932 lines
39 KiB
Lua
932 lines
39 KiB
Lua
require("Base/BasePanel")
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FightPointPassMainPanel = Inherit(BasePanel)
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local this = FightPointPassMainPanel
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-- 外地入侵模块
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local invadeMonster = require("Modules/Fight/View/InvadeMonsterView")
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-- 小人行动
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--local roleWalkView = require("Modules/Fight/View/RoleShowView")
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-- 小地图
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local fightMap = require("Modules/Fight/View/FightPointMapView")
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local fightLevelConfig = ConfigManager.GetConfig(ConfigName.MainLevelConfig)
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local fightLevelSetConfig = ConfigManager.GetConfig(ConfigName.MainLevelSettingConfig)
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local points = {}
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local isCounting = false
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local orginLayer=0
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local hasLoad = false
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this.funcBtnList = {}
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local curMianTaskData = {}
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local timePressStarted
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local callBack
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local count = 1
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local timeImg = {
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[1] = "r_guanka_daojishi_01",
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[2] = "r_guanka_daojishi_02",
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[3] = "r_guanka_daojishi_03",
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[4] = "r_guanka_daojishi_04",
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[5] = "r_guanka_daojishi_05",
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}
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-- 关卡颜色文字
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local textColor = {
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[FightDifficultyState.SimpleLevel] = "F1E1C0FF",
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[FightDifficultyState.NrmalLevel] = "F1E1C0FF",
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[FightDifficultyState.DifficultyLevel] = "F1E1C0FF",
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[FightDifficultyState.HellLevel] = "F1E1C0FF",
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[FightDifficultyState.NightmareLevel] = "F1E1C0FF",
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}
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-- 是否激活了动画
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local isAnimActive = false
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local chooseAnim = 0
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-- 转场动画
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local fightAnimRes = "live2d_guaji_yuguai"
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-- local fightSkeleton
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local fightAnim = {
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[2] = "diban",
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[3] = "xiaoguai",
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[4] = "bnoss",
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[1] = "idle",
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}
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local mapNpc = "live2d_npc_map"
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local mapNpc2 = "live2d_npc_map_nv"
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local npc, scale
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--初始化组件(用于子类重写)
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function FightPointPassMainPanel:InitComponent()
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invadeMonster:InitComponent(self.gameObject, this)
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fightMap:InitComponent(self.gameObject, this)
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isAnimActive = false
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--头像、战力
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this.level = Util.GetGameObject(self.gameObject, "Bg/LeftUp/headBox/lvFrame/lv"):GetComponent("Text")
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this.playName = Util.GetGameObject(self.gameObject, "Bg/LeftUp/headBox/name"):GetComponent("Text")
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this.expSliderValue = Util.GetGameObject(self.gameObject, "Bg/LeftUp/headBox/exp"):GetComponent("Slider")
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this.headBox = Util.GetGameObject(self.gameObject, "Bg/LeftUp/headBox")
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this.headPos = Util.GetGameObject(self.gameObject, "Bg/LeftUp/headBox/headpos")
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this.headRedpot = Util.GetGameObject(self.gameObject, "Bg/LeftUp/headBox/redpot")
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this.teamPower = Util.GetGameObject(self.gameObject, "Bg/LeftUp/powerBtn/value"):GetComponent("Text")
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-- 通关豪礼入口
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this.pgBtn=Util.GetGameObject(self.gameObject,"LeftUp/box/passGift")
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this.pgFrame=Util.GetGameObject(this.pgBtn,"frame"):GetComponent("Image")
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this.pgHead=Util.GetGameObject(this.pgBtn,"head"):GetComponent("Image")
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this.pgGive=Util.GetGameObject(this.pgBtn,"give"):GetComponent("Text")
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this.pgName=Util.GetGameObject(this.pgBtn,"name"):GetComponent("Text")
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this.pgInfo=Util.GetGameObject(this.pgBtn,"info"):GetComponent("Text")
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this.pgEffect=Util.GetGameObject(this.pgBtn,"effect")
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-- 四个小按钮
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this.btnDailyMission = Util.GetGameObject(self.gameObject, "Bg/btnGroup/btnDailyMission")
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this.btnRank = Util.GetGameObject(self.gameObject, "Bg/btnGroup/btnRank")
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-- 关卡小地图
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this.btnMap = Util.GetGameObject(self.gameObject, "Bg/btnArea")
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this.btnMapRadarBG = Util.GetGameObject(self.gameObject, "Bg/btnArea/RadarBG/RadarBG"):GetComponent("Image")
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this.RadarBGText = Util.GetGameObject(self.gameObject, "Bg/btnArea/RadarBGTextBg/RadarBGText"):GetComponent("Text")
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this.areaName = Util. GetGameObject(this.btnMap, "areaName"):GetComponent("Text")
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this.chapterName = Util.GetGameObject(this.btnMap, "chapterName"):GetComponent("Text")
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this.map=Util.GetGameObject(self.gameObject, "Bg/btnArea/MapMask/Map"):GetComponent("RectTransform")
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this.mapImage=Util.GetGameObject(self.gameObject,"Bg/btnArea/MapMask/Map"):GetComponent("Image")
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for i = 1, 20 do
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points[i]=Util.GetGameObject(self.gameObject, "Bg/btnArea/MapMask/Map/mapAreaPre (".. i ..")")
