require("Base/BasePanel") ExpeditionMainPanel = Inherit(BasePanel) local this = ExpeditionMainPanel local nodeGrid = {} local nodeItemGrid = {} local timer = Timer.New() local npc = "" local GetCurNodeInfo = {}--当前操作层数据 local SkeletonGraphic--动画组件 local isPlayerMove = false--是否在播放人物行走动画 local isAllHaveAttack = false--是否有状态不一致情况 说明不是失败过 就是未领取圣物状态 local nodeGoTable = {} local timer2 = Timer.New() local liveNodeList = {} local targetPosGoAndData local expeditionLeveTable = { [1] = {numStr = "一",nodDi1 = "d_danaotiangong_taizi_01",nodDi2 = "d_danaotiangong_xuanzhongguang_01"}, [2] = {numStr = "二",nodDi1 = "d_danaotiangong_taizi_01",nodDi2 = "d_danaotiangong_xuanzhongguang_01"}, [3] = {numStr = "三",nodDi1 = "d_danaotiangong_taizi_01",nodDi2 = "d_danaotiangong_xuanzhongguang_01"}, [4] = {numStr = "三",nodDi1 = "d_danaotiangong_taizi_02",nodDi2 = "d_danaotiangong_xuanzhongguang_02"}, } local layListGrid = {} local cursortingOrder = 0 --初始化组件(用于子类重写) function ExpeditionMainPanel:InitComponent() cursortingOrder = 0 self.parent = Util.GetGameObject(self.gameObject, "parent") self.gridMask = Util.GetGameObject(self.gameObject, "rect/grid/mask") self.gridMaskImage = Util.GetGameObject(self.gameObject, "rect/grid/mask/Image"):GetComponent("RectTransform") self.bg1 = Util.GetGameObject(self.gameObject, "bg/bg (1)") self.bg2 = Util.GetGameObject(self.gameObject, "bg/bg (2)") self.backBtn = Util.GetGameObject(self.parent, "lowGO/btnBack") self.Btn1 = Util.GetGameObject(self.parent, "lowGO/Btn1") self.Btn2 = Util.GetGameObject(self.parent, "lowGO/Btn2") self.Btn3 = Util.GetGameObject(self.parent, "lowGO/Btn3") self.Btn4 = Util.GetGameObject(self.parent, "upLeftGo/Btn4") self.helpBtn = Util.GetGameObject(self.parent, "upLeftGo/helpBtn") self.redPoint = Util.GetGameObject(self.parent, "upLeftGo/Btn4/redPoint") self.helpPos = Util.GetGameObject(self.parent, "upLeftGo/helpBtn"):GetComponent("RectTransform").localPosition self.titleImageText = Util.GetGameObject(self.parent, "titleImage/titleImage (1)"):GetComponent("Text") self.timeTextGo = Util.GetGameObject(self.parent, "titleImage/timeText") self.timeText = Util.GetGameObject(self.parent, "titleImage/timeText"):GetComponent("Text") nodeGrid = {} nodeItemGrid = {} for i = 1, 1 do nodeGrid[i] = Util.GetGameObject(self.gameObject, "rect/grid/singlePre ("..i..")") local nodeGridItemsGri = {} for j = 1, 3 do nodeGridItemsGri[j] = Util.GetGameObject(nodeGrid[i], "itemList/item ("..j..")") end nodeItemGrid[i] = nodeGridItemsGri end self.mask = Util.GetGameObject(self.parent, "mask") self.mask:SetActive(false) self.UI_effect_BaoXiang = Util.GetGameObject(self.gameObject, "bg/UI_effect_BaoXiang") npc = NameManager.roleSex == ROLE_SEX.BOY and "live2d_npc_map" or "live2d_npc_map_nv" local scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one*0.2 or Vector3.one * 0.12 self.liveNode = poolManager:LoadLive(npc, Util.GetTransform(self.parent, "playerLive"), scale, Vector3.zero) SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic") if SkeletonGraphic then SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true) SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0) end self.singlePre = Util.GetGameObject(self.transform, "singlePre") self.grid = Util.GetGameObject(self.transform, "rect/grid") end --绑定事件(用于子类重写) function