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
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end
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Solider)
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NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
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local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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if oldWarPower ~= tempPower then
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
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end
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isUp=true
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Game.GlobalEvent:DispatchEvent(GameEvent.Solider.ShowSoliderChangeInfo,newData.type,isUp)
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self:ClosePanel()
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end)
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end)
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--替换按钮
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Util.AddClick(self.btn_change,function()
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NetManager.ReplaceSoldierRequest(1,state,function ()
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Solider)
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NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
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local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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if oldWarPower ~= tempPower then
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LogError("tempPower-old=================="..tempPower-oldWarPower)
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
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isUp= tempPower- oldWarPower>0
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oldWarPower=tempPower
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end
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Game.GlobalEvent:DispatchEvent(GameEvent.Solider.ShowSoliderChangeInfo,newData.type,isUp)
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if state==1 then
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self:ClosePanel()
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Solider)
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NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
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local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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if oldWarPower ~= tempPower then
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LogError("tempPower-old=================="..tempPower-oldWarPower)
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
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oldWarPower=tempPower
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end
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else
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self:OnShow()
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end
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end)
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end)
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@ -93,9 +100,7 @@ function SmallSoldierInfoPanel:RemoveListener()
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end
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local type=0
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local oldData=nil
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local newData=nil
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--待功能扩展(试图打开某个状态)
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function SmallSoldierInfoPanel:OnOpen(...)
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local args={...}
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@ -259,8 +264,10 @@ 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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