648 lines
26 KiB
Lua
648 lines
26 KiB
Lua
require("Base/BasePanel")
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XiaoYaoMapPanel = Inherit(BasePanel)
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local this = XiaoYaoMapPanel
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local cursortingOrder=0
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local mapData={}
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local curGridIndex=1
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local allGridData={}
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local isAuto=false --是否开启自动游历
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local isAutoRun=false --是否在自动游历中
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local priThread = nil
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local saiNum=1 --骰子数量
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local eventTimer
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local shopLeftTime=0
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local heroNum=0
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local rouleLeftTime=0
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local rouleNum=0
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local bossLeftTime=0
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local bossNum=0
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local isPlayMove=0
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local targetBtn
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local costNum --每次摇骰子消耗道具数量
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local saiziImage={"x_xiaoyaoyou_saizi_01","x_xiaoyaoyou_saizi_02","x_xiaoyaoyou_saizi_03","x_xiaoyaoyou_saizi_04","x_xiaoyaoyou_saizi_05","x_xiaoyaoyou_saizi_06"}
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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.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
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this.mapName=Util.GetGameObject(self.gameObject,"mapTitle/mapName"):GetComponent("Text")
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this.mapProcess=Util.GetGameObject(self.gameObject,"mapTitle/mapProcess"):GetComponent("Text")
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this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
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this.shopBtn = Util.GetGameObject(self.gameObject, "btnGrid/shopBtn")
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this.shopTime=Util.GetGameObject(self.gameObject, "btnGrid/shopBtn/time"):GetComponent("Text")
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this.shopNum=Util.GetGameObject(self.gameObject, "btnGrid/shopBtn/num/Text"):GetComponent("Text")
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Util.GetGameObject(self.gameObject, "btnGrid/shopBtn/btnName"):GetComponent("Text").text="东海寻仙"
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this.rouleBtn = Util.GetGameObject(self.gameObject, "btnGrid/rouleBtn")
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this.rouleTime=Util.GetGameObject(self.gameObject, "btnGrid/rouleBtn/time"):GetComponent("Text")
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this.rouleNum=Util.GetGameObject(self.gameObject, "btnGrid/rouleBtn/num/Text"):GetComponent("Text")
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Util.GetGameObject(self.gameObject, "btnGrid/rouleBtn/btnName"):GetComponent("Text").text="幸运转盘"
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this.bossBtn = Util.GetGameObject(self.gameObject, "btnGrid/bossBtn")
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this.bossTime=Util.GetGameObject(self.gameObject, "btnGrid/bossBtn/time"):GetComponent("Text")
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this.bossNum=Util.GetGameObject(self.gameObject, "btnGrid/bossBtn/num/Text"):GetComponent("Text")
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Util.GetGameObject(self.gameObject, "btnGrid/bossBtn/btnName"):GetComponent("Text").text="幻魔入侵"
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this.previewBtn=Util.GetGameObject(self.gameObject, "previewBtn")
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this.autoBtn=Util.GetGameObject(self.gameObject, "auto")--自动游历按钮
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this.toggle=Util.GetGameObject(self.gameObject, "auto/toggle")--自动游历开关显示
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this.mapParent=Util.GetGameObject(self.gameObject,"mapParent")
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this.gridParent=Util.GetGameObject(self.gameObject,"mapParent/gridParent")
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this.grid=Util.GetGameObject(self.gameObject,"prefab/grid")
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--this.eventPoint=Util.GetGameObject(self.gameObject,"prefab/eventPoint")
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this.startBtn=Util.GetGameObject(self.gameObject,"startBtn")
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this.isStart=Util.GetGameObject(self.gameObject,"isStart")
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this.isStartImage=Util.GetGameObject(self.gameObject,"isStart/Image"):GetComponent("Image")
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this.TT=Util.GetGameObject(self.gameObject,"mapParent/TT")
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this.mapY=this.mapParent.transform.localPosition.y
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-- 逍遥点刷新倒计时显示
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this.bgTime = Util.GetGameObject(self.gameObject, "costProp/Bgtime")
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this.costIcon=Util.GetGameObject(self.gameObject, "costProp/icon"):GetComponent("Image")
