miduo_client/Assets/ManagedResources/~Lua/Modules/Map/TrialMapPanel.lua

668 lines
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Lua
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TrialMapPanel = {}
local this = TrialMapPanel
local istrialMap = false
local MapPanel
local bombNum = 0
local powerValue = 0
local ctrlView = require("Modules/Map/View/MapControllView")
local targetPos = Vector2.New(109, 289)
local orginLayer = 0
local heroList={} --选择英雄预设容器
local trailConfig = ConfigManager.GetConfig(ConfigName.TrialConfig)
local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
local trialSetting=ConfigManager.GetConfig(ConfigName.TrialSetting)
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
local MonsterConfig=ConfigManager.GetConfig(ConfigName.MonsterConfig)
local MonsterGroupConfig = ConfigManager.GetConfig(ConfigName.MonsterGroup)
local ArtConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local oldChoosed=nil--上一个选中英雄
local monsterGroupId
function TrialMapPanel:InitComponent(root, mapPanel)
orginLayer = 0
MapPanel = mapPanel
-- 剩余复活次数
this.leftLife = Util.GetGameObject(root, "leftDown/leftLifeRoot/leftTimes"):GetComponent("Text")
this.leftLifeRoot = Util.GetGameObject(root, "leftDown/leftLifeRoot")
-- 精气
this.powerRoot = Util.GetGameObject(root, "leftDown/active")
this.levelNum = Util.GetGameObject(root, "leftUp/curLevel"):GetComponent("Text")
this.powerPercent = Util.GetGameObject(root, "leftDown/active/value"):GetComponent("Text")
this.sliderValue = Util.GetGameObject(root, "leftDown/active/progress"):GetComponent("Image")
-- 显示时间
this.timeRoot=Util.GetGameObject(root,"leftUp/timeRoot")
this.mapTime = Util.GetGameObject(this.timeRoot, "Time"):GetComponent("Text")
this.DragCtrl = Util.GetGameObject(root, "Ctrl")
-- 初始化任务显示
this.targetRoot = Util.GetGameObject(root, "TargetRoot/textShowRoot/missionRoot/MisPre1")
this.targetText = Util.GetGameObject(this.targetRoot, "context"):GetComponent("Text")
-- 炸弹
this.btnBomb = Util.GetGameObject(root, "rightDown/btnBomb")
this.bombNum = Util.GetGameObject(this.btnBomb, "num"):GetComponent("Text")
this.buffShop = Util.GetGameObject(root, "rightDown/buff")
this.buffNum = Util.GetGameObject(this.buffShop, "num"):GetComponent("Text")
-- 试炼副本商店
this.normalShop = Util.GetGameObject(root, "rightDown/shop")
this.shopNum = Util.GetGameObject(this.normalShop, "num"):GetComponent("Text")
this.effectRoot = Util.GetGameObject(root, "fireRoot")
this.fire = Util.GetGameObject(this.effectRoot, "UI_effect_shilian_huo")
this.guiji = Util.GetGameObject(this.effectRoot, "UI_effect_shilian_guiji")
this.chufa = Util.GetGameObject(this.powerRoot, "UI_effect_shilian_chufa")
-- 月卡福利炸弹提示
this.bombTip = Util.GetGameObject(this.btnBomb, "bombTip")
--选择英雄
this.selectHero=Util.GetGameObject(root,"centerDown/selectHero")
this.s_grid=Util.GetGameObject(this.selectHero,"grid")
this.s_pre=Util.GetGameObject(this.s_grid,"pre")
--敌人信息
-- this.enemyInfo=Util.GetGameObject(root,"centerDown/enemyInfo")
-- this.e_liveRoot=Util.GetGameObject(this.enemyInfo,"liveRoot")
-- this.e_name=Util.GetGameObject(this.enemyInfo,"name/text"):GetComponent("Text")
-- this.e_level=Util.GetGameObject(this.enemyInfo,"name/level/Text"):GetComponent("Text")
