1197 lines
51 KiB
Lua
1197 lines
51 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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this.fightGuideEffect = Util.GetGameObject(this.btnFight, "GuideEffect")
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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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-- 解锁提示
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this.OpenTips = Util.GetGameObject(self.gameObject, "Bg/RightDown/OpenTips")
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this.OpenTipsTxt = Util.GetGameObject(self.gameObject, "Bg/RightDown/OpenTips/Image/Text"):GetComponent("Text")
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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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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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--数字游戏按钮
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this.numberGameBtn=Util.GetGameObject(self.gameObject,"Bg/RightUpVertical/numberGameBtn")
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this.numberGameRed=Util.GetGameObject(self.gameObject,"Bg/RightUpVertical/numberGameBtn/redPoint")
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this.funcBtnList[FUNCTION_OPEN_TYPE.Number_Game] = this.numberGameBtn
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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.btnFirstRechar = Util.GetGameObject(self.gameObject, "Bg/LeftUp/box/btnFirstRecharge")
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Util.GetGameObject(this.btnFirstRechar, "Image"):GetComponent("Image").sprite=this.spLoader:LoadSprite("r_zjm_huodongicon-shunwukongshouchong_zh")
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this.firstRedPoint=Util.GetGameObject(this.btnFirstRechar, "redPoint")
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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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this.battleUpLvTipImg = this.battleUpLvTip:GetComponent("Image")
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this.battleUpLvTipTxt = Util.GetGameObject(self.gameObject, "Bg/btnDown/battleUpLvTip/Text"):GetComponent("Text")
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this.battleLockGo = Util.GetGameObject(self.gameObject, "Bg/btnDown/battleUpLvTip/Image")
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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[38])
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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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--数字游戏
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Util.AddClick(this.numberGameBtn,function()
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--RatioNumberManager.SelectInit()
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UIManager.OpenPanel(UIName.RatioNumberLevelPanel)
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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.btnFirstRechar, function()
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UIManager.OpenPanel(UIName.FirstRechargePanel)
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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.FirstRecharge, this.firstRedPoint)
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BindRedPointObject(RedPointType.numberGame, this.numberGameRed)
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-- BindRedPointObject(RedPointType.FightLevel, this.btnFightLevelRedPoint)
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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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-- 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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fightMap.StopAction()
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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
|
|
|
|
|
|
--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.Player.OnPlayerLvChange, this.RefreshOpenTips)
|
|