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end
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-- 挂机奖励
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this.rewardList = {}
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this.rewardItemPre = Util.GetGameObject(self.gameObject, "Bg/rewardContent/item")
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this.rewardGrid = Util.GetGameObject(self.gameObject, "Bg/rewardContent")
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this.btnrewardDetail = Util.GetGameObject(self.gameObject, "Bg/btnRdDetail/click")
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this.btnFight = Util.GetGameObject(self.gameObject, "Bg/btnDown/btnFight")
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this.fightText = Util.GetGameObject(this.btnFight, "Text"):GetComponent("Text")
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-- 你要变强
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this.btnGetForce = Util.GetGameObject(self.gameObject, "Bg/btnDown/btnIWantMilk")
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this.BtView = SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
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-- 红点
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this.dailyRedPoint = Util.GetGameObject(this.btnDailyMission, "redPoint")
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--this.rankRedPoint = Util.GetGameObject(this.btnRank, "redPoint")
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--this.funcBtnList[16] = invadeMonster.btnRewardOnline
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--this.funcBtnList[19] = invadeMonster.btnRewrdChapter
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this.funcBtnList[12] = this.btnDailyMission
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-- 主线任务显示
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this.mainTask = Util.GetGameObject(self.gameObject, "Bg/RightDown/mainTask")
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this.titleText = Util.GetGameObject(self.gameObject, "Bg/RightDown/mainTask/progressLayout/titleText"):GetComponent("Text")
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this.progressText = Util.GetGameObject(self.gameObject, "Bg/RightDown/mainTask/progressLayout/progressText"):GetComponent("Text")
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this.getRewardButton = Util.GetGameObject(self.gameObject, "Bg/RightDown/mainTask/getRewardButton")
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this.mainTaskGRewardImage = Util.GetGameObject(self.gameObject, "Bg/RightDown/mainTask/getRewardButton/getRewardImage")
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this.mainTaskJumpImage = Util.GetGameObject(self.gameObject, "Bg/RightDown/mainTask/getRewardButton/jumpImage")
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this.mainTask:SetActive(false)
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this.GuideEffectGo = poolManager:LoadAsset("GuideEffect", PoolManager.AssetType.GameObject)
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this.GuideEffectGo.transform:SetParent(this.mainTaskGRewardImage.transform)
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this.GuideEffectGo.transform.localPosition = Vector3.zero
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this.GuideEffectGo.transform.localScale = Vector3.one
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Util.GetGameObject(this.GuideEffectGo, "GameObject"):SetActive(false)
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this.GuideJumpEffectGo = poolManager:LoadAsset("GuideEffect", PoolManager.AssetType.GameObject)
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this.GuideJumpEffectGo.transform:SetParent(this.mainTaskJumpImage.transform)
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this.GuideJumpEffectGo.transform.localPosition = Vector3.zero
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this.GuideJumpEffectGo.transform.localScale = Vector3.one
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Util.GetGameObject(this.GuideJumpEffectGo, "GameObject"):SetActive(false)
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this.GuideJumpEffectGo:SetActive(false)
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this.fightRP = Util.GetGameObject(this.btnFight, "redPoint")
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-- 按钮
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this.fightLock = Util.GetGameObject(this.btnFight, "lock")
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this.lockText = Util.GetGameObject(this.fightLock, "Text"):GetComponent("Text")
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--倒计时5秒
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this.timeRoot = Util.GetGameObject(this.btnFight, "countRoot")
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this.timeImg = Util.GetGameObject(this.timeRoot, "time"):GetComponent("Image")
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this.timeRoot:SetActive(false)
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-- -- 转场动画
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-- local idle = function()
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-- if not isAnimActive then return end
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-- --Log("第 " .. count .. " 次执行这个函数" )
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-- if count == 2 then
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-- --isAnimActive = false
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-- --count = 1
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-- --fightSkeleton.AnimationState:SetAnimation(0, fightAnim[1], false)
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-- --this.SetAnimPanelState(false)
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-- else
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-- fightSkeleton.AnimationState:SetAnimation(0, fightAnim[chooseAnim], false)
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-- count = count + 1
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-- this.animTimer = nil
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-- this.animTimer = Timer.New(function ()
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-- isAnimActive = false
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-- count = 1
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-- fightSkeleton.AnimationState:SetAnimation(0, fightAnim[1], false)