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this.costInfo=Util.GetGameObject(self.gameObject, "costProp/energyInfo"):GetComponent("Text")
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this.addItmBtn = Util.GetGameObject(self.gameObject, "costProp/add")
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this.actCountTime = Util.GetGameObject(this.bgTime, "time"):GetComponent("Text")
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this.youliTag = Util.GetGameObject(self.gameObject, "mapParent/TT/youli")
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-- 事件触发特效
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this.moneyEffect = poolManager:LoadAsset("c_xy_0012_skeff_slidesk_ballistic", PoolManager.AssetType.GameObject)
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this.moneyEffect.transform:SetParent(this.transform)
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this.moneyEffect.transform.localScale = Vector3.one
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this.moneyEffect.transform.localPosition = Vector3.New(0, 0, 0)
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this.moneyEffect:SetActive(false)
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this.helpBtn = Util.GetGameObject(self.gameObject, "helpBtn")
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this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition
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this.oneSaiZiEffect=Util.GetGameObject(self.gameObject, "saizi/EFFECT_UI_SHaiZi_DanZi")
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this.twoSaiZiEffect=Util.GetGameObject(self.gameObject, "saizi/EFFECT_UI_SHaiZi_ShuangZi")
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end
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--绑定事件(用于子类重写)
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function this:BindEvent()
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Util.AddClick(this.addItmBtn, function ()
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.XiaoYaoYouItemExchange,98)
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end)
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Util.AddClick(this.btnBack, function ()
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if isAutoRun then
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MsgPanel.ShowTwo("退出后将停止自动游历,确定离开?", nil, function()
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self:ClosePanel()
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end)
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return
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end
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self:ClosePanel()
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end)
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--商店点击
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Util.AddClick(this.shopBtn, function ()
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UIManager.OpenPanel(UIName.XiaoyaoHeroGetPopup)
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end)
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--转盘点击
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Util.AddClick(this.rouleBtn, function ()
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-- local grids={{index=3,gName="ccc"},{index=5,gName="eee"},{index=2,gName="bbb"},{index=4,gName="ddd"}}
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-- table.sort(grids,function(a,b)
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-- return a.index < b.index
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-- end)
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-- for i = 1, #grids do
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-- Log(grids[i].gName)
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-- end
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UIManager.OpenPanel(UIName.XiaoYaoLuckyTurnTablePopup)
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end)
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--boss点击事件
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Util.AddClick(this.bossBtn, function ()
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UIManager.OpenPanel(UIName.XiaoYaoLuckyBossPopup)
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end)
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--奖励预览
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Util.AddClick(this.previewBtn, function ()
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UIManager.OpenPanel(UIName.XiaoYaoRewardPreviewPanel)
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end)
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--自动游历点击
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Util.AddClick(this.autoBtn, function ()
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if isAuto then
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isAuto=false
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else
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isAuto=true
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end
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XiaoYaoManager.isAutoYouli=isAuto
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this.toggle.gameObject:SetActive(isAuto)
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end)
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--开始游历
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Util.AddClick(this.startBtn,function()
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if costNum>BagManager.GetItemCountById(UpViewRechargeType.YunYouVle) then
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PopupTipPanel.ShowTip("云游值不足,休息一会吧!")
