1002 lines
		
	
	
		
			43 KiB
		
	
	
	
		
			Lua
		
	
			
		
		
	
	
			1002 lines
		
	
	
		
			43 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 itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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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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local hasMap = 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
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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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    this.spLoader = SpriteLoader.New()
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    isAnimActive = false
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    fightMap:InitComponent(self.gameObject, this)
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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.btnDailyMission:GetComponent("Image").sprite=this.spLoader:LoadSprite("g_guanka_richangrenwu_zh")
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    this.btnRank = Util.GetGameObject(self.gameObject, "Bg/btnGroup/btnRank")
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    this.btnRank:GetComponent("Image").sprite=this.spLoader:LoadSprite("g_guanka_guankapaihang_zh")
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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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	SetEnglishActive(this.chapterName)
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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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    this.fightSaoGuang = Util.GetGameObject(this.btnFight, "saoguang")
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    LanguageFontSizeFilter(this.fightText, 50)
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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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    if not this.playerInfoView then
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        this.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, this.transform)
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    end    
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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.goVipButton = Util.GetGameObject(self.gameObject, "Bg/RightDown/mainTask/progressLayout")
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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.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.btnFindTreasure:GetComponent("Image").sprite=this.spLoader:LoadSprite("x_xb_quan_01_zh")
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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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    --逍遥游入口
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    this.btnXiaoYao=Util.GetGameObject(self.gameObject,"Bg/RightUpVertical/xiaoyaoBtn")
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    this.btnXiaoYao:GetComponent("Image").sprite=this.spLoader:LoadSprite("x_xiaoyaoyou_daanniu_zh")
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    Util.GetGameObject(this.btnXiaoYao,"Image"):GetComponent("Image").sprite=this.spLoader:LoadSprite("x_xiaoyaoyou_daanniu_zh")
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    this.xiaoyaoRedPoint=Util.GetGameObject(self.gameObject,"Bg/RightUpVertical/xiaoyaoBtn/redPoint")
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    this.funcBtnList[FUNCTION_OPEN_TYPE.XiaoYaoYou] = this.btnXiaoYao
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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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    --世界等级
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    Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/worldLv/Text"):GetComponent("Text").text = "世界等级:"
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    this.worldLv = Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/worldLv/lv"):GetComponent("Text")