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-- this.SetAnimPanelState(false)
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-- UIManager.OpenPanel(UIName.FormationPanel, FORMATION_TYPE.STORY, FightPointPassManager.curOpenFight)
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-- end, 1)
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-- this.animTimer:Start()
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-- -- 第一个动画播放完毕之后
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-- this.PlayInfoAnim(false, FightPointPassManager.IsFightBoss())
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-- end
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-- end
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-- this.swicthPanel = Util.GetGameObject(self.gameObject, "SwitchAnim")
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-- this.animGo = poolManager:LoadLive(fightAnimRes, this.swicthPanel.transform, Vector3.one, Vector3.one)
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-- fightSkeleton = this.animGo:GetComponent("SkeletonGraphic")
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-- fightSkeleton.AnimationState.Complete = fightSkeleton.AnimationState.Complete + idle
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-- poolManager:SetLiveClearCall(fightAnimRes, this.animGo, function()
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-- fightSkeleton.AnimationState.Complete = fightSkeleton.AnimationState.Complete - idle
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-- end)
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-- this.fightInfo = Util.GetGameObject(self.gameObject, "Bg/Image/info"):GetComponent("Text")
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-- this.imgInfo = Util.GetGameObject(self.gameObject, "Bg/Image")
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FightPointPassManager.GetLastFightID()
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--寻宝入口
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this.btnFindTreasure = Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/btnFindTreasure/Button")
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this.btnFindTreasureImage = Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/btnFindTreasure/Button/RadarBG"):GetComponent("Image")
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this.btnFindTreasureText = Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/btnFindTreasure/Image/num"):GetComponent("Text")
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this.btnFindTreasureredPoint = Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/btnFindTreasure/redPoint")
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--解锁功能
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this.openFun = Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/openFun")
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this.openFunNeedInfo = Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/openFun/needInfo"):GetComponent("Text")
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this.openFunFunInfo = Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/openFun/funInfo"):GetComponent("Text")
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-- 特权
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this.vipPrivilegeBtn = Util.GetGameObject(self.gameObject, "Bg/LeftUp/vipPrivilege/vipPrivilegeBtn")
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this.vipLevelText = Util.GetGameObject(this.vipPrivilegeBtn, "bg/vip"):GetComponent("Image")
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this.vipRedPoint = Util.GetGameObject(self.gameObject, "Bg/LeftUp/vipPrivilege/redPoint")
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screenAdapte(this.vipPrivilegeBtn)
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-- 开服福利
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this.btnOpenSeverWelfare = Util.GetGameObject(self.gameObject, "Bg/LeftUp/box/btnOpenSeverWelfare")
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this.OpenSeverWelfare = Util.GetGameObject(self.gameObject, "Bg/LeftUp/box/btnOpenSeverWelfare/bg")
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this.OpenSeverWelfareicon = Util.GetGameObject(this.OpenSeverWelfare, "icon"):GetComponent("Image")
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this.OpenSeverWelfareiconText = Util.GetGameObject(this.OpenSeverWelfare, "iconText"):GetComponent("Image")
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this.OpenSeverWelfareProgressText = Util.GetGameObject(this.OpenSeverWelfare, "progressBg/progress"):GetComponent("Text")
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this.OpenSeverWelfareProgressImage = Util.GetGameObject(this.OpenSeverWelfare, "progressBg/progressImage"):GetComponent("Image")
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this.OpenSeverWelfareTimeText = Util.GetGameObject(this.OpenSeverWelfare, "time"):GetComponent("Text")
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this.OpenSeverWelfareInfoText = Util.GetGameObject(this.OpenSeverWelfare, "info"):GetComponent("Text")
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this.OpenSeverWelfareRed = Util.GetGameObject(this.OpenSeverWelfare, "redpot")
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end
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--绑定事件(用于子类重写)
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function FightPointPassMainPanel:BindEvent()
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invadeMonster:BindEvent()
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-- 日常任务
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Util.AddClick(this.btnDailyMission, function ()
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FightPointPassManager.isBeginFight = true
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UIManager.OpenPanel(UIName.MissionDailyPanel)
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end)
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-- 关卡排行
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Util.AddClick(this.btnRank, function ()
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--PopupTipPanel.ShowTip("关卡排行!")
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FightPointPassManager.isBeginFight = true
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--UIManager.OpenPanel(UIName.FightPointPassRankPopup)
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UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[1])
