631 lines
25 KiB
Lua
631 lines
25 KiB
Lua
require("Base/BasePanel")
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local WorldArenaBattleInfoPanel = Inherit(BasePanel)
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local endLess=ConfigManager.GetConfig(ConfigName.EndlessHeroProp)
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local this = WorldArenaBattleInfoPanel
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local state=1 -- 1:开战前 2.:开战中 3:开战后
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local myHeadObj=nil
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local enHeadObj=nil
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local resultList={}
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local fightDataList={}
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local type=0
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local enemyId=0
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local myInfoData=nil
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local enInfoData=nil
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local targetIndex=0
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local currIndex=0
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local myHeroNum=0
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local isAnim = false
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local _CloseFunc = nil
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local leftAllTeam={}
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local rightAllTeam={}
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local allMyHeros={}
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local isSame=false
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local curType=0
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local teamLen=0
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local floor
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local function OnBeginDrag(self, Pointgo, data)
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if state~=1 then
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return
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end
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local num=999
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for i = 1, #GodsWayTeam[curType] do
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local dis = math.abs(Pointgo.transform.parent.parent.localPosition.y - this.leftTeam[i].transform.localPosition.y )
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if dis <= num then
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num = dis
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currIndex=i
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end
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end
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self.oldGrid = Pointgo.transform.parent.parent
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self.tempInfo.transform.localPosition = Pointgo.transform.parent.parent.localPosition
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Pointgo.transform.parent:SetParent(self.tempInfo.transform)
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Pointgo.transform.parent.localPosition = Vector3.zero
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end
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local function OnDrag(self, Pointgo, data)
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if state~=1 then
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return
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end
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local pos = self.tempInfo.transform.localPosition
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local y = pos.y + data.delta.y >= -400 and pos.y + data.delta.y or -400
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y = y <= 450 and y or 450
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self.tempInfo.transform.localPosition = Vector2.New(pos.x , y)
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end
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local function OnEndDrag(self, Pointgo, data)
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if state~=1 then
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return
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end
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--Pointgo.transform.parent.localPosition = Vector3.zero
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local num = 999
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local obj = nil
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for i = 1, #GodsWayTeam[curType] do
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local dis = math.abs( self.tempInfo.transform.localPosition.y - this.leftTeam[i].transform.localPosition.y )
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--LogError(" temp y=="..self.tempInfo.transform.localPosition.y.." leftteam y=="..this.leftTeam[i].transform.localPosition.y)
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if dis <= num then
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num = dis
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obj = this.leftTeam[i]
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targetIndex=i
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end
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end
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--如果滑动距离太短,阵容放回原来的地方
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if num>100 then
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local target=Util.GetGameObject(self.tempInfo.transform, "Demons")
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target.transform:SetParent(self.oldGrid.transform)
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target.transform:SetSiblingIndex(1)
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target.transform.localPosition=Vector3.New(0,-67,0)
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return
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end
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if obj.transform.childCount > 0 then
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local targetInfo=Util.GetGameObject(obj.transform, "Demons")
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if targetInfo then
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targetInfo.transform:SetParent(self.oldGrid.transform)
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targetInfo.transform:SetSiblingIndex(1)
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targetInfo.transform.localPosition=Vector3.New(0,-67,0)
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else
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local target=Util.GetGameObject(self.tempInfo.transform, "Demons")
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target.transform:SetParent(self.oldGrid.transform)
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target.transform:SetSiblingIndex(1)
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target.transform.localPosition=Vector3.New(0,-67,0)
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return
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end
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else
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obj = self.oldGrid
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end
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--local curInfo = self.tempInfo.transform:GetChild(0)
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local curInfo =Util.GetGameObject(self.tempInfo.transform, "Demons").transform
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curInfo:SetParent(obj.transform)
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curInfo.transform:SetSiblingIndex(1)
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curInfo.localPosition = Vector3.New(0,-67,0)
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--发送协议保存队伍
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if currIndex ~= targetIndex then
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-- 交换编队数据
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local tempFormation = self.curFormation[GodsWayTeam[curType][currIndex]]
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self.curFormation[GodsWayTeam[curType][currIndex]] = self.curFormation[GodsWayTeam[curType][targetIndex]]
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self.curFormation[GodsWayTeam[curType][targetIndex]] = tempFormation
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-- 保存
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local upHeros={}
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for i = 1, #GodsWayTeam[curType] do
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local heros = {}
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for _, hero in ipairs(self.curFormation[GodsWayTeam[curType][i]].teamHeroInfos) do
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if BattleUtil.ChecklistIsContainValue(upHeros,hero.heroId) then
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PopupTipPanel.ShowTip("编队中有相同英雄!!")