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    -- 开服福利
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    this.UI_Effect_MuBiaoJiangLi = Util.GetGameObject(self.gameObject, "Bg/LeftUp/box/btnOpenSeverWelfare/UI_Effect_MuBiaoJiangLi")
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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.UI_Effect_MuBiaoJiangLi, "UI_MuBiaoJiangLi_Import_05"):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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    this.battleUpLvTip = Util.GetGameObject(self.gameObject, "Bg/btnDown/battleUpLvTip")
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    Util.GetGameObject(self.gameObject, "Bg/btnDown/battleUpLvTip/Text"):GetComponent("Text").text = Language[10610]
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    --山河社稷图
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    this.btnFightLevel = Util.GetGameObject(self.gameObject, "Bg/LeftUp/box/btnFightLevel")
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    this.btnFightLevel:SetActive(false)
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    -- this.funcBtnList[FUNCTION_OPEN_TYPE.FIGHTLEVEL] = this.btnFightLevel
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    -- this.btnFightLevelRedPoint = Util.GetGameObject(this.btnFightLevel, "redPoint")
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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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    --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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    --逍遥游
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    Util.AddClick(this.btnXiaoYao,function()
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        XiaoYaoManager.OpenMapList()
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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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    -- Util.AddClick(this.btnFightLevel, function()
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    --     UIManager.OpenPanel(UIName.FightLevelChapterPanel)
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    -- end)
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    Util.AddClick(this.goVipButton, function()
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        UIManager.OpenPanel(UIName.VipPanelV2)
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    end)
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    Util.AddClick(this.getRewardButton, function()
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        local t, task = VipManager.GetVipTaskShowInFight()
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        if t == 1 and task.state == VipTaskStatusDef.NotFinished then
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            local taskConfigInfo = ConfigManager.GetConfigData(ConfigName.TaskConfig, task.missionId)
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            JumpManager.GoJump(taskConfigInfo.Jump[1])
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        else
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            UIManager.OpenPanel(UIName.VipPanelV2)
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        end
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    end)
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    BindRedPointObject(RedPointType.DailyTaskMain, this.dailyRedPoint)
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    BindRedPointObject(RedPointType.SecretTer_IsCanFight, this.fightRP)
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    BindRedPointObject(RedPointType.XiaoYaoYouRedPoint, this.xiaoyaoRedPoint)
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    -- BindRedPointObject(RedPointType.FightLevel, this.btnFightLevelRedPoint)
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end
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 | 
						||
function this.SetInitAnim()
 | 
						||
    -- 隐藏界面特效
 | 
						||
    -- count = 1
 | 
						||
    -- this.GuideEffectGo:SetActive(false)