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end)
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-- 挂机奖励
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Util.AddClick(this.btnrewardDetail, function ()
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UIManager.OpenPanel(UIName.FightAreaRewardPopup)
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end)
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-- 我要喝牛奶变强
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Util.AddClick(this.btnGetForce, function ()
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UIManager.OpenPanel(UIName.GiveMePowerPanel)
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end)
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Util.AddClick(this.btnFight, function ()
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this.ExcuteBattle()
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end)
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Util.AddClick(this.btnMap, function ()
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if not FightPointPassManager.IsChapterClossState() then
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UIManager.OpenPanel(UIName.FightSmallChoosePanel, FightPointPassManager.lastPassFightId)
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else
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UIManager.OpenPanel(UIName.FightSmallChoosePanel, FightPointPassManager.curOpenFight)
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end
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end)
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Util.AddClick(this.headBox, function ()
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UIManager.OpenPanel(UIName.SettingPanel)
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end)
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--特权
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Util.AddClick(this.vipPrivilegeBtn, function()
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UIManager.OpenPanel(UIName.VipPanelV2)
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end)
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--通关豪礼
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Util.AddClick(this.pgBtn,function()
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FightPointPassManager.isBeginFight = true
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UIManager.OpenPanel(UIName.PassGiftPopup)
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end)
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--寻宝
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Util.AddClick(this.btnFindTreasure,function()
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if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.FINDTREASURE) then
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UIManager.OpenPanel(UIName.FindTreasureMainPanel)
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else
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PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(FUNCTION_OPEN_TYPE.FINDTREASURE))
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end
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end)
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Util.AddClick(this.vipPrivilegeBtn, function()
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UIManager.OpenPanel(UIName.VipPanelV2)
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end)
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Util.AddClick(this.btnOpenSeverWelfare, function()
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UIManager.OpenPanel(UIName.OpenSeverWelfarePanel)
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end)
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BindRedPointObject(RedPointType.DailyTaskMain, this.dailyRedPoint)
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BindRedPointObject(RedPointType.Setting, this.headRedpot)
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BindRedPointObject(RedPointType.VipPrivilege, this.vipRedPoint)
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BindRedPointObject(RedPointType.SecretTer_IsCanFight, this.fightRP)
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end
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function this.SetInitAnim()
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-- 隐藏界面特效
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-- count = 1
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-- this.GuideEffectGo:SetActive(false)
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-- this.GuideJumpEffectGo:SetActive(false)
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fightMap.StopAction()
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-- this.swicthPanel:SetActive(true)
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-- this.SetAnimPanelState(true)
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-- fightSkeleton.AnimationState:SetAnimation(0, fightAnim[2], false)
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-- isAnimActive = true
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-- chooseAnim = FightPointPassManager.IsFightBoss() and 4 or 3
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UIManager.OpenPanel(UIName.FightLevelSwitchPopup, true)
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end
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-- 隐藏显示面板
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-- function this.SetAnimPanelState(isShow)
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-- local offset = isShow and 0 or 2000
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-- this.swicthPanel.transform.localPosition = Vector3.New(offset, 0, 0 )
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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 FightPointPassMainPanel:AddListener()
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invadeMonster:AddListener()
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fightMap:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Player.OnPlayerLvChange, this.FreshPlayerInfo)
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Game.GlobalEvent:AddEvent(GameEvent.FunctionCtrl.OnFunctionOpen, this.BtnsIsOpen)
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-- Game.GlobalEvent:AddEvent(GameEvent.MissionDaily.OnMissionDailyChanged, this.RefreshMainTaskShow)