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return
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else
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table.insert(upHeros,hero.heroId)
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end
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table.insert(heros, {heroId = hero.heroId, position = hero.position})
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end
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FormationManager.SaveFormation(GodsWayTeam[curType][i], heros,
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FormationManager.formationList[GodsWayTeam[curType][1]].teamPokemonInfos)
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end
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local teampos={}
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teampos=leftAllTeam[currIndex]
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leftAllTeam[currIndex]=leftAllTeam[targetIndex]
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leftAllTeam[targetIndex]=teampos
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end
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end
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--初始化组件(用于子类重写)
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function WorldArenaBattleInfoPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.btn_close=Util.GetGameObject(self.transform, "BG/BackBtn")
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this.btn_fight=Util.GetGameObject(self.transform, "BG/btn_fight")
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this.myName=Util.GetGameObject(self.transform, "BG/info/name"):GetComponent("Text")
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this.rightName=Util.GetGameObject(self.transform, "BG/rightInfo/name"):GetComponent("Text")
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this.myServer=Util.GetGameObject(self.transform, "BG/info/profess"):GetComponent("Text")
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this.rightServer=Util.GetGameObject(self.transform, "BG/rightInfo/profess"):GetComponent("Text")
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this.myHeadPar=Util.GetGameObject(self.transform, "BG/info/head")
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this.enHeadPar=Util.GetGameObject(self.transform, "BG/rightInfo/head")
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this.myRankImg=Util.GetGameObject(self.transform, "BG/info/Image"):GetComponent("Image")
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this.enRankImg=Util.GetGameObject(self.transform, "BG/rightInfo/Image"):GetComponent("Image")
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this.myScore=Util.GetGameObject(self.transform, "BG/info/Text"):GetComponent("Text")
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this.enScore=Util.GetGameObject(self.transform, "BG/rightInfo/Text"):GetComponent("Text")
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this.titleTxt=Util.GetGameObject(self.transform, "BG/title"):GetComponent("Text")
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this.myTeamInfo=Util.GetGameObject(self.transform, "BG/myInfo")
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this.enTeamInfo=Util.GetGameObject(self.transform, "BG/enInfo")
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this.effect=Util.GetGameObject(self.transform, "BG/Effect")
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this.effect:SetActive(false)
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this.hintTxt=Util.GetGameObject(self.transform, "BG/hintTxt"):GetComponent("Text")
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screenAdapte(this.effect)
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--我方阵营
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this.leftTeam={}
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--第一局胜利图标
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this.myResult={}
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this.InfoList = {}
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this.dragViewList = {}
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this.triggerList = {}
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self.tempInfo=Util.GetGameObject(self.transform, "BG/myInfo/teamInfo")
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this.OnBeginDrag = function(p,d) OnBeginDrag(self,p,d) end
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this.OnDrag= function(p,d) OnDrag(self,p,d) end
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this.OnEndDrag= function(p,d) OnEndDrag(self,p,d) end
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for i = 1, 3 do
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table.insert(this.leftTeam,Util.GetGameObject(self.transform, "BG/myInfo/defendbox"..i))
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table.insert(this.myResult,Util.GetGameObject(self.transform, "BG/myInfo/defendbox"..i.."/Image"))
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this.myResult[i]:SetActive(false)
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this.InfoList[i]=Util.GetGameObject(self.transform, "BG/myInfo/defendbox"..i.."/Demons")
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this.dragViewList[i] = SubUIManager.Open(SubUIConfig.DragView, this.InfoList[i].transform)
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this.dragViewList[i].transform:SetSiblingIndex(6)
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this.triggerList[i]=Util.GetEventTriggerListener(this.dragViewList[i].gameObject)
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this.triggerList[i].onBeginDrag = this.triggerList[i].onBeginDrag + this.OnBeginDrag
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this.triggerList[i].onDrag = this.triggerList[i].onDrag + this.OnDrag
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this.triggerList[i].onEndDrag = this.triggerList[i].onEndDrag + this.OnEndDrag
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end
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this.rightTeam={}
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this.enResult={}
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for i = 1, 3 do
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table.insert(this.rightTeam,Util.GetGameObject(self.transform, "BG/enInfo/defendbox"..i))
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table.insert(this.enResult,Util.GetGameObject(self.transform, "BG/enInfo/defendbox"..i .."/Image"))
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this.enResult[i]:SetActive(false)
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end
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--回放按钮集合
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this.playBacks={}
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for i = 1, 3 do
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table.insert(this.playBacks,Util.GetGameObject(self.transform, "BG/playBacks/Image"..i))
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end
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this.btnText = Util.GetGameObject(self.transform, "BG/btn_fight/Text"):GetComponent("Text")
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this.btnItem = Util.GetGameObject(self.transform, "BG/btn_fight/Image"):GetComponent("Image")
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this.btnItemNum = Util.GetGameObject(self.transform, "BG/btn_fight/Image/numText"):GetComponent("Text")
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this.RefreshBattleCastInfo()
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this.teamNames={}
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for i=1,3 do
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table.insert(this.teamNames, Util.GetGameObject(self.transform, "BG/Text ("..i..")"))