-- this.e_cancelBtn=Util.GetGameObject(this.enemyInfo,"cancelBtn")
-- this.e_fightBtn=Util.GetGameObject(this.enemyInfo,"fightBtn")
this.upView = SubUIManager.Open(SubUIConfig.UpView, root.transform, { showType = UpViewOpenType.ShowLeft })
this.helpBtn=Util.GetGameObject(root,"helpBtn")
this.helpPos=this.helpBtn:GetComponent("RectTransform").localPosition
end
function TrialMapPanel:BindEvent()
--敌人信息取消按钮
-- Util.AddClick(this.e_cancelBtn,function()
-- -- this.enemyInfo:SetActive(false)
-- Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
-- end)
--敌人信息确认战斗按钮
-- Util.AddClick(this.e_fightBtn,function()
-- for i, v in ipairs(MapManager.trialHeroInfo) do
-- if MapTrialManager.selectHeroDid==v.heroId then
-- if v.heroHp<=0 then
-- PopupTipPanel.ShowTip(Language[11247])
-- return
-- end
-- end
-- end
-- --先保存编队
-- local curFormation = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_DREAMLAND)
-- local choosedList={}
-- table.insert(choosedList, {heroId = MapTrialManager.selectHeroDid, position=2})
-- FormationManager.RefreshFormation(FormationTypeDef.FORMATION_DREAMLAND,choosedList,
-- FormationManager.formationList[FormationTypeDef.FORMATION_DREAMLAND].teamPokemonInfos)
-- --请求战斗数据
-- NetManager.QuickFightRequest(function(msg)
-- --战斗赢了 击杀小怪数量+1包括BOSS吗
-- if msg.result==1 then
-- MapTrialManager.SetKillCount(MapTrialManager.GetKilCount()+1)
-- end
-- CarbonManager.InitQuickFightData(monsterGroupId, nil, msg)
-- local fightData = BattleManager.GetBattleServerData(msg)
-- UIManager.OpenPanel(UIName.BattlePanel,fightData, BATTLE_TYPE.DAILY_CHALLENGE, function()
-- -- this.enemyInfo:SetActive(false)
-- --更新精气值
-- MapTrialManager.UpdatePowerValue(msg.essenceValue)
-- --更新英雄HP
-- MapTrialManager.SetHeroHp(msg.remainHpList,MapTrialManager.selectHeroDid,function()
-- this.SetSelectHero(false)
-- end)
-- --召唤Boss
-- if CarbonManager.difficulty == CARBON_TYPE.TRIAL and MapTrialManager.powerValue >= 100 then
-- -- Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointAdd, msg.cell.cellId,msg.cell.pointId)
-- MapTrialManager.isHaveBoss = true
-- MapTrialManager.UpdatePowerValue(0)
-- end
-- end)
-- end)
-- end)
Util.AddClick(this.btnBomb, function ()
if bombNum > 0 then
if MapTrialManager.isHaveBoss then
PopupTipPanel.ShowTip(Language[11248])
return
else
UIManager.OpenPanel(UIName.TrialOpPanel, 2)
-- 停止自动寻路
-- ctrlView.OnRoleDead()
end
else
PopupTipPanel.ShowTip(Language[11249])
end
end)
-- 打开补给点
Util.AddClick(this.buffShop, function()
-- 判断是否有保存的补给点
if #FoodBuffManager.GetBuffPropList()<=0 then
PopupTipPanel.ShowTip(Language[11250])
return
end
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.TrialGain,0)
end)
-- 打开商店
Util.AddClick(this.normalShop, function()
if not ShopManager.IsActive(SHOP_TYPE.TRIAL_SHOP) then
PopupTipPanel.ShowTip(Language[10381])
return
end
UIManager.OpenPanel(UIName.MapShopPanel, SHOP_TYPE.TRIAL_SHOP)
end)
--帮助按钮
Util.AddClick(this.helpBtn,function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Resolve_Recall,this.helpPos.x,this.helpPos.y)
end)
--设置按钮
Util.AddClick(MapPanel.btnSetting, function ()
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.TrialSetting)
end)
end
--添加事件监听(用于子类重写)