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateFindTreasureMaterialNum)
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Game.GlobalEvent:AddEvent(GameEvent.FindTreasure.RefreshFindTreasureRedPot, this.RefreshFindTreasureRedPoint)
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Game.GlobalEvent:AddEvent(GameEvent.Mission.GetOpenServerRewardRefreshFightPoint, this.UpdateOpenSeverWelfare)
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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 FightPointPassMainPanel:RemoveListener()
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invadeMonster:RemoveListener()
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fightMap:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Player.OnPlayerLvChange, this.FreshPlayerInfo)
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Game.GlobalEvent:RemoveEvent(GameEvent.FunctionCtrl.OnFunctionOpen, this.BtnsIsOpen)
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-- Game.GlobalEvent:RemoveEvent(GameEvent.MissionDaily.OnMissionDailyChanged, this.RefreshMainTaskShow)
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, this.UpdateFindTreasureMaterialNum)
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Game.GlobalEvent:RemoveEvent(GameEvent.FindTreasure.RefreshFindTreasureRedPot, this.RefreshFindTre3asureRedPoint)
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Game.GlobalEvent:RemoveEvent(GameEvent.Mission.GetOpenServerRewardRefreshFightPoint, this.UpdateOpenSeverWelfare)
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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 FightPointPassMainPanel:OnOpen(func)
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.FightPointPass })
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this.BtView:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView.JieLing })
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callBack = nil
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if func then
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callBack = func
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end
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end
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-- 从战斗出来会加载两次
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function FightPointPassMainPanel:OnShow()
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if FightPointPassManager.GetIsOpenRewardUpTip() then
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.Onhook)
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end
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this.RefreshLittleMap()
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this.RefreshPassGiftShow()
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SoundManager.PlayMusic(SoundConfig.BGM_Main)
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-- 调用onshow
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invadeMonster:OnShow()
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if not hasLoad then
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timePressStarted = Time.realtimeSinceStartup
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isAnimActive = false
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local curName = fightLevelConfig[FightPointPassManager.curOpenFight].Name
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local curDifficulty = fightLevelConfig[FightPointPassManager.curOpenFight].Difficulty
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local chapterId = 0
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local str = ""
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if not FightPointPassManager.IsChapterClossState() then
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chapterId = math.floor(FightPointPassManager.lastPassFightId / 1000)
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str = fightLevelConfig[FightPointPassManager.lastPassFightId].Name
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else
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str = string.format("<color=#%s>%s</color> ", textColor[curDifficulty], curName)
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chapterId = FightPointPassManager.GetCurChapterIndex()
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||
end
|
||
this.areaName.text = str
|
||
-- this.fightInfo.text = curName
|
||
|
||
this.chapterName.text = fightLevelSetConfig[chapterId].Name
|
||
|
||
-- this.PlayInfoAnim(true, false)
|
||
|
||
this.FreshPlayerInfo()
|
||
this.InitShow()
|
||
-- 奖励预览
|
||
this.IntiReward()
|
||
-- this.SetAnimPanelState(false)
|
||
-- fightSkeleton.AnimationState:SetAnimation(0, fightAnim[1], false)
|
||
|
||
isCounting = false
|
||
-- 加载地图数据
|
||
fightMap:Init()
|
||
|
||
FightPointPassManager.isBattleBack = false
|
||
hasLoad = true
|
||
|
||
--显示主线
|
||
-- this.RefreshMainTaskShow()
|
||
this:Update()
|
||
this.FreshVip()
|
||
|
||
if callBack then
|
||
callBack()
|
||
callBack = nil
|
||
end
|
||
end
|
||
this.BtnsIsOpen()
|
||
--寻宝显示
|
||
this.UpdateFindTreasureMaterialNum()
|
||
local openFunConFig = this.GetNextFightOpenFun()
|
||
if openFunConFig then
|
||
this.openFun:SetActive(true)
|
||
this.openFunNeedInfo.text = ConfigManager.GetConfigData(ConfigName.MainLevelConfig,openFunConFig.OpenRules[2]).Name
|
||
this.openFunFunInfo.text = Language[10584]..openFunConFig.Name
|
||
else
|
||
this.openFun:SetActive(false)
|
||
end --开服福利显示
|
||
this.UpdateOpenSeverWelfare()
|
||
end
|
||
--寻宝显示
|
||
function this.UpdateFindTreasureMaterialNum()
|
||
local mazeTreasureMax = ConfigManager.GetConfigData(ConfigName.PlayerLevelConfig,PlayerManager.level).MazeTreasureMax
|
||
this.btnFindTreasureImage.fillAmount = BagManager.GetItemCountById(FindTreasureManager.materialItemId) / mazeTreasureMax
|
||
this.btnFindTreasureText.text = BagManager.GetItemCountById(FindTreasureManager.materialItemId)
|
||
this.RefreshFindTreasureRedPoint()
|
||
end
|
||
function this.RefreshFindTreasureRedPoint()
|
||
this.btnFindTreasureredPoint:SetActive(FindTreasureManager.RefreshFindTreasureRedPoint())
|
||
end
|
||
-- -- 小怪 258 boss 570
|
||
-- -- 播放那个动画
|
||
-- function this.PlayInfoAnim(isInit, isBoss)
|
||
-- if isInit then
|
||
-- this.imgInfo.transform.localPosition = Vector3.New(0, -187, 0)
|
||
-- this.imgInfo:SetActive(false)
|
||
-- else
|
||
-- this.imgInfo:SetActive(true)
|
||
-- local targetPos = Vector3.zero
|
||
-- targetPos = isBoss and Vector3.New(0, 570, 0) or Vector3.New(0, 288, 0)