Game.GlobalEvent:AddEvent(GameEvent.DynamicTask.OnMissionChange, this.refreshVipTask)
|
|
Game.GlobalEvent:AddEvent(GameEvent.JumpServerHeightLadder.UpdateWordLv, this.UpdateWordLv)
|
|
|
|
Game.GlobalEvent:AddEvent(GameEvent.UI.OnOpen, this.OnUIOpen)
|
|
Game.GlobalEvent:AddEvent(GameEvent.Guide.FuncGuideDone, this.OnFuncGuideDone)
|
|
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.Player.OnPlayerLvChange, this.RefreshOpenTips)
|
|
Game.GlobalEvent:RemoveEvent(GameEvent.DynamicTask.OnMissionChange, this.refreshVipTask)
|
|
Game.GlobalEvent:RemoveEvent(GameEvent.JumpServerHeightLadder.UpdateWordLv, this.UpdateWordLv)
|
|
|
|
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnOpen, this.OnUIOpen)
|
|
Game.GlobalEvent:RemoveEvent(GameEvent.Guide.FuncGuideDone, this.OnFuncGuideDone)
|
|
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)
|
|
CheckRedPointStatus(RedPointType.numberGame)
|
|
local activityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.FirstRecharge)
|
|
if activityId and activityId~=0 and DynamicActivityManager.IsQualifiled(1) then
|
|
this.btnFirstRechar:SetActive(true)
|
|
else
|
|
this.btnFirstRechar:SetActive(false)
|
|
end
|
|
-- 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()
|
|
|
|
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()
|
|
|
|
|
|
if not hasLoad then
|
|
timePressStarted = Time.realtimeSinceStartup
|
|
isAnimActive = false
|
|
|
|
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)
|
|
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()
|
|
-- 刷新解锁信息显示
|
|
this.RefreshOpenTips()
|
|
--
|
|
this.battleUpLvTip:SetActive(false)
|
|
this.RefreshBattleUpLvTip(true)
|
|
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
|
|
|
|
-- 刷新提示文字显示
|
|
function this.RefreshOpenTips()
|
|
local tips = FightPointPassManager.GetCurLevelTips()
|
|
if tips then
|
|
---不显示该提示
|
|
this.OpenTips:SetActive(false)
|
|
this.OpenTipsTxt.text = tips
|
|
else
|
|
this.OpenTips:SetActive(false)
|
|
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
|
|
LogError("i==="..i)
|
|
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])
|
|
-- local totalCurNum,totalLv,totalNum = LikabilityManager.GetTotalHeroLikeLv(-1)
|
|
-- local prolist = {}
|
|
-- if totalLv > 0 then
|
|
-- prolist = LikabilityManager.GetPrivilageProData(1,-1,totalLv)
|
|
-- local priId = _ItemIdToVipPrivilege[rewardData[i][1]]
|
|
-- if prolist[priId] then
|
|
-- addValue = addValue + (prolist[priId]/10000)
|
|
-- end
|
|
-- end
|
|
local baseValue = rewardData[i][2]
|
|
|
|
if addValue - 1 <= 0 then
|
|
this.rewardList[i].text.text = "+"..rewardData[i][2]
|
|
else
|
|
local valueShow = math.round((addValue - 1) * baseValue)
|
|
this.rewardList[i].text.text = string.format("+%s\n<color=#00FF00>(+%s)</color>",baseValue,valueShow)
|
|
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
|
|
|
|
|
|
-- 打开引导界面时关闭小手提示
|
|
function this.OnUIOpen(id)
|
|
if id == UIName.GuidePanel then
|
|
this.fightGuideEffect:SetActive(false)
|
|
end
|
|
end
|
|
-- 引导结束再显示小手
|
|
function this.OnFuncGuideDone()
|
|
this.fightGuideEffect:SetActive(not GuideManager.IsInMainGuide() and not GuideManager.IsFunctionGuideExist())
|
|
end
|
|
-- 设置挑战按钮文字
|
|
function this.SetFightBtnText()
|
|
this.fightLock:SetActive(false)
|
|
this.fightSaoGuang:SetActive(true)
|
|
-- 没在主线引导种就显示小手
|
|
this.fightGuideEffect:SetActive(not GuideManager.IsInMainGuide() and not GuideManager.IsFunctionGuideExist())
|
|
local isPass = FightPointPassManager.IsCanFight(FightPointPassManager.curOpenFight)
|
|
if not isCounting then
|
|
if not isPass then
|
|
this.fightLock:SetActive(true)
|
|
this.fightSaoGuang:SetActive(false)
|
|
this.fightGuideEffect: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
|
|
-- 判断是否是剧情节点
|
|
if fightLevelConfig[curFightId].StoryId > 0 then
|
|
StoryManager.EventTrigger(fightLevelConfig[curFightId].StoryId, function()
|
|
FightPointPassManager.ExecuteFightStory(curFightId, function(drop)
|
|
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1, function()
|
|
this:OnShow()
|
|
end,1)
|
|
end)
|
|
end)
|
|
else
|
|
-- 检测是否有前置引导
|
|
GuideManager.BeforeFightCheck(curFightId, function()
|
|
this.SetInitAnim()
|
|
end)
|
|