ExpeditionMainPanel:BindEvent() Util.AddClick(self.backBtn, function() if isPlayerMove == false then self:ClosePanel() end end) Util.AddClick(self.Btn1, function() UIManager.OpenPanel(UIName.ExpeditionHeroListResurgencePopup) end) Util.AddClick(self.Btn2, function() UIManager.OpenPanel(UIName.ExpeditionHeroListInfoPopup) end) Util.AddClick(self.Btn3, function() UIManager.OpenPanel(UIName.ExpeditionHalidomPanel) end) Util.AddClick(self.Btn4, function() UIManager.OpenPanel(UIName.TreasureOfHeavenPanel) --PopupTipPanel.ShowTip("不可领取奖励!") end) Util.AddClick(self.helpBtn, function() UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Expedition,self.helpPos.x,self.helpPos.y) end) BindRedPointObject(RedPointType.Expedition_Treasure, self.redPoint) end --添加事件监听(用于子类重写) function ExpeditionMainPanel:AddListener() Game.GlobalEvent:AddEvent(GameEvent.Expedition.RefreshPlayAniMainPanel, self.PlayerMoveFun, self) Game.GlobalEvent:AddEvent(GameEvent.Expedition.RefreshMainPanel, self.OnShowNodeData, self) end --移除事件监听(用于子类重写) function ExpeditionMainPanel:RemoveListener() Game.GlobalEvent:RemoveEvent(GameEvent.Expedition.RefreshPlayAniMainPanel, self.PlayerMoveFun, self) Game.GlobalEvent:RemoveEvent(GameEvent.Expedition.RefreshMainPanel, self.OnShowNodeData, self) end --界面打开时调用(用于子类重写) function ExpeditionMainPanel:OnOpen() self:OnShowNodeData() if ExpeditionManager.GetActivityStarOpenRedPoint() then PlayerPrefs.SetInt(PlayerManager.uid.."Expedition", 1) end local timeNum = (ExpeditionManager.startTime + ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,JumpType.Expedition).SeasonInterval ) - GetTimeStamp() self:RemainTimeDown(self.timeTextGo,self.timeText,timeNum) end function ExpeditionMainPanel:OnSortingOrderChange() self.gridMask:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1 self.parent:GetComponent("Canvas").sortingOrder = self.sortingOrder + 2 --cursortingOrder = self.sortingOrder end --界面打开或者重新打开后,界面刷新时调用(用于子类重写) function ExpeditionMainPanel:OnShow() -- isAllHaveAttack = false -- nodeGoTable = {} -- self:OnShowNodeData() --self:StarPlayerMoveFun() -- 音效 SoundManager.PlayMusic(SoundConfig.BGM_Carbon) end --实例化层数信息 function ExpeditionMainPanel:OnShowNodeData() isPlayerMove = false isAllHaveAttack = false nodeGoTable = {} self.titleImageText.text = "大闹天宫 第"..expeditionLeveTable[ExpeditionManager.expeditionLeve].numStr.."层" self.bg1:SetActive(ExpeditionManager.expeditionLeve ~= 4) self.bg2:SetActive(ExpeditionManager.expeditionLeve == 4) ExpeditionManager.ExpeditionRrefreshFormation()--刷新编队 ExpeditionManager.GetActivityIsShowRedPoint(false,"1")--刷新红点 self.mask:SetActive(isPlayerMove) self.UI_effect_BaoXiang.transform:SetParent(self.transform) self.UI_effect_BaoXiang:SetActive(false) --节点 local AllLayNodeList = ExpeditionManager.GetAllLayNodeList()--所有层所有节点信息 if AllLayNodeList == nil then return end local curAllLayNodeList = {} for i = #AllLayNodeList, 1, -1 do--从下到上显示 所以倒序 table.insert(curAllLayNodeList,AllLayNodeList[i]) end GetCurNodeInfo = ExpeditionManager.GetCurNodeInfo() self.gridMaskImage.sizeDelta = Vector2.New(0,(3000/#curAllLayNodeList)*(#curAllLayNodeList - (GetCurNodeInfo.lay + 2))) for i = 1, math.max(#curAllLayNodeList, #layListGrid) do local go = layListGrid[i] if not go then go = newObject(self.singlePre) go.transform:SetParent(self.grid.transform) go.transform.localScale = Vector3.one go.transform.localPosition = Vector3.zero layListGrid[i] = go end go.gameObject:SetActive(false) end for i = 1, #AllLayNodeList do ExpeditionMainPanel:SingleLayNodeShow(layListGrid[i],curAllLayNodeList[i]) layListGrid[i]:SetActive(true) end local gridH = 2566--self.grid:GetComponent("RectTransform").sizeDelta.y local rectH = 1656--self.grid.transform.parent:GetComponent("RectTransform").sizeDelta.y local endH = gridH - rectH local curlay = GetCurNodeInfo.lay if curlay <= 4 then local y = endH / 4 y = endH - (curlay - 1) * y self.grid:GetComponent("RectTransform").anchoredPosition = Vector3.New(0,y,0) end --self.ScrollView:SetData(curAllLayNodeList, function (index, go) -- self:SingleLayNodeShow(go,curAllLayNodeList[index],(#AllLayNodeList - index) + 1) --end) --LogError("#AllLayNodeList - GetCurNodeInfo.lay "..#AllLayNodeList - GetCurNodeInfo.lay) --local curIndex = #AllLayNodeList - GetCurNodeInfo.lay --if curIndex == 0 then -- curIndex = curIndex + 1 --end --self.ScrollView:SetIndex(curIndex) end --实例化每层信息 function ExpeditionMainPanel:SingleLayNodeShow(go,layNodeListData) nodeGoTable[go.name] = {data = layNodeListData,goData = go} local nodeGo = go --卸载加载的立绘 if liveNodeList[go] then for i = 1, #liveNodeList[go] do local item = liveNodeList[go][i] poolManager:UnLoadLive(item.name, item.go, PoolManager.AssetType.GameObject) end end liveNodeList[go] = {} --判断是否有未打赢过 和 未获取圣物的状态 local isAttack = false for j = 1, 3 do Util.GetGameObject(nodeGo, "itemList/item ("..j..")"):SetActive(false) if #layNodeListData >= j then if (layNodeListData[j].state == ExpeditionNodeState.NoPass or layNodeListData[j].state == ExpeditionNodeState.NoGetEquip) and GetCurNodeInfo.lay == layNodeListData[j].lay then isAttack = true isAllHaveAttack = true end end end if self.liveNode then self.liveNode:SetActive(true)--玩家形象立绘 end for i = 1, #layNodeListData do--每个节点显示 --LogError(layNodeListData[i].lay.." "..layNodeListData[i].sortId.." "..layNodeListData[i].state.." "..GetCurNodeInfo.lay) Util.GetGameObject(nodeGo, "itemList/item ("..i..")"):SetActive(true) --Util.GetGameObject(nodeGo, "itemList/item ("..i..")"):GetComponent("PlayFlyAnim"):PlayHideAnim() Util.GetGameObject(nodeGo, "itemList/item ("..i..")/parent").transform.localPosition = Vector3.zero local curItemGo = Util.GetGameObject(nodeGo, "itemList/item ("..i..")/parent") self:SingleNodeInfoIconShow(curItemGo,layNodeListData[i],isAttack) ---实例化动画--- if GetCurNodeInfo.lay <= layNodeListData[i].lay and layNodeListData[i].lay ~= 1 then liveNodeList[go][i] = self:InitLiveSet(layNodeListData[i].type, Util.GetGameObject(curItemGo, "goParent")) end -------------- Util.GetGameObject(curItemGo, "infoIcon"):SetActive(true) local pedestalImage = Util.GetGameObject(curItemGo, "pedestalImage") local goParent = Util.GetGameObject(curItemGo, "goParent") local halidomParent = Util.GetGameObject(curItemGo, "halidomParent") pedestalImage:GetComponent("Image").sprite = Util.LoadSprite(expeditionLeveTable[ExpeditionManager.expeditionLeve].nodDi1) local okAttackDi = Util.GetGameObject(curItemGo, "okAttackDi") okAttackDi:GetComponent("Image").sprite = Util.LoadSprite(expeditionLeveTable[ExpeditionManager.expeditionLeve].nodDi2) local okAttackImage = Util.GetGameObject(curItemGo, "okAttackImage") okAttackImage:SetActive(layNodeListData[i].state == ExpeditionNodeState.NoPass or layNodeListData[i].state == ExpeditionNodeState.NoGetEquip) okAttackDi:SetActive(layNodeListData[i].state == ExpeditionNodeState.NoPass or layNodeListData[i].state == ExpeditionNodeState.NoGetEquip) Util.GetGameObject(curItemGo, "click"):SetActive(true) local clickbtn = Util.GetGameObject(curItemGo, "click") local pos = Util.GetGameObject(curItemGo, "pos")--节点位置 人物动画用 --pos.transform.localPosition = Vector3.New(0,-10,0) pedestalImage:SetActive(true) goParent:SetActive(true) halidomParent:SetActive(true) clickbtn:SetActive(true) if layNodeListData[i].lay < GetCurNodeInfo.lay then goParent:SetActive(false) halidomParent:SetActive(false) okAttackImage:SetActive(false) okAttackDi:SetActive(false) Util.GetGameObject(curItemGo, "click"):SetActive(false) Util.GetGameObject(curItemGo, "infoIcon"):SetActive(false) if layNodeListData[i].state == ExpeditionNodeState.Over then--未打但已通过 pedestalImage:SetActive(false) end elseif layNodeListData[i].lay == GetCurNodeInfo.lay then if layNodeListData[i].state == ExpeditionNodeState.No then--未打过 elseif layNodeListData[i].state == ExpeditionNodeState.NoPass then--打未通过 elseif layNodeListData[i].state == ExpeditionNodeState.NoGetEquip then--未领取圣物 elseif layNodeListData[i].state == ExpeditionNodeState.Finish then--已打过 self:PlayerMovePosFun(pos,nodeGo,curItemGo) goParent:SetActive(false) elseif layNodeListData[i].state == ExpeditionNodeState.Over then--未打但已通过 goParent:SetActive(false) halidomParent:SetActive(false) okAttackImage:SetActive(false) okAttackDi:SetActive(false) Util.GetGameObject(curItemGo, "click"):SetActive(false) pedestalImage:SetActive(false) Util.GetGameObject(curItemGo, "infoIcon"):SetActive(false) end elseif layNodeListData[i].lay > GetCurNodeInfo.lay then if layNodeListData[i].state == ExpeditionNodeState.No then--打未通过 if layNodeListData[i].lay >= GetCurNodeInfo.lay + 3 then if layNodeListData[i].type == ExpeditionNodeType.Jy or layNodeListData[i].type == ExpeditionNodeType.Common then goParent:SetActive(false) clickbtn:SetActive(false) end end elseif layNodeListData[i].state == ExpeditionNodeState.NoPass then--打未通过 elseif layNodeListData[i].state == ExpeditionNodeState.NoGetEquip then--未领取圣物 goParent:SetActive(false) self.UI_effect_BaoXiang.transform:SetParent(halidomParent.transform) self.UI_effect_BaoXiang.transform.localPosition=Vector3.zero; self.UI_effect_BaoXiang:SetActive(true) elseif layNodeListData[i].state == ExpeditionNodeState.Over then--未打但已通过 pedestalImage:SetActive(false) end end Util.AddOnceClick(clickbtn, function() if isPlayerMove then return end ExpeditionManager.curAttackNodeInfo = layNodeListData[i] targetPosGoAndData = {pos = pos,layGo = nodeGo,layAllData = layNodeListData,curNodeData = layNodeListData[i]} if layNodeListData[i].state == ExpeditionNodeState.No then if layNodeListData[i].type == ExpeditionNodeType.Boss or layNodeListData[i].type == ExpeditionNodeType.Jy or layNodeListData[i].type == ExpeditionNodeType.Common then UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Monster,layNodeListData[i],1) elseif layNodeListData[i].type == ExpeditionNodeType.Reply then--回复节点 local num = ConfigManager.GetConfigData(ConfigName.ExpeditionSetting,1).RegeneratePercent/100 MsgPanel.ShowOne("一眼神奇的甘泉,可使所有存活的猎妖师回复生命上限"..num.."