|
||
-- this.imgInfo:GetComponent("RectTransform"):DOAnchorPos(targetPos, 0.3, false):OnComplete(function ()
|
||
-- --this.imgInfo:SetActive(false)
|
||
-- end)
|
||
|
||
-- this.imgInfo:GetComponent("Image"):DOFade(1, 0.3):OnComplete(function ()
|
||
|
||
-- end)
|
||
-- end
|
||
-- end
|
||
|
||
local isCanShowMainTaskJumpEffect = true
|
||
function this:Update()
|
||
if curMianTaskData and curMianTaskData.state == 0 then
|
||
if isCanShowMainTaskJumpEffect then
|
||
if Time.realtimeSinceStartup - timePressStarted > 5 then
|
||
isCanShowMainTaskJumpEffect = false
|
||
this.GuideJumpEffectGo:SetActive(true)
|
||
end
|
||
end
|
||
if Input.GetMouseButtonDown(0) then
|
||
timePressStarted = Time.realtimeSinceStartup
|
||
isCanShowMainTaskJumpEffect = true
|
||
this.GuideJumpEffectGo:SetActive(false)
|
||
end
|
||
end
|
||
end
|
||
|
||
-- -- 刷新主线
|
||
-- function this.RefreshMainTaskShow()
|
||
-- curMianTaskData = TaskManager.GetMianTaskCurActiveTaskData()
|
||
-- if curMianTaskData then
|
||
-- local curSConFigData = ConfigManager.GetConfigData(ConfigName.BeginnerTask, curMianTaskData.missionId)
|
||
-- if curSConFigData then
|
||
-- this.titleText.text = curSConFigData.Show .. " "
|
||
-- this.progressText.text = "(" .. curMianTaskData.progress .. "/" .. curSConFigData.TaskValue[2][1] .. ")"
|
||
-- if curMianTaskData.state == 0 then
|
||
-- this.mainTaskGRewardImage:SetActive(false)
|
||
-- this.mainTaskJumpImage:SetActive(true)
|
||
-- elseif curMianTaskData.state == 1 then
|
||
-- this.mainTaskGRewardImage:SetActive(true)
|
||
-- this.GuideEffectGo:SetActive(true)
|
||
-- this.mainTaskJumpImage:SetActive(false)
|
||
-- elseif curMianTaskData.state == 2 then
|
||
-- this.mainTaskGRewardImage:SetActive(false)
|
||
-- this.mainTaskJumpImage:SetActive(true)
|
||
-- end
|
||
-- Util.AddOnceClick(this.getRewardButton, function()
|
||
-- if curMianTaskData.state == 0 then
|
||
-- JumpManager.GoJump(curSConFigData.Jump[1])
|
||
-- elseif curMianTaskData.state == 1 then
|
||
-- NetManager.TakeMissionRewardRequest(TaskTypeDef.MainTask, curMianTaskData.missionId, function(msg)
|
||
-- UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1, function()
|
||
-- this.RefreshMainTaskShow()
|
||
-- end)
|
||
-- end)
|
||
-- elseif curMianTaskData.state == 2 then
|
||
-- PopupTipPanel.ShowTip("已领取!")
|
||
-- this.RefreshMainTaskShow()
|
||
-- end
|
||
-- end)
|
||
-- this.mainTask:SetActive(true)
|
||
-- end
|
||
-- else
|
||
-- this.mainTask:SetActive(false)
|
||
-- end
|
||
-- end
|
||
|
||
-- 刷新特权显示
|
||
function this.FreshVip()
|
||
this.vipLevelText.sprite = VipManager.SetVipLevelImg()
|
||
end
|
||
|
||
--按钮开启限制
|
||
function this.BtnsIsOpen()
|
||
for i, v in pairs(this.funcBtnList) do
|
||
local isOpen = ActTimeCtrlManager.SingleFuncState(i)
|
||
v:SetActive(isOpen)
|
||
end
|
||
this.btnRank.gameObject:SetActive(ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.ALLRANKING))
|
||
end
|
||
|
||
function this.InitShow()
|
||
if not this.playerHead then
|
||
this.playerHead = SubUIManager.Open(SubUIConfig.PlayerHeadView, this.headPos.transform)
|
||
end
|
||
this.playerHead:SetHead(PlayerManager.head)
|
||
this.playerHead:SetFrame(PlayerManager.frame)
|
||
this.playerHead:SetScale(Vector3.one * 0.9)
|
||
this.playerHead:SetPosition(Vector3.New(-5, 0, 0))
|
||
|
||
end
|
||
|
||
|
||
function this.IntiReward()
|
||
local rewardData = fightLevelConfig[FightPointPassManager.curOpenFight].RewardShowMin
|
||
for i = 1, #rewardData do
|
||
if not this.rewardList[i] then
|
||
local go = {}
|
||
go.item = newObjToParent(this.rewardItemPre, this.rewardGrid)
|
||
go.icon = Util.GetGameObject(go.item, "iconBg/icon"):GetComponent("Image")
|
||
go.text = Util.GetGameObject(go.item, "rewardbg/context"):GetComponent("Text")
|
||
this.rewardList[i] = go
|
||
end
|
||
|
||
this.rewardList[i].icon.sprite = SetIcon(rewardData[i][1])
|
||
|
||
local addValue = FightPointPassManager.GetItemVipValue(rewardData[i][1])
|
||
if addValue - 1 <= 0 then
|
||
this.rewardList[i].text.text = string.format(Language[10585], rewardData[i][2])
|
||
else
|
||
local valueShow = (addValue - 1) * 100
|
||
this.rewardList[i].text.text =" ×" ..rewardData[i][2].."<color=#F5C66BFF>(+"..valueShow..Language[10586]
|
||
end
|
||
end
|
||
end
|
||
|
||
-- 刷新玩家信息显示
|
||
function this.FreshPlayerInfo()
|
||
this.level.text = PlayerManager.level
|
||
this.expSliderValue.value = PlayerManager.exp / PlayerManager.userLevelData[PlayerManager.level].Exp
|
||
this.playName.text = PlayerManager.nickName
|
||
this.teamPower.text = FormationManager.GetFormationPower(FormationManager.curFormationIndex)
|
||
|
||
this.SetFightBtnText()
|
||
end
|
||
|
||
--刷新通关豪礼主界面显示
|
||
function this.RefreshPassGiftShow()
|
||
local mainLevelEndId=ConfigManager.TryGetConfigDataByKey(ConfigName.MainLevelConfig,"NextLevel",-1).Id--最高关卡
|
||
if FightPointPassManager.curOpenFight==mainLevelEndId then
|
||
this.pgBtn:SetActive(false)
|
||
return
|
||
end
|
||
if ActTimeCtrlManager.IsQualifiled(56) then
|
||
this.pgBtn:SetActive(true)
|
||
else
|
||
this.pgBtn:SetActive(false)
|
||
return
|
||
end
|
||
|
||
local liveId,tarPointId=ActivityGiftManager.GetNextHeroInfo()
|
||
if liveId==0 or tarPointId==0 then
|
||
this.pgBtn:SetActive(false)
|
||
return
|
||
end
|
||
--通过立绘id在itemconfig表中读出herostar 已确定该id在heroconfig中的唯一值
|
||
local heroStar=ConfigManager.GetConfigData(ConfigName.ItemConfig,liveId).HeroStar[1]
|
||
local heroData=ConfigManager.GetConfigData(ConfigName.HeroConfig,heroStar)
|
||
|
||
this.pgHead.sprite=Util.LoadSprite(GetResourcePath(heroData.Icon))
|
||
this.pgFrame.sprite=SetFrame(liveId)
|
||
if heroData.Natural==13 or heroData.Natural==14 then
|
||
this.pgGive.text=Language[10587]
|
||
elseif heroData.Natural==11 or heroData.Natural==12 then
|
||
this.pgGive.text=Language[10588]
|
||
end
|
||
this.pgName.text=heroData.ReadingName
|
||
|
||
this.pgInfo.text= Language[10356]..ActivityGiftManager.mainLevelConfig[tarPointId].Name
|
||
end
|
||
|
||
|
||
|
||
|
||
|
||
-- 设置挑战按钮文字
|
||
function this.SetFightBtnText()
|
||
this.fightLock:SetActive(false)
|
||
local isPass = FightPointPassManager.IsCanFight(FightPointPassManager.curOpenFight)
|
||
if not isCounting then
|
||
if not isPass then
|
||
this.fightLock:SetActive(true)
|
||
this.lockText.text = FightPointPassManager.GetBtnText()
|
||
else
|
||
this.fightText.text = FightPointPassManager.GetBtnText()
|
||
end
|
||
end
|
||
end
|
||
|
||
-- 执行关卡战斗
|
||
function this.ExcuteBattle()
|
||