 | 
						||
    -- this.GuideJumpEffectGo:SetActive(false)
 | 
						||
    -- this.swicthPanel:SetActive(true)
 | 
						||
    -- this.SetAnimPanelState(true)
 | 
						||
    -- fightSkeleton.AnimationState:SetAnimation(0, fightAnim[2], false)
 | 
						||
    -- isAnimActive = true
 | 
						||
    -- chooseAnim = FightPointPassManager.IsFightBoss() and 4 or 3
 | 
						||
    fightMap.StopAction()
 | 
						||
    UIManager.OpenPanel(UIName.FightLevelSwitchPopup, true)
 | 
						||
end
 | 
						||
 | 
						||
-- 隐藏显示面板
 | 
						||
-- function this.SetAnimPanelState(isShow)
 | 
						||
--     local offset = isShow and 0 or 2000
 | 
						||
--     this.swicthPanel.transform.localPosition = Vector3.New(offset, 0, 0 )
 | 
						||
-- end
 | 
						||
 | 
						||
 | 
						||
--添加事件监听(用于子类重写)
 | 
						||
function FightPointPassMainPanel:AddListener()
 | 
						||
 | 
						||
    invadeMonster:AddListener()
 | 
						||
    fightMap:AddListener()
 | 
						||
    Game.GlobalEvent:AddEvent(GameEvent.FunctionCtrl.OnFunctionOpen, this.BtnsIsOpen)
 | 
						||
    Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateFindTreasureMaterialNum)
 | 
						||
    Game.GlobalEvent:AddEvent(GameEvent.FindTreasure.RefreshFindTreasureRedPot, this.RefreshFindTreasureRedPoint)
 | 
						||
    Game.GlobalEvent:AddEvent(GameEvent.Mission.GetOpenServerRewardRefreshFightPoint, this.UpdateOpenSeverWelfare)
 | 
						||
    Game.GlobalEvent:AddEvent(GameEvent.Player.OnShowBattleUpLvTip, this.RefreshBattleUpLvTip)
 | 
						||
    Game.GlobalEvent:AddEvent(GameEvent.Player.OnPlayerLvChange, this.SetFightBtnText)
 | 
						||
    Game.GlobalEvent:AddEvent(GameEvent.DynamicTask.OnMissionChange, this.refreshVipTask)
 | 
						||
    Game.GlobalEvent:AddEvent(GameEvent.JumpServerHeightLadder.UpdateWordLv, this.UpdateWordLv)
 | 
						||
end
 | 
						||
 | 
						||
--移除事件监听(用于子类重写)
 | 
						||
function FightPointPassMainPanel:RemoveListener()
 | 
						||
 | 
						||
    invadeMonster:RemoveListener()
 | 
						||
    fightMap:RemoveListener()
 | 
						||
    Game.GlobalEvent:RemoveEvent(GameEvent.FunctionCtrl.OnFunctionOpen, this.BtnsIsOpen)
 | 
						||
    Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, this.UpdateFindTreasureMaterialNum)
 | 
						||
    Game.GlobalEvent:RemoveEvent(GameEvent.FindTreasure.RefreshFindTreasureRedPot, this.RefreshFindTre3asureRedPoint)
 | 
						||
    Game.GlobalEvent:RemoveEvent(GameEvent.Mission.GetOpenServerRewardRefreshFightPoint, this.UpdateOpenSeverWelfare)
 | 
						||
    Game.GlobalEvent:RemoveEvent(GameEvent.Player.OnShowBattleUpLvTip, this.RefreshBattleUpLvTip)
 | 
						||
    Game.GlobalEvent:RemoveEvent(GameEvent.Player.OnPlayerLvChange, this.SetFightBtnText)
 | 
						||
    Game.GlobalEvent:RemoveEvent(GameEvent.DynamicTask.OnMissionChange, this.refreshVipTask)
 | 
						||
    Game.GlobalEvent:RemoveEvent(GameEvent.JumpServerHeightLadder.UpdateWordLv, this.UpdateWordLv)
 | 
						||
end
 | 
						||
 | 
						||
--界面打开时调用(用于子类重写)
 | 
						||
function FightPointPassMainPanel:OnOpen(func)
 | 
						||
    this.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.FightPointPass })
 | 
						||
    this.BtView:OnOpen(self, { sortOrder = self.sortingOrder, panelType = PanelTypeView.JieLing })
 | 
						||
    callBack = nil
 | 
						||
    if func then
 | 
						||
        callBack = func
 | 
						||
    end
 | 
						||
end
 | 
						||
 | 
						||
-- 从战斗出来会加载两次
 | 
						||
function FightPointPassMainPanel:OnShow()
 | 
						||
    CheckRedPointStatus(RedPointType.XiaoYaoYouRedPoint)
 | 
						||
    -- 功能引导存在时不再显示成长界面
 | 
						||
    if FightPointPassManager.GetIsOpenRewardUpTip() and not GuideManager.IsFunctionGuideExist() then
 | 
						||
        local oldLevelId = FightPointPassManager.lastPassFightId
 | 
						||
        local curLevelId = FightPointPassManager.curOpenFight
 | 
						||
        local oldLevelConFig = ConfigManager.GetConfigData(ConfigName.MainLevelConfig,oldLevelId)
 | 
						||
        local curLevelConFig = ConfigManager.GetConfigData(ConfigName.MainLevelConfig,curLevelId)