%的生命值!", nil, "确定", "蟠桃树") elseif layNodeListData[i].type == ExpeditionNodeType.Resurgence then--复活节点 MsgPanel.ShowOne("神灵赐福的玉蝶,散发着五彩神光,可复活一个已死亡的猎妖师,若无猎妖师死亡,则随机将一个猎妖师恢复至满血。", nil, "确定", "八卦炼丹炉") elseif layNodeListData[i].type == ExpeditionNodeType.Recruit then--招募节点 UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Recruit,layNodeListData[i],1) elseif layNodeListData[i].type == ExpeditionNodeType.Shop then--商店节点 UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Shop,layNodeListData[i],1) elseif layNodeListData[i].type == ExpeditionNodeType.Trail then--试炼节点 UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Trail,layNodeListData[i],1) elseif layNodeListData[i].type == ExpeditionNodeType.Greed then--贪婪节点 UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Greed,layNodeListData[i],1) elseif layNodeListData[i].type == ExpeditionNodeType.Reward then--最后奖励节点 PopupTipPanel.ShowTip("不可领取奖励!") end elseif layNodeListData[i].state == ExpeditionNodeState.NoPass then if layNodeListData[i].type == ExpeditionNodeType.Boss or layNodeListData[i].type == ExpeditionNodeType.Jy or layNodeListData[i].type == ExpeditionNodeType.Common then UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Monster,layNodeListData[i],2) elseif layNodeListData[i].type == ExpeditionNodeType.Halidom then--圣物节点 UIManager.OpenPanel(UIName.ExpeditionSelectHalidomPanel,false) elseif layNodeListData[i].type == ExpeditionNodeType.Reply then--回复节点 local num = ConfigManager.GetConfigData(ConfigName.ExpeditionSetting,1).RegeneratePercent/100 MsgPanel.ShowOne("一眼神奇的甘泉,可使所有存活的猎妖师回复生命上限"..num.."%的生命值,是否前往?", function() NetManager.ReCoverExpeditionHeroRequest(layNodeListData[i].sortId,function (msg) ExpeditionManager.UpdateHeroHpValue(msg.heroInfo) self:PlayerMoveFun() PopupTipPanel.ShowTip("已成功复活猎妖师!") end) end, "前往", "蟠桃树") elseif layNodeListData[i].type == ExpeditionNodeType.Resurgence then--复活节点 MsgPanel.ShowOne("神灵赐福的玉蝶,散发着五彩神光,可复活一个已死亡的猎妖师,若无猎妖师死亡,则随机将一个猎妖师恢复至满血。", function() local cueSelectHeroDid = self:HeroResurgence() --LogError("cueSelectHeroDid "..cueSelectHeroDid) NetManager.ReliveExpeditionHeroRequest(cueSelectHeroDid,layNodeListData[i].sortId,function() PopupTipPanel.ShowTip("已成功复活猎妖师!") self:PlayerMoveFun() end) end, "前往", "八卦炼丹炉") elseif layNodeListData[i].type == ExpeditionNodeType.Recruit then--招募节点 UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Recruit,layNodeListData[i],2,function () self:PlayerMoveFun() end) elseif layNodeListData[i].type == ExpeditionNodeType.Shop then--商店节点 UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Shop,layNodeListData[i],2,function () self:PlayerMoveFun() end) elseif layNodeListData[i].type == ExpeditionNodeType.Trail then--试炼节点 UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Trail,layNodeListData[i],2) elseif layNodeListData[i].type == ExpeditionNodeType.Greed then--贪婪节点 UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Greed,layNodeListData[i],2) elseif layNodeListData[i].type == ExpeditionNodeType.Reward then--最后奖励节点 NetManager.TakeExpeditionBoxRewardRequest( layNodeListData[i].sortId,function (msg) UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function () --LogError("#msg.leve "..