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return
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end
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if curGridIndex>=#allGridData then
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MsgPanel.ShowTwo("已到达终点,是否重新云游!", nil, function()
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self:ClosePanel()
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end)
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return
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end
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if isAuto then
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this.isStart:SetActive(true)
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this.startBtn:SetActive(false)
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this.youliTag:SetActive(true)
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this.isStartImage.sprite=Util.LoadSprite("x_xiaoyaoyou_tingzhi")
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isAutoRun=true
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end
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XiaoYaoManager.StartXiaoYao()
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end)
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--开始游历
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Util.AddClick(this.isStart,function()
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if isAutoRun then
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this.isStartImage.sprite=Util.LoadSprite("x_xiaoyaoyou_kaishi")
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isAutoRun=false
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else
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this.isStartImage.sprite=Util.LoadSprite("x_xiaoyaoyou_tingzhi")
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isAutoRun=true
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end
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end)
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--帮助按钮
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Util.AddClick(this.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.XiaoYaoHelp,this.helpPosition.x,this.helpPosition.y)
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end)
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end
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--添加事件监听(用于子类重写)
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function this:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.XiaoYao.StartXiaoYao, this.PlaySaiziAnim)
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Game.GlobalEvent:AddEvent(GameEvent.XiaoYao.RefreshEventShow, this.RefreshEventBtn)
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Game.GlobalEvent:AddEvent(GameEvent.XiaoYao.PlayEventEffect, this.PlayEffect)
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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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function this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.XiaoYao.StartXiaoYao, this.PlaySaiziAnim)
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Game.GlobalEvent:RemoveEvent(GameEvent.XiaoYao.RefreshEventShow, this.RefreshEventBtn)
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Game.GlobalEvent:RemoveEvent(GameEvent.XiaoYao.PlayEventEffect, this.PlayEffect)
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end
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--刷新界面事件入口按钮显示隐藏
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function this.RefreshEventBtn()
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this.UpdateYunYouVleShow()
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if XiaoYaoManager.luckyluckyTurnTableTimes > 0 and (XiaoYaoManager.luckyluckyTurnTableRemainTime - PlayerManager.serverTime > 0) then
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this.rouleBtn:SetActive(true)
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else
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this.rouleBtn:SetActive(false)
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end
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local temp = XiaoYaoManager.GetMonsterDatas()
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if temp and #temp > 0 then
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this.bossBtn:SetActive(true)
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else
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this.bossBtn:SetActive(false)
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end
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local temp = XiaoYaoManager.GetHeroDatas()
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if temp and #temp > 0 then
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this.shopBtn:SetActive(true)
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else
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this.shopBtn:SetActive(false)
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end
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shopLeftTimes,shopLeftTime=XiaoYaoManager.GetHeroDataTime()
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rouleLeftTime=XiaoYaoManager.luckyluckyTurnTableRemainTime
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bossLeftTime,bossLeftTime=XiaoYaoManager.GetMonsterDataReMainTimesAndTime()
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end
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---播放骰子动效
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function this.PlaySaiziAnim(_data)
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this.startBtn:GetComponent("Button").enabled=false
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Log("当前骰子数:"..#_data.pointes)
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-- 骰子音效
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SoundManager.PlaySound(SoundConfig.Sound_UI_ShaiZi)
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if #_data.pointes>1 then
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this.twoSaiZiEffect:SetActive(true)
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else
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this.oneSaiZiEffect:SetActive(true)
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end
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if priThread then
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coroutine.stop(priThread)
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priThread = nil
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end
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priThread = coroutine.start(function()
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Log("当前点数aaaa:".._data.pointes[1])
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if #_data.pointes>1 then
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Util.GetGameObject(this.twoSaiZiEffect, "ShaiZi (1)/GameObject/shaizi_Zhong_Zuo"):GetComponent("Image").sprite=Util.LoadSprite(saiziImage[_data.pointes[1]])
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Util.GetGameObject(this.twoSaiZiEffect, "ShaiZi (1)/GameObject/shaizi_Zhong_You"):GetComponent("Image").sprite=Util.LoadSprite(saiziImage[_data.pointes[2]])
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else
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Util.GetGameObject(this.oneSaiZiEffect, "ShaiZi/GameObject/shaizi_Zhong"):GetComponent("Image").sprite=Util.LoadSprite(saiziImage[_data.pointes[1]])
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end
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coroutine.wait(2)
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this.oneSaiZiEffect:SetActive(false)
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this.twoSaiZiEffect:SetActive(false)
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this.RunMap(_data)
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end)
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end
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--开始跑图
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function this.RunMap(_data)
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this.UpdateYunYouVleShow()
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Log("开始跑图")
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local targetIndex=0
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for i = 1, #_data.pointes do
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Log("当前点数:".._data.pointes[i])
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targetIndex=targetIndex+_data.pointes[i]
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end
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targetIndex=targetIndex+curGridIndex
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Log("目标格子索引:"..targetIndex)
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if targetIndex>#allGridData then
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targetIndex=#allGridData
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end
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this.MoveTT(targetIndex,_data)
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end
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--主角移动
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function this.MoveTT(targetIndex,_data)
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if isPlayMove==1 then
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return
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end
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this.SetTTDirection()
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curGridIndex=curGridIndex+1
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this.TT.transform:DOAnchorPos(Vector3(allGridData[curGridIndex].x,allGridData[curGridIndex].y,0),0.3):OnComplete(function ()
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this.mapProcess.text=string.format("游历进度:%d%%",(curGridIndex/#allGridData*100))
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this.MapMove(allGridData[curGridIndex].x,0.3)
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if curGridIndex==targetIndex then
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Log("待机动画")
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this.SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
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this.startBtn:GetComponent("Button").enabled=true
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this.EventTrigger(_data)
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if curGridIndex>=#allGridData then
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this.StopAuto()
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end
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if isAutoRun then
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if costNum>BagManager.GetItemCountById(UpViewRechargeType.YunYouVle) then
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PopupTipPanel.ShowTip("云游值不足,休息一会吧!")