end
|
|
|
|
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)
|
|
Util.SetParticleSortLayer(this.fightGuideEffect, self.sortingOrder + 2)
|
|
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.numberGame,this.numberGameBtn)
|
|
ClearRedPointObject(RedPointType.FirstRecharge, this.firstRedPoint)
|
|
-- 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"},
|
|
[11014] = {image1 = "c_nz_00029_t1",image2 = "r_guanka_guankajiangli03_zh"},
|
|
[11033] = {image1 = "c_h_0007_t1",image2 = "r_guanka_guankajiangli03_zh"},
|
|
[87] = {image1 = "r_Material_Mineral_0003",image2 = ""},
|
|
}
|
|
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
|
|
-- 奖励图
|
|
this.OpenSeverWelfareicon.sprite = this.spLoader:LoadSprite(OpenSeverWelfareRewardShow[curMissionConfig.Reward[1][1]].image1)
|
|
this.OpenSeverWelfareicon:SetNativeSize()
|
|
-- 文字
|
|
local imgName2 = OpenSeverWelfareRewardShow[curMissionConfig.Reward[1][1]].image2
|
|
if imgName2 and imgName2 ~= "" then
|
|
this.OpenSeverWelfareiconText.sprite = this.spLoader:LoadSprite(imgName2)
|
|
this.OpenSeverWelfareiconText.gameObject:SetActive(true)
|
|
else
|
|
this.OpenSeverWelfareiconText.gameObject:SetActive(false)
|
|
end
|
|
--
|
|
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(isShowUIOpen)
|
|
--
|
|
Util.AddOnceClick(this.battleUpLvTip, function() end)
|
|
this.battleUpLvTip:SetActive(false)
|
|
this.battleUpLvTipImg.enabled = false
|
|
this.battleUpLvTipTxt.gameObject:SetActive(false)
|
|
this.battleLockGo:SetActive(false)
|
|
-- 么解锁章节不显示
|
|
if not FightPointPassManager.IsChapterClossState() then
|
|
return
|
|
end
|
|
|
|
-- 判断状态
|
|
local curFightId = FightPointPassManager.GetCurFightId()
|
|
local isOk, tip, btnTxt, lockState = FightPointPassManager.CheckFightOpenRule(curFightId)
|
|
|
|
-- 可以挑战显示 挑战关卡快速升级
|
|
if not isShowUIOpen and isOk then
|
|
this.battleUpLvTip:SetActive(true)
|
|
this.battleUpLvTipImg.enabled = true
|
|
this.battleUpLvTipTxt.gameObject:SetActive(true)
|
|
this.battleLockGo:SetActive(false)
|
|
|
|
this.battleUpLvTipTxt.text = Language[10610]
|
|
return
|
|
end
|
|
|
|
-- 没有解锁条件不显示
|
|
local openRule = fightLevelConfig[curFightId].OpenRule
|
|
if not openRule then
|
|
return
|
|
end
|
|
|
|
-- 没有数据不显示
|
|
if not lockState then
|
|
return
|
|
end
|
|
|
|
--
|
|
for index, state in ipairs(lockState) do
|
|
if not state and openRule[index] then
|
|
local ruleType = openRule[index][1]
|
|
if ruleType then
|
|
if ruleType == 1 then
|
|
-- 山河社稷图
|
|
this.battleUpLvTip:SetActive(true)
|
|
this.battleUpLvTipImg.enabled = false
|
|
this.battleUpLvTipTxt.gameObject:SetActive(false)
|
|
this.battleLockGo:SetActive(true)
|
|
Util.AddOnceClick(this.battleUpLvTip, function()
|
|
JumpManager.GoJump(36023)
|
|
end)
|
|
elseif ruleType == 2 then
|
|
-- 心魔试炼
|
|
this.battleUpLvTip:SetActive(true)
|
|
this.battleUpLvTipImg.enabled = false
|
|
this.battleUpLvTipTxt.gameObject:SetActive(false)
|
|
this.battleLockGo:SetActive(true)
|
|
Util.AddOnceClick(this.battleUpLvTip, function()
|
|
JumpManager.GoJump(1011)
|
|
end)
|
|
elseif ruleType == 4 then
|
|
-- 背包 装备
|
|
this.battleUpLvTip:SetActive(true)
|
|
this.battleUpLvTipImg.enabled = false
|
|
this.battleUpLvTipTxt.gameObject:SetActive(false)
|
|
this.battleLockGo:SetActive(true)
|
|
Util.AddOnceClick(this.battleUpLvTip, function()
|
|
JumpManager.GoJump(1007)
|
|
end)
|
|
elseif ruleType == 5 then
|
|
-- 好感度
|
|
this.battleUpLvTip:SetActive(true)
|
|
this.battleUpLvTipImg.enabled = false
|
|
this.battleUpLvTipTxt.gameObject:SetActive(false)
|
|
this.battleLockGo:SetActive(true)
|
|
Util.AddOnceClick(this.battleUpLvTip, function()
|
|
JumpManager.GoJump(40033)
|
|
end)
|
|
elseif ruleType == 7 then
|
|
-- 获取神将
|
|
this.battleUpLvTip:SetActive(true)
|
|
this.battleUpLvTipImg.enabled = false
|
|
this.battleUpLvTipTxt.gameObject:SetActive(false)
|
|
this.battleLockGo:SetActive(true)
|
|
Util.AddOnceClick(this.battleUpLvTip, function()
|
|
JumpManager.GoJump(22001)
|
|
end)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function this.UpdateWordLv()
|
|
this.worldLv.text = PlayerManager.worldLeve
|
|
end
|
|
--开服福利显示 结束
|
|
return FightPointPassMainPanel
|
|
|