#msg.leve) if #msg.leve > 1 then MsgPanel.ShowTwo("普通模式 or 困难模式?", function() ExpeditionManager.expeditionLeve = msg.leve[1] self:RefreshManagerData() end, function() ExpeditionManager.expeditionLeve = msg.leve[2] self:RefreshManagerData() end, "普通","困难") elseif #msg.leve == 1 then ExpeditionManager.expeditionLeve = msg.leve[1] MsgPanel.ShowOne("前往下一层", function() self:RefreshManagerData() end) else PopupTipPanel.ShowTip("已通关本次大闹天宫!") end end) end) end elseif layNodeListData[i].state == ExpeditionNodeState.NoGetEquip then UIManager.OpenPanel(UIName.ExpeditionSelectHalidomPanel,false) elseif layNodeListData[i].state == ExpeditionNodeState.Finish then PopupTipPanel.ShowTip("已完成!") elseif layNodeListData[i].state == ExpeditionNodeState.Over then PopupTipPanel.ShowTip("已通过!") end end) end end --刷新倒计时显示 function ExpeditionMainPanel:RemainTimeDown(_timeTextExpertgo,_timeTextExpert,timeDown) if timeDown > 0 then _timeTextExpertgo:SetActive(true) _timeTextExpert.text = "剩余时间:"..self:TimeStampToDateString(timeDown) if timer then timer:Stop() timer = nil end timer = Timer.New(function() _timeTextExpert.text = "剩余时间:"..self:TimeStampToDateString(timeDown) if timeDown < 0 then _timeTextExpertgo:SetActive(false) timer:Stop() timer = nil end timeDown = timeDown - 1 end, 1, -1, true) timer:Start() else _timeTextExpertgo:SetActive(false) end end function ExpeditionMainPanel:TimeStampToDateString(second) local day = math.floor(second / (24 * 3600)) local minute = math.floor(second / 60) % 60 local sec = second % 60 local hour = math.floor(math.floor(second - day * 24 * 3600 - sec - minute * 60) / 3600) return string.format("%02d时%02d分%02d秒", hour, minute, sec) end --界面关闭时调用(用于子类重写) function ExpeditionMainPanel:OnClose() if timer then timer:Stop() timer = nil end if timer2 then timer2:Stop() timer2 = nil end end --界面销毁时调用(用于子类重写) function ExpeditionMainPanel:OnDestroy() --if live2dList and #live2dList > 0 then -- for i = 1, #live2dList do -- poolManager:UnLoadLive(live2dList[i][1], live2dList[i][2], PoolManager.AssetType.GameObject) -- live2dList[i] = nil -- end --end --live2dList = {} if self.liveNode then poolManager:UnLoadLive(npc, self.liveNode, PoolManager.AssetType.GameObject) self.liveNode = nil end layListGrid = {} ClearRedPointObject(RedPointType.Expedition_Treasure) end --实例化节点立绘 function ExpeditionMainPanel:InitLiveSet(iconId, go) local configData = ConfigManager.GetConfigData(ConfigName.ExpeditionNodeConfig,iconId) local live2d = poolManager:LoadLive(configData.Icon, Util.GetTransform(go, "goParent"), Vector3.one * configData.Scale, Vector3.New(configData.Position[1], configData.Position[2],0)) --local curLive = {configData.Icon,live2d} --table.insert(live2dList,curLive) local skeleton = live2d:GetComponent("SkeletonGraphic") if skeleton and iconId == 2 then--首领 skeleton.AnimationState:SetAnimation(0, "idle2", true) end return {name=configData.Icon, go=live2d} end -- 设置文本透明度 function ExpeditionMainPanel:SetCurAlpha(text, a) local color = text.color color.a = a text.color = color end function ExpeditionMainPanel:StarPlayerMoveFun() --Log("isAllHaveAttack "..tostring(isAllHaveAttack)) if isAllHaveAttack then return end self.liveNode.transform.localPosition = Vector3.zero local targetPos = self.liveNode.transform.localPosition + Vector3.New(430,0,0) SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0) isPlayerMove = true self.mask:SetActive(isPlayerMove) --Log("self.mask "..tostring(isPlayerMove)) SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true) self.liveNode.transform:DOLocalMove(targetPos, 1, false):OnStart(function () end):OnComplete(function () --Log("行走完毕") SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) isPlayerMove = false self.mask:SetActive(isPlayerMove) --Log("self.mask "..tostring(isPlayerMove)) end):SetEase(Ease.Linear) end function ExpeditionMainPanel:EndPlayerMoveFun(fun) if curNodeGo then Util.GetGameObject(curNodeGo, "finish"):SetActive(true) Util.GetGameObject(curNodeGo, "itemList"):SetActive(false) end local targetPos = Vector3.New(1706,0,0) SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0) isPlayerMove = true self.mask:SetActive(isPlayerMove) --Log("self.mask "..tostring(isPlayerMove)) SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true) local timeNum = math.abs(self.liveNode.transform.localPosition.x - targetPos.x)/350--350/1s self.liveNode.transform:DOLocalMove(targetPos, timeNum, false):OnStart(function () end):OnComplete(function () --Log("行走完毕") SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) isPlayerMove = false self.mask:SetActive(isPlayerMove) self:SelfUpdataPanelShow() end):SetEase(Ease.Linear) end function ExpeditionMainPanel:PlayerMovePosFun(nodeGo,curItemGo) self.liveNode.transform:SetParent(nodeGo.transform) self.liveNode.transform.localPosition = Vector3.zero SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) end function ExpeditionMainPanel:SingleNodeInfoIconShow(nodeGo,layNodeData) local infoIcon = Util.GetGameObject(nodeGo, "infoIcon") infoIcon :SetActive(false) local warPowerGo = Util.GetGameObject(infoIcon, "warPowerGo") warPowerGo:SetActive(false) local iconImage = Util.GetGameObject(warPowerGo, "iconImage"):GetComponent("Image") local powerText = Util.GetGameObject(warPowerGo, "powerText"):GetComponent("Text") local textIconGo = Util.GetGameObject(infoIcon, "textIconGo") textIconGo:SetActive(false) local iconImage2 = Util.GetGameObject(textIconGo, "iconImage"):GetComponent("Image") if GetCurNodeInfo.lay == layNodeData.lay then--当前层 infoIcon:SetActive(false) if layNodeData.type == ExpeditionNodeType.Jy or layNodeData.type == ExpeditionNodeType.Boss or layNodeData.type == ExpeditionNodeType.Common then warPowerGo:SetActive(false) iconImage.sprite = Util.LoadSprite(ExpeditionManager.NodeInfoIcon[layNodeData.type]) powerText.text = layNodeData.bossTeaminfo.totalForce elseif layNodeData.type == ExpeditionNodeType.Resurgence or layNodeData.type == ExpeditionNodeType.Reply or layNodeData.type == ExpeditionNodeType.Halidom then textIconGo:SetActive(false) iconImage2.sprite = Util.LoadSprite(ExpeditionManager.NodeInfoIcon[layNodeData .type]) end if isAllHaveAttack then if layNodeData.state == ExpeditionNodeState.No then--关闭 状态 infoIcon:SetActive(false) elseif layNodeData.state == ExpeditionNodeState.NoGetEquip then--未领圣物状态 warPowerGo:SetActive(false) textIconGo:SetActive(false) iconImage2.sprite = Util.LoadSprite(ExpeditionManager.NodeInfoIcon[ExpeditionNodeType.Halidom]) end end end end function ExpeditionMainPanel:PlayerMoveFun() if not targetPosGoAndData.pos then return end targetPosGoAndData.pos:SetActive(true) self.liveNode.transform:SetParent(targetPosGoAndData.pos.transform) local oldPos = self.liveNode.transform.localPosition local targetPos = targetPosGoAndData.pos.transform.localPosition - Vector3.New(0,69,0) if oldPos.x - targetPos.x > 0 then SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 180, 0) else SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0) end isPlayerMove = true self.mask:SetActive(isPlayerMove) SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true) local timeNum = math.abs(oldPos.y - targetPos.y)/350--350/1s self.liveNode.transform:DOLocalMove(targetPos, timeNum, false):OnStart(function () end):OnComplete(function () --Log("行走完毕") SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) isPlayerMove = false self.mask:SetActive(isPlayerMove) --self:SelfUpdataPanelShow() for i = 1, #targetPosGoAndData.layAllData do if targetPosGoAndData.layAllData[i].sortId ~= targetPosGoAndData.curNodeData.sortId then local curItemGoPlayFly = Util.GetGameObject(targetPosGoAndData.layGo, "itemList/item ("..i..")"):GetComponent("PlayFlyAnim") curItemGoPlayFly:PlayAnim(true) end end if timer2 then timer2:Stop() timer2 = nil end timer2 = Timer.New(function() if targetPosGoAndData.curNodeData.type == ExpeditionNodeType.Shop then NetManager.StoreNodeRequest(targetPosGoAndData.curNodeData.sortId,function () UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Shop,targetPosGoAndData.curNodeData,3,function () self:OnShowNodeData() end) end) else self:OnShowNodeData() end end, 1.5) timer2:Start() end):SetEase(Ease.Linear) end function ExpeditionMainPanel:SelfUpdataPanelShow() self.UI_effect_BaoXiang.transform:SetParent(self.transform) self.UI_effect_BaoXiang:SetActive(false) local AllLayNodeList = ExpeditionManager.GetAllLayNodeList() if AllLayNodeList == nil then return end local curAllLayNodeList = {} for i = #AllLayNodeList, 1, -1 do table.insert(curAllLayNodeList,AllLayNodeList[i]) end GetCurNodeInfo = ExpeditionManager.GetCurNodeInfo() isAllHaveAttack = false local curNodeGo --nodeGoTable data = layNodeListData,goData = go for i, v in pairs(nodeGoTable) do if v.data[1].lay == GetCurNodeInfo.lay then curNodeGo = v.goData --Log("v.goData "..v.goData.name) end end if curNodeGo then self:SingleLayNodeShow(curNodeGo,curAllLayNodeList[15 - GetCurNodeInfo.lay + 1],GetCurNodeInfo.lay) end end function ExpeditionMainPanel:RefreshManagerData() --LogError("ExpeditionManager.expeditionLeve "..ExpeditionManager.expeditionLeve) NetManager.GetExpeditionRequest(ExpeditionManager.expeditionLeve,function () self:OnShowNodeData() end) end function ExpeditionMainPanel:HeroResurgence() local heroDid = "" local roleDidDatas = {} local roleHurtDatas = {} local _roleDatas = HeroManager.GetAllHeroDatas(1) for i = 1, #_roleDatas do local heroHp = 0 if ExpeditionManager.heroInfo[_roleDatas[i].dynamicId] then heroHp = ExpeditionManager.heroInfo[_roleDatas[i].dynamicId].remainHp if heroHp <= 0 then table.insert(roleDidDatas,_roleDatas[i]) elseif heroHp < 1 then table.insert(roleHurtDatas,_roleDatas[i]) end end end local cuSelectHeroIndex = 0 if roleDidDatas and #roleDidDatas > 0 then cuSelectHeroIndex = math.random(1,#roleDidDatas) heroDid = roleDidDatas[cuSelectHeroIndex].dynamicId elseif roleHurtDatas and #roleHurtDatas > 0 then cuSelectHeroIndex = math.random(1,#roleHurtDatas) heroDid = roleHurtDatas[cuSelectHeroIndex].dynamicId else heroDid = _roleDatas[1].dynamicId end return heroDid end return ExpeditionMainPanel