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this.youliTag:SetActive(false)
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this.isStart:SetActive(false)
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this.startBtn:SetActive(true)
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isAutoRun=false
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return
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end
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if priThread then
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coroutine.stop(priThread)
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priThread = nil
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end
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priThread = coroutine.start(function()
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coroutine.wait(1)
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XiaoYaoManager.StartXiaoYao()
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end)
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else
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this.youliTag:SetActive(false)
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this.isStart:SetActive(false)
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this.startBtn:SetActive(true)
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end
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else
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this.MoveTT(targetIndex,_data)
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end
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end):SetEase(Ease.Linear)
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end
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--取消自动游历
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function this.StopAuto()
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isAutoRun=false
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this.youliTag:SetActive(false)
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end
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--事件触发处理
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function this.EventTrigger(_data)
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Util.GetGameObject(this.gridParent.transform:GetChild(curGridIndex-1).gameObject,"eventPoint"):SetActive(false)
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Log("触发事件类型为:".._data.pathType)
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Log("游戏当前时间为:"..PlayerManager.serverTime)
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Log("触发事件时间为:".._data.overTime)
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if _data.pathType==0 then --普通节点
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LogGreen("普通奖励:"..#_data.drop)
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elseif _data.pathType==1 then --宝箱
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Log("获得一个宝箱!")
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elseif _data.pathType==2 then --双倍节点
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PopupTipPanel.ShowTip("奖励翻倍!")
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elseif _data.pathType==3 then --额外骰子节点
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PopupTipPanel.ShowTip("本轮获得疾如闪电效果")
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saiNum=2
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elseif _data.pathType==4 then --东海寻仙节点
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targetBtn=this.shopBtn
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this.SetEventBtn(_data)
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elseif _data.pathType==5 then --怪物节点
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targetBtn=this.bossBtn
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this.SetEventBtn(_data)
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elseif _data.pathType==6 then --转盘
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targetBtn=this.rouleBtn
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this.SetEventBtn(_data)
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elseif _data.pathType==7 then --终极大奖
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UIManager.OpenPanel(UIName.XiaoYaoEventPanel,0,_data.drop)
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end
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-- 除普通节点都播放提示音
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if _data.pathType ~= 0 then
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SoundManager.PlaySound(SoundConfig.Sound_UI_TiShi)
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end