 | 
						||
        local data = {}
 | 
						||
        data.title = "g_guanka_jianglitishen_zh"
 | 
						||
        data.itemList = {}
 | 
						||
        data.type = 1
 | 
						||
        for i = 1, #curLevelConFig.RewardShowMin do
 | 
						||
            local oldsinglePro = oldLevelConFig.RewardShowMin[i]
 | 
						||
            local cursinglePro = curLevelConFig.RewardShowMin[i]
 | 
						||
            local singleItem = {}
 | 
						||
            singleItem.icon = cursinglePro[1]
 | 
						||
            singleItem.proName = GetLanguageStrById(itemConfig[cursinglePro[1]].Name)
 | 
						||
            singleItem.proValue = oldsinglePro[2]
 | 
						||
            if cursinglePro[2] - oldsinglePro[2] > 0 then
 | 
						||
                singleItem.proValue1 = "<color=#529864>"..cursinglePro[2].."</color>"..Language[11567]
 | 
						||
            else
 | 
						||
                singleItem.proValue1 = "<color=#C8AD83>"..cursinglePro[2]..Language[11568]
 | 
						||
            end
 | 
						||
            table.insert(data.itemList,singleItem)
 | 
						||
        end
 | 
						||
        UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.Onhook,data)
 | 
						||
    end
 | 
						||
    this.RefreshLittleMap()
 | 
						||
    this.RefreshPassGiftShow()
 | 
						||
    SoundManager.PlayMusic(SoundConfig.BGM_Main)
 | 
						||
    -- 调用onshow
 | 
						||
    invadeMonster:OnShow()
 | 
						||
 | 
						||
    if not hasLoad then
 | 
						||
        timePressStarted = Time.realtimeSinceStartup
 | 
						||
        isAnimActive = false
 | 
						||
        local curName = GetLanguageStrById(fightLevelConfig[FightPointPassManager.curOpenFight].Name)
 | 
						||
        local curDifficulty = fightLevelConfig[FightPointPassManager.curOpenFight].Difficulty
 | 
						||
        local chapterId = 0
 | 
						||
        local str = ""
 | 
						||
        if not FightPointPassManager.IsChapterClossState() then
 | 
						||
            chapterId = math.floor(FightPointPassManager.lastPassFightId / 1000)
 | 
						||
            str = GetLanguageStrById(fightLevelConfig[FightPointPassManager.lastPassFightId].Name)
 | 
						||
        else
 | 
						||
            str = string.format("<color=#%s>%s</color> ", textColor[curDifficulty], curName)
 | 
						||
            chapterId = FightPointPassManager.GetCurChapterIndex()
 | 
						||
        end
 | 
						||
        this.areaName.text = str
 | 
						||
        if GetCurLanguage() ~= 0 then
 | 
						||
            this.areaName.gameObject.transform.localPosition = Vector2.New(0,0)
 | 
						||
        end
 | 
						||
        this.chapterName.text = GetLanguageStrById(fightLevelSetConfig[chapterId].Name)
 | 
						||
 | 
						||
        -- 奖励预览
 | 
						||
        this.IntiReward()    
 | 
						||
        -- 刷新关卡按钮状态
 | 
						||
        this.SetFightBtnText()
 | 
						||
 | 
						||
 | 
						||
        isCounting = false
 | 
						||
        -- 加载地图数据
 | 
						||
        coroutine.start(function()
 | 
						||
            -- coroutine.wait(0.01)
 | 
						||
            if UIManager.IsOpen(UIName.FightPointPassMainPanel) then
 | 
						||
                fightMap:Init()
 | 
						||
                hasMap = true
 | 
						||
            end
 | 
						||
        end)
 | 
						||
 | 
						||
        FightPointPassManager.isBattleBack = false
 | 
						||
        hasLoad = true
 | 
						||
 | 
						||
        this:Update()
 | 
						||
 | 
						||
        if callBack then 
 | 
						||
            callBack()
 | 
						||
            callBack = nils
 | 
						||
        end
 | 
						||
    end
 | 
						||
    this.BtnsIsOpen()
 | 
						||
    --寻宝显示
 | 
						||
    this.UpdateFindTreasureMaterialNum()
 | 
						||
    this.worldLv.text = PlayerManager.worldLeve
 | 
						||
    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[12163]..openFunConFig.Name
 | 
						||
    else
 | 
						||
        this.openFun:SetActive(false)
 | 
						||
    end --开服福利显示
 | 
						||
    this.UpdateOpenSeverWelfare()
 | 
						||
    