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end
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end
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function this:OnSortingOrderChange()
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if myHeadObj then
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myHeadObj:SetLayer(self.sortingOrder)
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end
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Util.SetParticleSortLayer(this.effect, self.sortingOrder+10)
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end
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--刷新战斗消耗信息
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function this.RefreshBattleCastInfo()
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-- if type==1 then
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-- local leftTimes = WorldArenaManager.GetFreeTime()
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-- this.btnText.gameObject:SetActive(leftTimes > 0)
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-- this.btnItem.gameObject:SetActive(leftTimes<=0)
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-- this.btnItemNum.gameObject:SetActive(leftTimes<=0)
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-- if leftTimes<=0 then
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-- local itemId, needNum = WorldArenaManager.GetArenaChallengeCost()
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-- local haveNum = BagManager.GetItemCountById(itemId)
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-- this.btnItem.sprite = SetIcon(this.spLoader, itemId)
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-- this.btnItemNum.text = "×"..needNum
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-- this.btnItemNum.color = haveNum < needNum and UIColor.NOT_ENOUGH_RED or UIColor.BTN_TEXT
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-- end
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-- else
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this.btnText.gameObject:SetActive(true)
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this.btnItem.gameObject:SetActive(false)
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--end
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end
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function WorldArenaBattleInfoPanel:PlayFightAnim(leftList, rightList, num, func)
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coroutine.start(function()
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for i = 1, num do
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leftList[i].transform:DOLocalMoveX(90, 0.2, false):OnComplete(function()
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leftList[i].transform:DOLocalMoveX(10, 0.3, false):OnComplete(function()
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if func then
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func(i)
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end
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end)
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end)
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SoundManager.PlaySound(SoundConfig.Audio_c_skr_0028_skeff_slidesk_attacked)
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this.effect:SetActive(true)
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rightList[i].transform:DOLocalMoveX(-80, 0.2, false):OnComplete(function()
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rightList[i].transform:DOLocalMoveX(10, 0.3, false)
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end)
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coroutine.wait(0.5)
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this.effect:SetActive(false)
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end
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end)
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end
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--绑定事件(用于子类重写)
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function WorldArenaBattleInfoPanel:BindEvent()
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Util.AddClick(this.btn_close, function()
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if state==2 then
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return
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end
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if not isAnim then
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self:ClosePanel()
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end
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end)
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Util.AddClick(this.btn_fight, function()
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if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.GodsWayTower_1) then
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PopupTipPanel.ShowTip(Language[10075])
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return
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end
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if type~=1 then
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self:ClosePanel()
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return
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end
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-- 动画中不能再执行
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state=2
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if isAnim then
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LogError("正在播放动画")
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return