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if _data.drop.itemlist and #_data.drop.itemlist > 0 and _data.pathType~=7 then
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local content = {}
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for i = 1, #_data.drop.itemlist do
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local itemdata = {}
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itemdata.configData = itemConfig[_data.drop.itemlist[i].itemId]
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itemdata.name = itemdata.configData.Name
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itemdata.icon = Util.LoadSprite(GetResourcePath(itemdata.configData.ResourceID))
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itemdata.num = _data.drop.itemlist[i].itemNum
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table.insert(content, itemdata)
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end
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PopupText(content, 0.5, 2)
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end
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end
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function this.SetEventBtn(_data)
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this.RefreshEventBtn()
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if isAutoRun then
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this.PlayEffect()
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PopupTipPanel.ShowTip(string.format("触发仙缘<color=#F1FF00>★%s★</color>",allGridData[curGridIndex].eventData.Desc))
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else
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UIManager.OpenPanel(UIName.XiaoYaoEventPanel,_data.pathType,allGridData[curGridIndex].eventData)
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end
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end
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function this.PlayEffect()
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this.moneyEffect.transform.position =this.TT.transform.position
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Util.ClearTrailRender(this.moneyEffect)
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this.moneyEffect:SetActive(true)
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this.moneyEffect:GetComponent("RectTransform"):DOMove(targetBtn.transform.position, 0.6, false):OnComplete(function ()
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-- 这些该死的延迟动画
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if isPlayMove==1 then return end
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if this.moneyEffect then
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this.moneyEffect:SetActive(false)
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end
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end)
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SoundManager.PlaySound(SoundConfig.Sound_FightArea_Gold)
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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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function this:OnOpen(_mapData)
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mapData=_mapData
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this.InitShowEvent()
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--初始化地图
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for i = 1, #mapData.cell do
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local x, y=Map_Pos2UV(mapData.cell[i].cellId)
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allGridData[i]={}
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allGridData[i].x=x*128-64
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allGridData[i].y=-y*128+64
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if mapData.cell[i].pointId>0 then
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allGridData[i].eventData = ConfigManager.GetConfigData(ConfigName.MapPointConfig,mapData.cell[i].pointId)
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if allGridData[i].eventData.Icon==30 then
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allGridData[i].rewardId =mapData.cell[i].rewardId
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end
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end
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end
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Log("当前地图格子数量"..this.gridParent.transform.childCount)
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local dataCount=#allGridData
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local createCount=#allGridData-this.gridParent.transform.childCount