function TrialMapPanel:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.TrialMap.OnPowerValueChanged, this.OnPowerValueChange)
Game.GlobalEvent:AddEvent(GameEvent.Bag.OnTempBagChanged, this.OnTempBagChanged)
Game.GlobalEvent:AddEvent(GameEvent.FoodBuff.OnFoodBuffStateChanged, this.InitBuffInfo)
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.RefreshBombNum)
Game.GlobalEvent:AddEvent(GameEvent.Map.ShowEnemyInfo, this.ShowEnemyInfo)
Game.GlobalEvent:AddEvent(GameEvent.Map.RefreshHeroHp, this.SetSelectHero)
end
--移除事件监听(用于子类重写)
function TrialMapPanel:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.TrialMap.OnPowerValueChanged, this.OnPowerValueChange)
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.OnTempBagChanged, this.OnTempBagChanged)
Game.GlobalEvent:RemoveEvent(GameEvent.FoodBuff.OnFoodBuffStateChanged, this.InitBuffInfo)
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, this.RefreshBombNum)
Game.GlobalEvent:RemoveEvent(GameEvent.Map.ShowEnemyInfo, this.ShowEnemyInfo)
Game.GlobalEvent:RemoveEvent(GameEvent.Map.RefreshHeroHp, this.SetSelectHero)
end
--界面打开时调用(用于子类重写)
function TrialMapPanel:OnOpen()
this.powerRoot:SetActive(CarbonManager.difficulty == 2)
this.btnBomb:SetActive(CarbonManager.difficulty == 2)
-- 商店
this.buffShop:SetActive(CarbonManager.difficulty == CARBON_TYPE.TRIAL)
this.normalShop:SetActive(CarbonManager.difficulty == CARBON_TYPE.TRIAL)
if CarbonManager.difficulty ~= 2 then return end
this.InitShowState()
-- 检测引导
GuideManager.CheckCarbonGuild(CARBON_TYPE.TRIAL)
end
function TrialMapPanel:OnShow()
if CarbonManager.difficulty ~= 2 then return end
this.InitShowState()
end
function this.InitShowState()
if CarbonManager.difficulty ~= 2 then return end
istrialMap = CarbonManager.difficulty == 2
if istrialMap then this.InitTrial() end
this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
this.helpBtn:SetActive(istrialMap)
MapPanel.btnBag.gameObject:SetActive(false)
MapPanel.btnTeam.gameObject:SetActive(false)
MapPanel.btnSetting.gameObject:SetActive(true)
MapPanel.btnRank.gameObject:SetActive(true)
MapPanel.btnXingYao.gameObject:SetActive(true)
MapPanel.btnReward.gameObject:SetActive(true)
MapPanel.warnRoot:SetActive(false)
MapPanel.warn:SetActive(false)
this.CheckTrialHeroInfo()
this.InitTrialMission()
this.UpdatePowerValue()
-- this.UpdateDeadTimes()
this.RefreshBombNum()
this.InitShopInfo()
this.InitBuffInfo()
-- this.InitBossInfo()
this.powerRoot:SetActive(istrialMap)
this.InitEffect()
this.InitTip()
this.TrialShowTime()
end
function this.InitEffect()
this.guiji:SetActive(false)
this.chufa:SetActive(false)
this.fire:SetActive(false)
end
function this.InitTip()
this.bombTip:SetActive(false)
if MapTrialManager.firstEnter then
Log(Language[11251])
-- 月卡蛋蛋福利
if MapTrialManager.firstEnter and BagManager.GetTempBagCountById(43) >= 2 then
this.bombTip:SetActive(true)
local index = 0
local timer
timer = Timer.New(function()
index = index + 1
if index == 5 then
this.bombTip:SetActive(false)
timer:Stop()
end
end, 1, 5, true)
timer:Start()
end
end
end
-- 刷新精气值
function this.UpdatePowerValue()
if MapTrialManager.curTowerLevel>10000 then
this.levelNum.text = string.format(Language[11252], "?")