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end
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if myHeroNum==0 then
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PopupTipPanel.ShowTip("编队为空,无法挑战")
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return
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end
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if isSame then
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PopupTipPanel.ShowTip("检测到多个阵容使用相同英雄,无法开战")
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return
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end
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floor=GodsWayTowerManager.GetTowerFloorByType(curType)
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NetManager.RequestDuoDuiChallenge(curType,floor+1,1,function(msg)
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resultList=msg.result
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fightDataList=msg.data
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isAnim = true
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self:PlayFightAnim(this.leftTeam, this.rightTeam, teamLen, function(index)
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this.ShowBattleState(index,3)
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state=2
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this.playBacks[index]:SetActive(true)
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if index >= #GodsWayTeam[curType] then
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isAnim = false
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state = 3
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type = 2
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this.btnItem.gameObject:SetActive(false)
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this.btnText.gameObject:SetActive(true)
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this.btnText.text="确定"
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local winNum=0
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for i = 1, #resultList do
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if resultList[i]==1 then
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winNum=winNum+1
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end
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end
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LogError("winnum==="..winNum)
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local isWin=false
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if curType==1 then
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isWin=winNum==2
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elseif curType==2 then
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isWin=winNum==3
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end
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if isWin then
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GodsWayTowerManager.SetTowerFloorByType(curType,1)
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UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1)
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Game.GlobalEvent:DispatchEvent(GameEvent.FourEle.RefreshView)
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else
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UIManager.OpenPanel(UIName.BattleFailPopup, nil, true, nil, BATTLE_TYPE.GodsWayTower)
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end
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end
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end)
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end)
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end)
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--回放按钮点击事件
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for i = 1, #this.playBacks do
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Util.AddClick(this.playBacks[i],function()
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if state==2 then
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return
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end
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if not leftAllTeam[i] or not rightAllTeam[i] or #leftAllTeam[i]==0 or #rightAllTeam[i]==0 then
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PopupTipPanel.ShowTip("本场战斗无法回放!")
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return
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end
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--LogError("myInfoData.name=="..myInfoData.name)
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local nameStr = "1111".."|".."enInfoData.name"
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local realResult = resultList[i] --(resultList[i] + 1) % 2 -- 服务器返回的是我的结果,转换为真实结果
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this.RequestReplayRecord(realResult,fightDataList[i], nameStr,function()
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--this:ClosePanel()
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--构建显示结果数据(我永远在蓝方)
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local arg = {}
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arg.panelType=1
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arg.result = realResult
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arg.blue = {}
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arg.blue.uid = myInfoData.uid
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arg.blue.name =PracticeManager.SetNameColor(NameManager.roleName,PracticeManager.PracticeLevel) --myInfoData.name
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arg.blue.head = PlayerManager.head