if not FightPointPassManager.IsChapterClossState() then
|
||
UIManager.OpenPanel(UIName.FightMiddleChoosePanel, FightPointPassManager.curOpenFight, true,function ()
|
||
--- 临时代码
|
||
--FightPointPassManager.SetChapterOpenState(false)
|
||
end)
|
||
return
|
||
end
|
||
|
||
if isCounting then PopupTipPanel.ShowTip(Language[10589]) return end
|
||
local curFightId = FightPointPassManager.curOpenFight
|
||
local state, tip = FightPointPassManager.IsCanFight(curFightId)
|
||
if state == -1 then
|
||
PopupTipPanel.ShowTip(tip)
|
||
return
|
||
end
|
||
|
||
if not state then
|
||
PopupTipPanel.ShowTip(tip)
|
||
return
|
||
end
|
||
|
||
this.SetInitAnim()
|
||
end
|
||
|
||
|
||
function FightPointPassMainPanel:OnSortingOrderChange()
|
||
invadeMonster:OnSortingOrderChange()
|
||
Util.AddParticleSortLayer(this.GuideEffectGo, self.sortingOrder - orginLayer)
|
||
Util.AddParticleSortLayer(this.GuideJumpEffectGo, self.sortingOrder - orginLayer)
|
||
Util.AddParticleSortLayer(this.pgEffect, self.sortingOrder - orginLayer)
|
||
Util.AddParticleSortLayer(this.vipPrivilegeBtn, self.sortingOrder - orginLayer)
|
||
|
||
fightMap:OnSortingOrderChange(self.sortingOrder)
|
||
|
||
orginLayer = self.sortingOrder
|
||
|
||
this.BtView:SetOrderStatus({ sortOrder = self.sortingOrder })
|
||
end
|
||
|
||
--界面关闭时调用(用于子类重写)
|
||
function FightPointPassMainPanel:OnClose()
|
||
|
||
hasLoad = false
|
||
invadeMonster:OnClose()
|
||
fightMap:Dispose()
|
||
|
||
if this.animTimer then
|
||
this.animTimer:Stop()
|
||
end
|
||
|
||
this.animTimer = nil
|
||
|
||
if this.liveNode then
|
||
--Log("==YSP== 删除立绘")
|
||
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 FightPointPassMainPanel:OnDestroy()
|
||
|
||
invadeMonster:OnDestroy()
|
||
poolManager:UnLoadAsset("GuideEffect", this.GuideEffectGo, PoolManager.AssetType.GameObject)
|
||
poolManager:UnLoadAsset("GuideEffect", this.GuideJumpEffectGo, PoolManager.AssetType.GameObject)
|
||
poolManager:UnLoadLive(fightAnimRes, this.animGo, PoolManager.AssetType.GameObject)
|
||
SubUIManager.Close(this.UpView)
|
||
SubUIManager.Close(this.BtView)
|
||
ClearRedPointObject(RedPointType.DailyTaskMain, this.DailyRedPoint)
|
||
ClearRedPointObject(RedPointType.Setting, this.headRedpot)
|
||
ClearRedPointObject(RedPointType.VipPrivilege, this.vipRedPoint)
|
||
ClearRedPointObject(RedPointType.SecretTer_IsCanFight, this.fightRP)
|
||
end
|
||
--跳转显示新手提示圈
|
||
function FightPointPassMainPanel.ShowGuideGo(btnIndex)
|
||
if btnIndex == 1 then--关卡
|
||
if this.btnFight then
|
||
JumpManager.ShowGuide(UIName.FightPointPassMainPanel, this.btnFight)
|
||
end
|
||
elseif btnIndex == 6 then--在线
|
||
if invadeMonster.btnRewardOnline then
|
||
JumpManager.ShowGuide(UIName.FightPointPassMainPanel, invadeMonster.btnRewardOnline)
|
||
end
|
||
elseif btnIndex == 5 then--章节奖励
|
||
if invadeMonster.btnRewrdChapter then
|
||
JumpManager.ShowGuide(UIName.FightPointPassMainPanel, invadeMonster.btnRewrdChapter)
|
||
end
|
||
elseif btnIndex == 2 then--极速探索
|
||
if invadeMonster.btnFastExplore then
|
||
JumpManager.ShowGuide(UIName.FightPointPassMainPanel, invadeMonster.btnFastExplore)
|
||
end
|
||
elseif btnIndex == 3 then--召唤外敌
|
||
if invadeMonster.callMonsterBtn then
|
||
JumpManager.ShowGuide(UIName.FightPointPassMainPanel, invadeMonster.callMonsterBtn)
|
||
end
|
||
elseif btnIndex == 4 then--挂机宝箱
|
||
if invadeMonster.rewardBox then
|
||
JumpManager.ShowGuide(UIName.FightPointPassMainPanel, invadeMonster.rewardBox)
|
||
end
|
||
end
|
||
end
|
||
|
||
--刷新小地图
|
||
function this.RefreshLittleMap()
|
||
--获取数据
|
||
if not FightPointPassManager.IsChapterClossState() then
|
||
this.integer, this.decimal = math.modf(FightPointPassManager.lastPassFightId/1000)--确定区域id
|
||
else
|
||
this.integer, this.decimal = math.modf(FightPointPassManager.curOpenFight/1000)
|
||
end
|
||
local data=ConfigManager.GetConfigData(ConfigName.MainLevelSettingConfig,this.integer)--获取这一区域所有数据
|
||
local difficulty=FightPointPassManager.curOpenFight%10 --确定当前区域难度
|
||
local curAllLevelNum = 0
|
||
--根据当前难度 检查对应区域数据
|
||
if difficulty==1 then
|
||
this.CheckMapPointsData(data.SimpleLevel)
|
||
curAllLevelNum = #data.SimpleLevel
|
||
elseif difficulty==2 then
|
||
this.CheckMapPointsData(data.NormalLevel)
|
||
curAllLevelNum = #data.NormalLevel
|
||
elseif difficulty==3 then
|
||
this.CheckMapPointsData(data.DifficultyLevel)
|
||
curAllLevelNum = #data.DifficultyLevel
|
||
elseif difficulty==4 then
|
||
this.CheckMapPointsData(data.HellLevel)
|
||
curAllLevelNum = #data.HellLevel
|
||
elseif difficulty==5 then
|
||
this.CheckMapPointsData(data.NightmareLevel)
|
||
curAllLevelNum = #data.NightmareLevel
|
||
end
|
||
|
||
--计算小地图当前点位 更换地图
|
||
local sonPoint = FightPointPassManager.GetLevelPointPosition()
|
||
local parentPosX,parentPosY=FightPointPassManager.CalculateMapPointPos(this.map.transform,sonPoint)
|
||
this.map.transform.anchoredPosition3D=Vector3(parentPosX,parentPosY-52.4,0) --52.4是策划的选择!!
|
||
this.mapImage.sprite=Util.LoadSprite(data.ChapterBg)
|
||
|
||
--加载立绘
|
||
if this.liveNode then
|
||
return
|
||
end
|
||
npc = NameManager.roleSex == ROLE_SEX.BOY and mapNpc or mapNpc2
|
||
scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one * 0.14 or Vector3.one * 0.07
|
||
local curLevel = 0
|
||
if not FightPointPassManager.IsChapterClossState() then
|
||
curLevel = math.floor(FightPointPassManager.lastPassFightId/10)%100
|
||
else
|
||
curLevel = math.floor(FightPointPassManager.curOpenFight/10)%100
|
||
end
|
||
this.btnMapRadarBG.fillAmount = curLevel / curAllLevelNum
|
||
this.RadarBGText.text = curLevel .."/".. curAllLevelNum
|
||
this.liveNode = poolManager:LoadLive(npc, this.btnMap.transform, scale, Vector3.New(0,-52.4,0))
|
||
local SkeletonGraphic = this.liveNode:GetComponent("SkeletonGraphic")
|
||
if SkeletonGraphic then
|
||
SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true)
|
||
if FightPointPassManager.GetRoleDirection()==1 then
|
||
SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 180, 0)
|
||
else
|
||
SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0)
|
||
end
|
||
end
|
||
end
|
||
--检查地图点数据
|
||
function this.CheckMapPointsData(pointsData)
|
||
for i = 1, math.max(#pointsData, #points)do
|
||
local go = points[i]
|
||
if not go then
|
||
go=newObject(points[1])
|
||
go.transform:SetParent(Util.GetGameObject(this.btnMap,"MapMask/Map").transform)
|
||
go.transform.localScale = Vector3.one
|
||
go.transform.localPosition=Vector3.zero;
|
||
go.gameObject.name = "mapAreaPre (".. i ..")"