else
this.levelNum.text = string.format(Language[11252], MapTrialManager.curTowerLevel)
end
LogPink(Language[11253] .. MapTrialManager.curTowerLevel)
powerValue = MapTrialManager.powerValue
this.SetTargetState(powerValue)
local _value= powerValue--表现值
_value= _value <= 0 and 0 or _value
_value = _value >= 100 and 100 or _value
--Log("更新数值")
this.powerPercent.text = _value
this.sliderValue.fillAmount = _value / 100
-- -1时召唤boss
if powerValue == -1 then
-- 停止自动寻路
-- ctrlView.OnRoleDead()
UIManager.OpenPanel(UIName.TrialOpPanel, 1)
end
end
function this.PlayEffect()
Log(Language[11254])
if MapTrialManager.powerValue == -1 or MapTrialManager.powerValue == 0 then
this.UpdatePowerValue()
else
this.fire:SetActive(true)
this.fire:GetComponent("RectTransform").anchoredPosition = MapTrialManager.rolePos
this.guiji:GetComponent("RectTransform").anchoredPosition = MapTrialManager.rolePos
local timer = Timer.New(function ()
this.fire:SetActive(false)
this.guiji:SetActive(true)
-- 设置动画
this.guiji:GetComponent("RectTransform"):DOAnchorPos(targetPos, 0.5, false):OnComplete(function ()
--Log("轨迹完成")
this.chufa:SetActive(true)
this.guiji:SetActive(false)
end)
end, 0.3):Start()
Timer.New(function ()
this.UpdatePowerValue()
this.InitEffect()
end, 1):Start()
end
end
function this.OnPowerValueChange()
if CarbonManager.difficulty ~= 2 then return end
-- 先放特效在更新数值
this.PlayEffect()
end
function this.OnSortingOrderChange()
Util.AddParticleSortLayer(this.chufa, MapPanel.sortingOrder - orginLayer)
orginLayer = MapPanel.sortingOrder
end
-- function this.InitBossInfo()
-- if powerValue ==-1 then
-- UIManager.OpenPanel(UIName.TrialOpPanel, 1)
-- -- 停止自动寻路
-- -- ctrlView.OnRoleDead()
-- end
-- end
-- 初始化部buff显示
function this.InitBuffInfo()
if CarbonManager.difficulty ~= 2 then return end
-- 补给点数量显示
local num = 0
local buffList = FoodBuffManager.GetBuffPropList()--MapTrialManager.GetBuffList()
if buffList then
num = #buffList
end
this.buffNum.text = num
end
-- 初始化部商店显示
function this.InitShopInfo()
-- 刷新一遍商店数据
ShopManager.RequestAllShopData(function()
local shopData = ShopManager.GetShopDataByType(SHOP_TYPE.TRIAL_SHOP)
if not shopData or #shopData.storeItem <= 0 then
this.shopNum.text = "0"
return
end
-- 获取可购买的商品数量
local itemNum = 0
for _, item in ipairs(shopData.storeItem) do
local limitCount = ShopManager.GetShopItemLimitBuyCount(item.id)
if limitCount == -1 or limitCount - item.buyNum > 0 then
itemNum = itemNum + 1
end
end
this.shopNum.text = itemNum
end)
end
-- 试炼副本任务初始化
function this.InitTrialMission()
-- this.leftLifeRoot:SetActive(istrialMap)
this.powerRoot:SetActive(istrialMap)
local imgDone = Util.GetGameObject(this.targetRoot, "imgDone")
local imgDoing = Util.GetGameObject(this.targetRoot, "imgDoing")
imgDone:SetActive(false)
imgDoing:SetActive(false)
this.SetTargetState()
this.mapTime.text = Language[11255]
end
-- 刷新临时背包数据
function this.OnTempBagChanged()
if CarbonManager.difficulty == 2 then
this.RefreshBombNum()
end
end
-- 刷新砸炸弹数量
function this.RefreshBombNum()
-- 试炼副本才执行
bombNum = 0
if CarbonManager.difficulty ~= CARBON_TYPE.TRIAL then return end
if BagManager.GetTempBagCountById(43) == 0 or not BagManager.GetTempBagCountById(43) then
bombNum = 0
else
bombNum = BagManager.GetTempBagCountById(43)
end
this.bombNum.text = bombNum
end
-- 设置目标
function this.SetTargetState(value)
local showStr = ""
if value == -1 then