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arg.blue.frame = HeadManager.GetCurFrameId()
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--arg.blue.deltaScore = myInfoData.myScoreChange
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arg.red= {}
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arg.red.uid = enInfoData.uid
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local enemyFloor=floor+1
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arg.red.name =PracticeManager.SetNameColor("第"..enemyFloor.."层",1)--enInfoData.name
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local towerConfig=ConfigManager.TryGetConfigDataByThreeKey(ConfigName.DuoDuiTower,"Type",curType,"TowerNumber",enemyFloor,"TowerWave1",i)
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local enemeyHead=PlayerManager.head
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if towerConfig then
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local id=towerConfig.Hero[5]
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local heroConfig=ConfigManager.GetConfigData(ConfigName.DuoDuiTowerHero,id)
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if heroConfig then
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enemeyHead=heroConfig.Hero
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end
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end
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arg.red.head = enemeyHead
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arg.red.frame = HeadManager.GetCurFrameId()
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--arg.red.deltaScore = enInfoData.myScoreChange
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UIManager.OpenPanel(UIName.ArenaResultPopup, arg)
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end)
|
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end)
|
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end
|
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|
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end
|
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|
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function this.RequestReplayRecord(isWin, fightData, nameStr, doneFunc,battle_type)
|
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local fightData = BattleManager.GetBattleServerData({fightData = fightData}, 1)
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local battlePanel = UIManager.OpenPanel(UIName.BattlePanel, fightData, battle_type and battle_type or BATTLE_TYPE.BACK, doneFunc)
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battlePanel:ShowNameShow(isWin, nameStr)
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end
|
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|
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|
||
|
||
|
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|
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--添加事件监听(用于子类重写)
|
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function WorldArenaBattleInfoPanel:AddListener()
|
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-- Game.GlobalEvent:AddEvent(GameEvent.Arena.OnRecordDataChange, this.RefreshRecordList)
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end
|
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|
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--移除事件监听(用于子类重写)
|
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function WorldArenaBattleInfoPanel:RemoveListener()
|
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-- Game.GlobalEvent:RemoveEvent(GameEvent.Arena.OnRecordDataChange, this.RefreshRecordList)
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end
|
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|
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--界面打开时调用(用于子类重写)
|
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function WorldArenaBattleInfoPanel:OnOpen(msg,_type,_curType,closeFunc,list)
|
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-- 请求数据
|
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-- ArenaManager.RequestArenaRecord()
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curType=_curType
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for i=1,#this.teamNames do
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if i<= #GodsWayTeam[curType] then
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this.teamNames[i]:SetActive(true)
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else
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this.teamNames[i]:SetActive(false)
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end
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end
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type=_type
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_CloseFunc = closeFunc
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-- 刷新显示
|
||
-- this.RefreshRecordList()
|
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|
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if type==1 then
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this.titleTxt.text="挑战"
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this.btnText.text="挑战"
|
||
else
|
||
this.titleTxt.text="回放"
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||
this.btnText.text="确定"
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end
|
||
|
||
--如果有结果list
|
||
if list then
|
||
state=3
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||
resultList=list
|
||
else
|
||
state=1
|
||
end
|
||
if state==1 then
|
||
for i = 1, 3 do
|
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this.playBacks[i]:SetActive(false)