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for i = 1,createCount do
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newObjToParent(this.grid, this.gridParent.transform)
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end
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local gridCount=this.gridParent.transform.childCount
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for i = 1, gridCount do
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local obj=this.gridParent.transform:GetChild(i-1)
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if i<dataCount then
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obj.gameObject:SetActive(true)
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obj.transform:DOAnchorPos(Vector3(allGridData[i].x,allGridData[i].y,0),0)
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local eventObj=Util.GetGameObject(obj.gameObject,"eventPoint")
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if allGridData[i].eventData then
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eventObj:SetActive(true)
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if allGridData[i].rewardId then
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||
local rewardData=ConfigManager.GetConfigData(ConfigName.RewardGroup,allGridData[i].rewardId)
|
||
local itemConfig=ConfigManager.GetConfigData(ConfigName.ItemConfig,rewardData.ShowItem[1][1])
|
||
Util.GetGameObject(eventObj,"icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(itemConfig.ResourceID))
|
||
Util.GetGameObject(eventObj,"name"):GetComponent("Text").text=itemConfig.Name
|
||
else
|
||
Util.GetGameObject(eventObj,"icon"):GetComponent("Image").sprite=Util.LoadSprite(allGridData[i].eventData.EventPointBg)
|
||
Util.GetGameObject(eventObj,"name"):GetComponent("Text").text=allGridData[i].eventData.Desc
|
||
end
|
||
else
|
||
eventObj:SetActive(false)
|
||
end
|
||
else
|
||
obj.gameObject:SetActive(false)
|
||
end
|
||
end
|
||
curGridIndex=mapData.location
|
||
this.LoadTT()
|
||
Log("当前位置索引:"..curGridIndex)
|
||
this.TT.transform:DOAnchorPos(Vector3(allGridData[curGridIndex].x,allGridData[curGridIndex].y,0),0)
|
||
this.TT.transform:SetAsLastSibling()
|
||
this.MapMove(allGridData[curGridIndex].x,0)
|
||
local mapConfig=ConfigManager.GetConfigDataByKey(ConfigName.FreeTravel,"MapID",XiaoYaoManager.curMapId)
|
||
this.mapName.text=mapConfig.FreeTravelName
|
||
this.mapProcess.text=string.format("游历进度:%d%%",(curGridIndex/#allGridData*100))
|
||
local mapBg = mapConfig.MapImage
|
||
costNum=mapConfig.Consume[2]
|
||
Log("当前地图id:"..XiaoYaoManager.curMapId)
|
||
--实例化地图背景
|
||
for i = 1, #mapBg do
|
||
Log(mapBg[i])
|
||
this.mapParent.transform:GetChild(i-1):GetComponent("Image").sprite=Util.LoadSprite(mapBg[i])
|
||
end
|
||
|
||
end
|
||
local npc
|
||
local scale
|
||
---加载跑图角色
|
||
function this.LoadTT()
|
||
local mapNpc = "live2d_npc_map"
|
||
local mapNpc2 = "live2d_npc_map_nv"
|
||
npc = NameManager.roleSex == ROLE_SEX.BOY and mapNpc or mapNpc2
|
||
scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one * 0.25 or Vector3.one * 0.12
|
||
if not this.liveNode then
|
||
this.liveNode = poolManager:LoadLive(npc, this.TT.transform, scale, Vector3.New(0,-42.4,0))
|
||
end
|
||
this.SkeletonGraphic = this.liveNode:GetComponent("SkeletonGraphic")
|
||
if this.SkeletonGraphic then
|
||
this.SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||
end
|
||
end
|
||
--设置跑图角色方向
|
||
function this.SetTTDirection()
|
||
if not this.SkeletonGraphic then
|
||
return
|
||
end
|
||
local nexIndex=curGridIndex+1
|
||
if nexIndex>#allGridData then
|
||
this.SkeletonGraphic.AnimationState:SetAnimation(0, "touch", true)
|
||
return
|
||
end
|
||
if allGridData[curGridIndex].y==allGridData[nexIndex].y then
|
||
this.SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true)
|
||
if allGridData[curGridIndex].x<allGridData[nexIndex].x then
|
||
this.SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0)
|
||
else
|
||
this.SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 180, 0)
|
||
end
|
||
elseif allGridData[curGridIndex].x==allGridData[nexIndex].x then
|
||
if allGridData[curGridIndex].y<allGridData[nexIndex].y then
|
||
this.SkeletonGraphic.AnimationState:SetAnimation(0, "move3", true)
|
||
else
|
||
this.SkeletonGraphic.AnimationState:SetAnimation(0, "move", true)
|
||
end
|
||
end
|
||
end
|
||
--初始化地图事件显示
|
||
function this.InitShowEvent()
|
||
|
||
if mapData.diceNum>1 then --骰子x2
|
||
saiNum=mapData.diceNum
|
||
end
|
||
this.RefreshEventBtn()
|
||
if not eventTimer then
|
||
eventTimer=this.DownTime()
|
||
end
|
||
end
|
||
--刷新界面事件入口按钮显示隐藏
|
||
function this.RefreshEventBtn()
|
||