showStr = Language[11256]
else
showStr = Language[11257]
end
this.targetText.text = showStr
end
-- 试炼副本的初始化
function this.InitTrial()
Log("MapManager.isOpen " .. tostring(MapManager.isOpen))
-- 初始化状态
this.DragCtrl:SetActive(true)
MapTrialManager.isChangeLevel = false
MapTrialManager.canMove = true
MapManager.isRemoving = false
MapManager.deadTime = 0
if not MapManager.isOpen then
this.TrialMissionStart()
end
end
-- 试炼副本进图流程
function this.TrialMissionStart()
NetManager.CarbonMissionStartRequest(function(msg)
Log(Language[11258])
local showStr = Language[11259] .. MapTrialManager.curTowerLevel ..Language[10319]
UIManager.OpenPanel(UIName.CurlingTipPanel, showStr)
MapPanel.SetRoleShow(MapManager.mapScale, MapManager.roleInitPos)
PlayerManager.startTime = PlayerManager.serverTime
MissionManager.missionTime = 0
MapManager.isOpen = true
end)
end
-- 试炼副本显示时间
function this.TrialShowTime()
if this.timer then
this.timer:Stop()
this.timer = nil
end
local serData = ActTimeCtrlManager.GetSerDataByTypeId(30)
local freshTime = serData.endTime
this.timer = Timer.New(function()
if not this.timer or not this.mapTime then
return
end
local t=freshTime - PlayerManager.serverTime
if t<=0 then
t=0
MapTrialManager.ClearTrialRewardInfo() --清空奖励信息
MapTrialManager.SetKillCount(0) --重置已杀小怪数量
end
this.mapTime.text = TimeToHMS(t)..Language[11260]
end, 1, -1, true)
this.timer:Start()
-- this.mapTime.text = this.FormatTime(time)
end
-- 转换时间
function this.FormatTime(time)
local str = ""
local ten_minute = math.modf(time / 600)
local minute = math.modf(time / 60) % 10
local ten_second = math.modf( time / 10) % 6
local second = time % 10
str = ten_minute ..minute .. ":" .. ten_second .. second
return str
end
--检查试炼阵容信息
function this.CheckTrialHeroInfo()
MapTrialManager.isFirstIn=true
if #MapManager.trialHeroInfo==0 then
LogPink(Language[11261])
UIManager.OpenPanel(UIName.FormationEditPopup,function(d)
this.SetSelectHero(true,d,false)
end)
else
-- for i, v in ipairs(MapManager.trialHeroInfo) do
-- LogPink(v.heroId.." "..v.tmpId.." "..v.star.." "..v.heroHp)
-- end
this.SetSelectHero(false,nil,true) --true从入口进入副本 默认选择第一个Hero
end
end
function TrialMapPanel:OnClose()
oldChoosed=nil
if this.timer then
this.timer:Stop()
this.timer = nil
end
end
function TrialMapPanel:OnDestroy()
SubUIManager.Close(this.upView)
heroList={}
end
--设置选择英雄界面 isFirstIn你的第一次 isFirstData你第一次射的东西 isMainIn你每次
function this.SetSelectHero(isFirstIn,isFirstData,isMainIn)
local itemId=trialSetting[1].HealingId[1]
local itemNum=trialSetting[1].HealingId[2]
this.selectHero:SetActive(true)
local d={}
if isFirstIn then--若是第一次进 此时我必有该英雄 不用担心是已删除英雄 通过HeroDid去获取数据
for n, did in ipairs(isFirstData) do
local h=HeroManager.GetSingleHeroData(did)
table.insert(MapManager.trialHeroInfo,{heroId=h.dynamicId,tmpId=h.id,star=h.star,heroHp=10000,level=h.lv})
end
end
d=MapManager.trialHeroInfo
for k = 1, this.s_grid.transform.childCount do
this.s_grid.transform:GetChild(k-1).gameObject:SetActive(false)
end
local closeChoosed=function() --有开着选择的全关了
for i, v in ipairs(heroList) do
local c=Util.GetGameObject(v,"choosed").gameObject
if c.activeSelf then
c:SetActive(false)
end
end
end
for i, v in ipairs(d) do
if MapTrialManager.selectHeroDid ~= "" then
if MapTrialManager.selectHeroDid==v.heroId and v.heroHp <= 0 then
MapTrialManager.selectHeroDid = ""
end
end
end
for i, v in ipairs(d) do