 | 
						||
    PlayerManager.StarBattleUpLvTipTime(2)
 | 
						||
    this.battleUpLvTip:SetActive(false)
 | 
						||
    Util.GetGameObject(this.btnXiaoYao,"curValue/num"):GetComponent("Text").text=string.format("%d/%d",BagManager.GetItemCountById(UpViewRechargeType.YunYouVle),PrivilegeManager.GetPrivilegeNumber(39))
 | 
						||
    
 | 
						||
    -- 刷新一次编队战斗力
 | 
						||
    FormationManager.RefreshMainFormationPower()
 | 
						||
    PatFaceManager.RefreshPatface()
 | 
						||
 | 
						||
    -- 刷新任务显示
 | 
						||
    this.refreshVipTask()
 | 
						||
end
 | 
						||
 | 
						||
 | 
						||
-- 刷新任务显示
 | 
						||
function this.refreshVipTask()
 | 
						||
    local t, task = VipManager.GetVipTaskShowInFight()
 | 
						||
    -- 满级后不再显示
 | 
						||
    this.mainTask:SetActive(t ~= -1)
 | 
						||
    if t == 0 then
 | 
						||
        -- 能激活时显示激活特权
 | 
						||
        this.titleText.text = "前往升级特权"
 | 
						||
        this.progressText.text = ""
 | 
						||
    elseif t == 1 then
 | 
						||
        -- 不能激活时显示任务
 | 
						||
        local taskConfigInfo = ConfigManager.GetConfigData(ConfigName.TaskConfig, task.missionId)
 | 
						||
        local color = task.state == VipTaskStatusDef.CanReceive and UIColorStr.GREEN or UIColorStr.YELLOW 
 | 
						||
        this.titleText.text = GetLanguageStrById(taskConfigInfo.Desc)
 | 
						||
        -- 避免显示的太长
 | 
						||
        if tonumber(taskConfigInfo.TaskValue[2][1]) < 10000 then
 | 
						||
            this.titleText.text = this.titleText.text .. string.format("<color=%s>(%s/%s)</color>", color, task.progress, taskConfigInfo.TaskValue[2][1])
 | 
						||
        end
 | 
						||
        this.progressText.text = ""
 | 
						||
        this.mainTaskGRewardImage:SetActive(task.state ~= VipTaskStatusDef.NotFinished)
 | 
						||
        this.mainTaskJumpImage:SetActive(task.state == VipTaskStatusDef.NotFinished)
 | 
						||
    end
 | 
						||
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
 | 
						||
 | 
						||
--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.IntiReward()
 | 
						||
    local rewardData
 | 
						||
    if FightPointPassManager.isOpenNewChapter then
 | 
						||
        rewardData = fightLevelConfig[FightPointPassManager.curOpenFight].RewardShowMin
 | 
						||
    else
 | 
						||
        rewardData = fightLevelConfig[FightPointPassManager.lastPassFightId].RewardShowMin
 | 
						||
    end
 | 
						||
    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(this.spLoader, rewardData[i][1])
 | 
						||
 | 
						||
        local addValue = FightPointPassManager.GetItemVipValue(rewardData[i][1])
 | 
						||
        if addValue - 1 <= 0 then
 | 
						||
            this.rewardList[i].text.text = string.format(Language[10611], rewardData[i][2])
 | 
						||
        else
 | 
						||
            local valueShow = (addValue - 1) * 100
 | 
						||
            this.rewardList[i].text.text ="   ×" ..rewardData[i][2].."<color=#F5C66BFF>(+"..valueShow..Language[10612]
 | 
						||
        end
 | 
						||
    end
 | 
						||
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=this.spLoader:LoadSprite(GetResourcePath(heroData.Icon))
 | 
						||
    this.pgFrame.sprite=SetFrame(this.spLoader, liveId)
 | 
						||
    if heroData.Natural==13 or heroData.Natural==14 then
 | 
						||
        this.pgGive.text=Language[10613]
 | 
						||
    elseif heroData.Natural==11 or heroData.Natural==12 then
 | 
						||
        this.pgGive.text=Language[10614]
 | 
						||
    end
 | 
						||
    this.pgName.text=GetLanguageStrById(heroData.ReadingName)
 | 
						||
 | 
						||
    this.pgInfo.text= Language[10309]..GetLanguageStrById(ActivityGiftManager.mainLevelConfig[tarPointId].Name)
 | 
						||
end
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
-- 设置挑战按钮文字
 | 
						||
function this.SetFightBtnText()
 | 
						||
    this.fightLock:SetActive(false)
 | 
						||
    this.fightSaoGuang:SetActive(true)
 | 
						||
    local isPass = FightPointPassManager.IsCanFight(FightPointPassManager.curOpenFight)
 | 
						||
    if not isCounting then
 | 
						||
        if not isPass then
 | 
						||
            this.fightLock:SetActive(true)
 | 
						||
            this.fightSaoGuang:SetActive(false)
 | 
						||
            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
 | 
						||
        --fightMap.StopAction()
 | 
						||
        if hasMap then
 | 
						||
            LogGreen("关闭挂机")
 | 
						||
            fightMap:OnClose()
 | 
						||
            hasMap = false
 | 
						||
        end
 | 
						||
        UIManager.OpenPanel(UIName.FightMiddleChoosePanel, FightPointPassManager.curOpenFight, true,function ()
 | 
						||
            --- 临时代码
 | 
						||
            --FightPointPassManager.SetChapterOpenState(false)
 | 
						||
        end)
 | 
						||
        return
 | 
						||
    end
 | 
						||
 | 
						||
    if isCounting then PopupTipPanel.ShowTip(Language[10615]) 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.UI_Effect_MuBiaoJiangLi, self.sortingOrder - orginLayer)
 | 
						||
    Util.SetParticleSortLayer(this.fightSaoGuang, self.sortingOrder + 1)
 | 
						||
    fightMap:OnSortingOrderChange(self.sortingOrder)
 | 
						||
 | 
						||
    orginLayer = self.sortingOrder
 | 
						||
    