if XiaoYaoManager.luckyluckyTurnTableTimes > 0 and (XiaoYaoManager.luckyluckyTurnTableRemainTime - PlayerManager.serverTime > 0) then
|
||
this.rouleBtn:SetActive(true)
|
||
else
|
||
this.rouleBtn:SetActive(false)
|
||
end
|
||
local temp = XiaoYaoManager.GetMonsterDatas()
|
||
if temp and #temp > 0 then
|
||
this.bossBtn:SetActive(true)
|
||
else
|
||
this.bossBtn:SetActive(false)
|
||
end
|
||
local temp = XiaoYaoManager.GetHeroDatas()
|
||
if temp and #temp > 0 then
|
||
this.shopBtn:SetActive(true)
|
||
else
|
||
this.shopBtn:SetActive(false)
|
||
end
|
||
heroNum,shopLeftTime=XiaoYaoManager.GetHeroDataTime()
|
||
rouleNum,rouleLeftTime=XiaoYaoManager.luckyluckyTurnTableTimes,XiaoYaoManager.luckyluckyTurnTableRemainTime
|
||
bossNum,bossLeftTime=XiaoYaoManager.GetMonsterDataReMainTimesAndTime()
|
||
this.shopNum.text=tostring(heroNum)
|
||
this.rouleNum.text=tostring(rouleNum)
|
||
this.bossNum.text=tostring(bossNum)
|
||
|
||
Log(string.format("boss个数:%d,boss时间:%d",bossNum,bossLeftTime))
|
||
|
||
if not eventTimer then
|
||
eventTimer=this.DownTime()
|
||
end
|
||
|
||
end
|
||
|
||
--控制地图移动
|
||
function this.MapMove(curX,moveTime)
|
||
if curX>2700 and this.mapParent:GetComponent("RectTransform").localPosition.x<=-2200 then
|
||
return
|
||
end
|
||
if curX>540 then
|
||
this.mapParent.transform:DOAnchorPos(Vector3(540-curX,this.mapY,0),moveTime)
|
||
else
|
||
this.mapParent.transform:DOAnchorPos(Vector3(0,this.mapY,0),moveTime)
|
||
end
|
||
end
|
||
|
||
--刷新云游值显示栏信息
|
||
function this.UpdateYunYouVleShow()
|
||
this.costInfo.text=string.format("%d/%d",BagManager.GetItemCountById(UpViewRechargeType.YunYouVle),PrivilegeManager.GetPrivilegeNumber(39))
|
||
end
|
||
|
||
-- 逍遥点是否显示倒计时
|
||
function this.ShowCountTime()
|
||
this.costIcon.sprite=Util.LoadSprite(GetResourcePath(itemConfig[UpViewRechargeType.YunYouVle].ResourceID))
|
||
local curValue=BagManager.GetItemCountById(UpViewRechargeType.YunYouVle)
|
||
local maxValue=PrivilegeManager.GetPrivilegeNumber(39)
|
||
this.costInfo.text=string.format("%d/%d",curValue,maxValue)
|
||
-- this.bgTime:SetActive(curValue<maxValue)
|
||
if this.timer then
|
||
this.timer:Stop()
|
||
end
|
||
this.timer = nil
|
||
this.actCountTime.text = ""
|
||
-- 启动倒计时
|
||
this.timer = Timer.New(function ()
|
||
local leftTime = AutoRecoverManager.GetRecoverTime(UpViewRechargeType.YunYouVle)
|
||
local curValue=BagManager.GetItemCountById(UpViewRechargeType.YunYouVle)
|
||
this.UpdateYunYouVleShow()
|
||
if curValue>=maxValue then
|
||
-- 回复满了,在地图外面可以停止计时器
|
||
this.actCountTime.text = ""
|
||
else
|
||
this.actCountTime.text = GetTimeMaoHaoStrBySeconds(math.floor(leftTime))
|
||
end
|
||
end, 1, -1, true)
|
||
this.timer:Start()
|
||
end
|
||
|
||
function this.DownTime()
|
||
local _timer
|
||
_timer = Timer.New(function ()
|
||
local couTime =shopLeftTime- PlayerManager.serverTime
|
||
if couTime<=0 then
|
||
-- 倒计时结束
|
||
this.shopBtn:SetActive(false)
|
||
else
|
||
this.shopTime.text = TimeToHMS(math.floor(couTime))
|
||
end
|
||
|
||
|
||
couTime =rouleLeftTime- PlayerManager.serverTime
|
||
if couTime<=0 then
|
||
-- 倒计时结束
|
||
this.rouleBtn:SetActive(false)
|
||
else
|
||
this.rouleTime.text = TimeToHMS(math.floor(couTime))
|
||
end
|
||
|
||
|
||
couTime =bossLeftTime- PlayerManager.serverTime
|
||
if couTime<=0 then
|
||
-- 倒计时结束
|
||
this.bossBtn:SetActive(false)
|
||
else
|
||
this.bossTime.text = TimeToHMS(math.floor(couTime))
|
||
end
|
||
|
||
end, 1, -1, true)
|
||
_timer:Start()
|
||
return _timer
|
||
end
|
||
|
||
function this:OnShow()
|
||
--显示资源条
|
||
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.MonsterCamp })
|
||
this.ShowCountTime()
|
||
this.startBtn:SetActive(true)
|
||
this.isStart:SetActive(false)
|
||
isAutoRun=false
|
||
isPlayMove=0
|
||
this.startBtn:GetComponent("Button").enabled=true
|
||
isAuto=XiaoYaoManager.isAutoYouli
|
||
this.toggle.gameObject:SetActive(isAuto)
|
||
end
|
||
|
||
function this:OnSortingOrderChange()
|
||
Util.AddParticleSortLayer(this.moneyEffect, self.sortingOrder - cursortingOrder)
|
||
cursortingOrder = self.sortingOrder
|
||
end
|
||
|
||
--界面关闭时调用(用于子类重写)
|
||
function this:OnClose()
|
||
this.rouleBtn:SetActive(false)
|
||
this.bossBtn:SetActive(false)
|
||
this.shopBtn:SetActive(false)
|
||
this.StopAuto()
|
||
isPlayMove=1
|
||
if this.liveNode then
|
||
poolManager:UnLoadLive(npc, this.liveNode)
|
||
this.liveNode = nil
|
||
end
|
||
if this.timer then
|
||
this.timer:Stop()
|
||
this.timer = nil
|
||
end
|
||
end
|
||
|
||
--界面销毁时调用(用于子类重写)
|
||
function this:OnDestroy()
|
||
if eventTimer then
|
||
eventTimer:Stop()
|
||
eventTimer = nil
|
||
end
|
||
if this.liveNode then
|
||
poolManager:UnLoadLive(npc, this.liveNode)
|
||
this.liveNode = nil
|
||
end
|
||
end
|
||
return XiaoYaoMapPanel |