|
||
points[i] = go
|
||
end
|
||
go.gameObject:SetActive(false)
|
||
end
|
||
--位置赋值
|
||
for i = 1, #pointsData do
|
||
local data=ConfigManager.GetConfigData(ConfigName.MainLevelConfig, pointsData[i])
|
||
points[i].transform.anchoredPosition3D=Vector3(data.LevelPointPosition[1],data.LevelPointPosition[2],0)
|
||
|
||
Util.GetGameObject(points[i].transform, "icon"):SetActive((math.floor((data.Id%100)/10))%5 ~= 0)
|
||
Util.GetGameObject(points[i].transform, "icon2"):SetActive((math.floor((data.Id%100)/10))%5 == 0)
|
||
end
|
||
--显示位置点
|
||
for i = 1, #pointsData do
|
||
points[i]:SetActive(true)
|
||
end
|
||
end
|
||
--预先显示玩家等级 解锁的功能list
|
||
function this.GetNextFightOpenFun()
|
||
local nextFightId = 0
|
||
local nextFightSortId = ConfigManager.GetConfigData(ConfigName.MainLevelConfig,FightPointPassManager.curOpenFight).SortId - 1
|
||
for i, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.GlobalSystemConfig)) do
|
||
if v.OpenRules then
|
||
if v.OpenRules[1] == 1 then--1关卡开启
|
||
local OpenRulesSortId = ConfigManager.GetConfigData(ConfigName.MainLevelConfig,v.OpenRules[2]).SortId
|
||
if OpenRulesSortId > nextFightSortId and v.IsOpen == 1 and v.IsShow == 1 then
|
||
if nextFightId == 0 then
|
||
nextFightId = v.OpenRules[2]
|
||
else
|
||
if ConfigManager.GetConfigData(ConfigName.MainLevelConfig,nextFightId).SortId > OpenRulesSortId then
|
||
nextFightId = v.OpenRules[2]
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
for i, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.GlobalSystemConfig)) do
|
||
if v.OpenRules then
|
||
if v.OpenRules[1] == 1 then--1关卡开启
|
||
if v.OpenRules[2] == nextFightId and v.IsOpen == 1 and v.IsShow == 1 then
|
||
return v
|
||
end
|
||
end
|
||
end
|
||
end
|
||
return nil
|
||
end
|
||
--开服福利显示 开始
|
||
local OpenSeverWelfareRewardShow = {
|
||
[16] = {image1 = "r_guanka_guankajiangliyaojin",image2 = "r_guanka_guankajiangli01"},
|
||
[19] = {image1 = "r_guanka_guankajianglishenfu",image2 = "r_guanka_guankajiangli02"},
|
||
[81128] = {image1 = "r_guanka_guankajianglibaoxiang",image2 = "r_guanka_guankajiangli03"},
|
||
[11023] = {image1 = "r_guanka_guankajianglishunwukong",image2 = "r_guanka_guankajiangli04"},
|
||
}
|
||
function this.UpdateOpenSeverWelfare()
|
||
local mainLevelConfig = ConfigManager.GetConfig(ConfigName.MainLevelConfig)
|
||
local activityRewardConfig = ConfigManager.GetConfig(ConfigName.ActivityRewardConfig)
|
||
local activityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.OpenSeverWelfare)
|
||
local activityData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.OpenSeverWelfare)
|
||
--LogGreen("#activityData.mission "..#activityData.mission)
|
||
if activityId and activityId > 0 and activityData and #activityData.mission > 0 then
|
||
ActivityGiftManager.OpenSeverWelfareRewardTabsSort(activityData.mission)
|
||
local curMissionConfig = nil
|
||
local isShowBtn = false
|
||
for i = 1, #activityData.mission do
|
||
if activityData.mission[i].state == 0 and not curMissionConfig then
|
||
curMissionConfig = activityRewardConfig[activityData.mission[i].missionId]
|
||
end
|
||
if activityData.mission[i].state == 0 then
|
||
isShowBtn = true
|
||
end
|
||
end
|
||
this.btnOpenSeverWelfare:SetActive(isShowBtn)
|
||
if not curMissionConfig then return end
|
||
this.OpenSeverWelfareicon.sprite = Util.LoadSprite(OpenSeverWelfareRewardShow[curMissionConfig.Reward[1][1]].image1)
|
||
this.OpenSeverWelfareiconText.sprite = Util.LoadSprite(OpenSeverWelfareRewardShow[curMissionConfig.Reward[1][1]].image2)
|
||
this.OpenSeverWelfareicon:SetNativeSize()
|
||
local curPassLevelSortId = FightPointPassManager.lastPassFightId ~= FightPointPassManager.curOpenFight and mainLevelConfig[FightPointPassManager.lastPassFightId].SortId or 0
|
||
local getRewardLevelSortId = mainLevelConfig[curMissionConfig.Values[1][1]].SortId
|
||
this.OpenSeverWelfareRed:SetActive(curPassLevelSortId >= getRewardLevelSortId)
|
||
curPassLevelSortId = curPassLevelSortId >= getRewardLevelSortId and getRewardLevelSortId or curPassLevelSortId
|
||
this.OpenSeverWelfareProgressText.text = curPassLevelSortId .. "/" .. getRewardLevelSortId
|
||
this.OpenSeverWelfareProgressImage.fillAmount =curPassLevelSortId/ getRewardLevelSortId
|
||
this.OpenSeverWelfareInfoText.text = curMissionConfig.ContentsShow
|
||
this.RemainTimeDown(this.btnOpenSeverWelfare,this.OpenSeverWelfareTimeText,activityData.endTime - GetTimeStamp())
|
||
else
|
||
this.btnOpenSeverWelfare:SetActive(false)
|
||
end
|
||
end
|
||
this.timer = Timer.New()
|
||
--刷新倒计时显示
|
||
function this.RemainTimeDown(_timeTextExpertgo,_timeTextExpert,timeDown)
|
||
if timeDown > 0 then
|
||
if _timeTextExpertgo then
|
||
_timeTextExpertgo:SetActive(true)
|
||
end
|
||
if _timeTextExpert then
|
||
_timeTextExpert.text = GetLeftTimeStrByDeltaTime2(timeDown)
|
||
end
|
||
if this.timer then
|
||
this.timer:Stop()
|
||
this.timer = nil
|
||
end
|
||
this.timer = Timer.New(function()
|
||
if _timeTextExpert then
|
||
_timeTextExpert.text = GetLeftTimeStrByDeltaTime2(timeDown)
|
||
end
|
||
if timeDown < 0 then
|
||
if _timeTextExpertgo then
|
||
_timeTextExpertgo:SetActive(false)
|
||
end
|
||
this.timer:Stop()
|
||
this.timer = nil
|
||
end
|
||
timeDown = timeDown - 1
|
||
end, 1, -1, true)
|
||
this.timer:Start()
|
||
else
|
||
if _timeTextExpertgo then
|
||
_timeTextExpertgo:SetActive(false)
|
||
end
|
||
end
|
||
end
|
||
--开服福利显示 结束
|
||
return FightPointPassMainPanel |