 | 
						||
    this.BtView:SetOrderStatus({ sortOrder = self.sortingOrder })
 | 
						||
    -- 头像层级
 | 
						||
    if this.playerInfoView then
 | 
						||
        this.playerInfoView:SetLayer(self.sortingOrder)
 | 
						||
    end
 | 
						||
end
 | 
						||
 | 
						||
--界面关闭时调用(用于子类重写)
 | 
						||
function FightPointPassMainPanel:OnClose()
 | 
						||
    PatFaceManager.isLogin = false
 | 
						||
    PlayerManager.StopBattleUpLvTipTime()
 | 
						||
    hasLoad = false
 | 
						||
    invadeMonster:OnClose()
 | 
						||
    if hasMap then
 | 
						||
        fightMap:OnClose()
 | 
						||
        hasMap = false
 | 
						||
    end
 | 
						||
 | 
						||
    if this.animTimer then
 | 
						||
        this.animTimer:Stop()
 | 
						||
    end
 | 
						||
 | 
						||
    this.animTimer = nil
 | 
						||
    if this.liveNode then
 | 
						||
        this.liveNode:OnClose()
 | 
						||
    end
 | 
						||
    if this.liveNode then
 | 
						||
        this.liveNode:OnClose()
 | 
						||
    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()
 | 
						||
    orginLayer=0
 | 
						||
    invadeMonster:OnDestroy()
 | 
						||
    this.spLoader:Destroy()
 | 
						||
    -- 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.SecretTer_IsCanFight, this.fightRP)
 | 
						||
    ClearRedPointObject(RedPointType.XiaoYaoYouRedPoint, this.xiaoyaoRedPoint)
 | 
						||
    -- ClearRedPointObject(RedPointType.FightLevel, this.btnFightLevelRedPoint)
 | 
						||
    -- 头像层级
 | 
						||
    if this.playerInfoView then
 | 
						||
        SubUIManager.Close(this.playerInfoView)
 | 
						||
        this.playerInfoView = nil
 | 
						||
    end
 | 
						||
    points = {}
 | 
						||
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=this.spLoader: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
 | 
						||
    if this.liveNode then
 | 
						||
        this.liveNode:OnClose()
 | 
						||
    end
 | 
						||
    this.liveNode = PlayerLiveView:New(this.btnMap.transform,1,nil,orginLayer,NPCPosType.smallMap)
 | 
						||
    this.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale3,Vector3.New(0,-40,0))
 | 
						||
    if FightPointPassManager.GetRoleDirection()==1 then
 | 
						||
        this.liveNode:SetWalkDir(WALK_DIR.RUN_LEFT)
 | 
						||
    else
 | 
						||
        this.liveNode:SetWalkDir(WALK_DIR.RUN_RIGHT)
 | 
						||
    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_zh"},
 | 
						||
    [19] = {image1 = "r_guanka_guankajianglishenfu",image2 = "r_guanka_guankajiangli02_zh"},
 | 
						||
    [81128] = {image1 = "r_guanka_guankajianglibaoxiang",image2 = "r_guanka_guankajiangli03_zh"},
 | 
						||
    [11023] = {image1 = "r_guanka_guankajianglishunwukong",image2 = "r_guanka_guankajiangli04_zh"},
 | 
						||
}
 | 
						||
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 = this.spLoader:LoadSprite(OpenSeverWelfareRewardShow[curMissionConfig.Reward[1][1]].image1)
 | 
						||
        this.OpenSeverWelfareiconText.sprite = this.spLoader: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 = GetLanguageStrById(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
 | 
						||
function this.RefreshBattleUpLvTip()
 | 
						||
    this.battleUpLvTip:SetActive(true)
 | 
						||
end
 | 
						||
 | 
						||
function this.UpdateWordLv()
 | 
						||
    this.worldLv.text = PlayerManager.worldLeve
 | 
						||
end
 | 
						||
--开服福利显示 结束
 | 
						||
return FightPointPassMainPanel
 | 
						||
 |