local o= heroList[i]
if not o then
o=newObjToParent(this.s_pre,this.s_grid)
o.name="pre"..i
heroList[i]=o
end
o.gameObject:SetActive(true)
local frame=Util.GetGameObject(o,"frame"):GetComponent("Image")
local icon=Util.GetGameObject(o,"icon"):GetComponent("Image")
local pro=Util.GetGameObject(o,"proIcon"):GetComponent("Image")
local lv=Util.GetGameObject(o,"lv/Text"):GetComponent("Text")
local star=Util.GetGameObject(o,"star")
local choosed=Util.GetGameObject(o,"choosed")
local hpExp=Util.GetGameObject(o,"hpExp"):GetComponent("Slider")
frame.sprite=Util.LoadSprite(GetHeroQuantityImageByquality(heroConfig[v.tmpId].Quality))
icon.sprite= Util.LoadSprite(GetResourcePath(heroConfig[v.tmpId].Icon))
pro.sprite=Util.LoadSprite(GetProStrImageByProNum(heroConfig[v.tmpId].PropertyName))
lv.text=v.level
SetHeroStars(star, v.star)
--选择
if isFirstIn then
choosed:SetActive(i==1)
if i==1 then
MapTrialManager.selectHeroDid=v.heroId
end
elseif isMainIn then
if MapTrialManager.selectHeroDid ~= "" then
choosed:SetActive(MapTrialManager.selectHeroDid==v.heroId and v.heroHp >0)
else
if v.heroHp >0 then
choosed:SetActive(true)
MapTrialManager.selectHeroDid=v.heroId
else
choosed:SetActive(false)
MapTrialManager.selectHeroDid=""
end
end
else
choosed:SetActive(MapTrialManager.selectHeroDid==v.heroId)
end
--血量相关
hpExp.value=v.heroHp/10000
Util.SetGray(o,v.heroHp<=0)--死啦
Util.AddOnceClick(o,function()
if v.heroHp>0 then
closeChoosed()
choosed:SetActive(true)
MapTrialManager.selectHeroDid=v.heroId
else
PopupTipPanel.ShowTip(Language[11247])
end
end)
end
--刷新英雄选择面板时 检测血量 若有低于40%血量的英雄 给选择Hero加血
--再遍历一次防止下面的return 打断上面for循环表现的正常赋值
--这里只关于自动嗑药逻辑
for k, v in ipairs(d) do
--若存在该设置参数并为已勾选状态 =1 否则=0
local t=(PlayerPrefs.HasKey(PlayerManager.uid.."GeneralPopup_TrialSettingBtn"..2)
and PlayerPrefs.GetInt(PlayerManager.uid.."GeneralPopup_TrialSettingBtn"..2)==1) and 1 or 0
if t==0 then return end
if MapTrialManager.selectHeroDid== v.heroId then
if v.heroHp<=0 then
PopupTipPanel.ShowTip(string.format(Language[11262],itemConfig[itemId].Name))
return
end
end
--若血量小于自动回复百分比 并且 有血量
if v.heroHp/10000<trialSetting[1].HealingPercent/10000 and v.heroHp>0 then
if (itemNum-MapManager.addHpCount)<=0 then
PopupTipPanel.ShowTip(string.format(Language[11263],itemConfig[itemId].Name))
return
end
if BagManager.GetItemCountById(itemId)<=0 then
PopupTipPanel.ShowTip(string.format(Language[11264],itemConfig[itemId].Name,itemConfig[itemId].Name))
return
end
NetManager.UseAddHpItemRequest(MapTrialManager.selectHeroDid,function()
local curHeroHp=0
if v.heroId==MapTrialManager.selectHeroDid then
curHeroHp=v.heroHp
end
curHeroHp=curHeroHp+5000 --5000增加的血量也是要配表的
if curHeroHp>=10000 then
curHeroHp=10000
end
MapTrialManager.SetHeroHp({curHeroHp},MapTrialManager.selectHeroDid,function()
PopupTipPanel.ShowTip(string.format(Language[11265],itemConfig[itemId].Name))
end)
end)
end
end
end
--显示敌人信息面板
function this.ShowEnemyInfo(_monsterGroupId,eventId,showValues)
UIManager.OpenPanel(UIName.ShowEnemyInfoPanel,_monsterGroupId)
end
function this.KillAllBitch()
--杀死所有的小怪
MapManager.isRemoving = true
local pointData = trailConfig[MapTrialManager.curTowerLevel].MonsterPoint
for i = 1, #pointData do
local mapPointId = pointData[i][1]
if mapPointId then
Log(Language[11266] .. mapPointId)
MapManager.DeletePos(mapPointId)
end
end
MapManager.isRemoving = false
end
return TrialMapPanel