|
||
this.ShowBattleState(i, state)
|
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end
|
||
--this.myScore.gameObject:SetActive(false)
|
||
--this.enScore.gameObject:SetActive(false)
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||
this.hintTxt.gameObject:SetActive(true)
|
||
elseif state==3 then
|
||
this.hintTxt.gameObject:SetActive(false)
|
||
this.myScore.gameObject:SetActive(true)
|
||
this.enScore.gameObject:SetActive(true)
|
||
for i = 1, teamLen do
|
||
this.playBacks[i]:SetActive(true)
|
||
this.ShowBattleState(i,3)
|
||
end
|
||
end
|
||
this.ShowInfo(msg)
|
||
this.RefreshBattleCastInfo()
|
||
teamLen=#GodsWayTeam[curType]
|
||
self.curFormation = {}
|
||
for i = 1, teamLen do
|
||
local team=FormationManager.GetFormationByID(GodsWayTeam[curType][i])
|
||
local cTeam = FormationManager.MakeAEmptyTeam(GodsWayTeam[curType][i])
|
||
for j = 1, #team.teamHeroInfos do
|
||
table.insert(cTeam.teamHeroInfos, team.teamHeroInfos[j])
|
||
end
|
||
self.curFormation[GodsWayTeam[curType][i]] = cTeam
|
||
end
|
||
end
|
||
|
||
function this.ShowInfo(msg)
|
||
--我的信息
|
||
myInfoData=msg.myTeamInfo
|
||
enInfoData=msg.defTeamInfo
|
||
if msg.fightData then
|
||
fightDataList=msg.fightData
|
||
end
|
||
|
||
for i = 1, #GodsWayTeam[curType] do
|
||
if state==1 then
|
||
this.playBacks[i]:SetActive(false)
|
||
elseif state==3 then
|
||
this.playBacks[i]:SetActive(true)
|
||
end
|
||
end
|
||
|
||
this.SetTeamInfo(this.myTeamInfo,msg.myTeamInfo.crossTeam,1)
|
||
this.SetTeamInfo(this.enTeamInfo,msg.defTeamInfo.crossTeam,2)
|
||
|
||
end
|
||
function this.ShowBattleState(index,state)
|
||
--for i = 1, 3 do
|
||
-- Util.GetGameObject(this.leftTeam[index], "Text").gameObject:SetActive(state~=3)
|
||
-- Util.GetGameObject(this.rightTeam[index], "Text").gameObject:SetActive(state~=3)
|
||
local leftImg=Util.GetGameObject(this.leftTeam[index], "Image"):GetComponent("Image")
|
||
local rightImg=Util.GetGameObject(this.rightTeam[index], "Image"):GetComponent("Image")
|
||
leftImg.gameObject:SetActive(state==3)
|
||
rightImg.gameObject:SetActive(state==3)
|
||
if state==3 then
|
||
if resultList[index]==1 then
|
||
leftImg.sprite=this.spLoader:LoadSprite("UI_effect_JJC_JieSuan_ShengLi_png_zh")
|
||
rightImg.sprite=this.spLoader:LoadSprite("UI_effect_JJC_JieSuan_ShiBai_png_zh")
|
||
else
|
||
leftImg.sprite=this.spLoader:LoadSprite("UI_effect_JJC_JieSuan_ShiBai_png_zh")
|
||
rightImg.sprite=this.spLoader:LoadSprite("UI_effect_JJC_JieSuan_ShengLi_png_zh")
|
||
end
|
||
end
|
||
leftImg:GetComponent("PlayFlyAnim"):PlayAnim(true)
|
||
rightImg:GetComponent("PlayFlyAnim"):PlayAnim(true)
|
||
--end
|
||
end
|
||
|
||
|
||
|
||
|
||
--编队信息
|
||
local allTeams={}
|
||
function this.SetTeamInfo(_go,teamData,type)
|
||
LogError("type==="..type)
|
||
for i = 1, 3 do
|
||
Util.GetGameObject(_go,"defendbox"..i):SetActive(false)
|
||
end
|
||
for index = 1, #GodsWayTeam[curType] do
|
||
local go = Util.GetGameObject(_go,"defendbox"..index)
|
||
go:SetActive(true)
|
||
local data = teamData[index]
|
||
local fightTxt=Util.GetGameObject(go,"Demons/WarPower/Text"):GetComponent("Text")
|
||
fightTxt.text=tostring(data.totalForce)
|
||
local teamList ={}
|
||
for i = 1, 6 do
|
||
if not teamList[i] then
|
||
teamList[i] = {}
|
||
teamList[i].go = Util.GetGameObject(go,"Demons/heroPro ("..i..")")
|
||
teamList[i].frameBtn = Util.GetGameObject(teamList[i].go, "frame")
|
||
teamList[i].frame = teamList[i].frameBtn:GetComponent("Image")
|
||
teamList[i].pos = Util.GetGameObject(teamList[i].go, "pos"):GetComponent("Image")
|
||
teamList[i].hero = Util.GetGameObject(teamList[i].go, "hero")
|
||
teamList[i].starGrid = Util.GetGameObject(teamList[i].hero, "starGrid")
|
||
teamList[i].proIcon = Util.GetGameObject(teamList[i].hero, "proIcon"):GetComponent("Image")
|
||
teamList[i].levelText = Util.GetGameObject(teamList[i].hero, "lvbg/levelText"):GetComponent("Text")
|
||
teamList[i].icon = Util.GetGameObject(teamList[i].hero, "icon"):GetComponent("Image")
|
||
end
|
||
end
|
||
for i, demon in ipairs(teamList) do
|
||
demon.frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(1))
|
||
demon.pos:GetComponent("Image").sprite=this.spLoader:LoadSprite("bd_xinkapaifan"..i)
|
||
demon.hero:SetActive(false)
|
||
end
|
||
--队伍阵容
|
||
local heroList={}
|
||
for i, hero in ipairs(data.team) do
|
||
local heroTid = data.team[i].heroTid
|
||
if heroTid then
|
||
teamList[hero.position].hero:SetActive(true)
|
||
teamList[hero.position].starGrid.transform.localScale=Vector3.one*0.7
|
||
local star,starType = GetStarOrGodSoulLv(1,hero)
|
||
--LogError("star=="..star.." startype=="..starType)
|
||
local starScale = -15
|
||
local starSize = Vector2.New(32,32)
|
||
if starType == 3 then
|
||
starScale = -16
|
||
starSize = Vector2.New(0.8,-15)
|
||
elseif starType == 2 then
|
||
starSize = Vector2.New(48,48)
|
||
end
|
||
if type==1 and isSame==false then
|
||
isSame=BattleUtil.ChecklistIsContainValue(allMyHeros,hero.heroid)
|
||
if isSame==false then
|
||
table.insert(allMyHeros,hero.heroid)
|
||
end
|
||
end
|
||
SetHeroStars(this.spLoader, teamList[hero.position].starGrid, star,nil,nil,-10)
|
||
Util.SetParticleSortLayer(teamList[hero.position].starGrid,this.sortingOrder + 1)
|
||
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroTid)
|
||
teamList[hero.position].proIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
|
||
teamList[hero.position].levelText.text =endLess[heroTid].Level or hero.level
|
||
teamList[hero.position].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality, hero.star))
|
||
SetHeroIcon(this.spLoader, hero,teamList[hero.position].icon,heroConfig)
|
||
SetHeroFlyEffect(teamList[hero.position].hero,this.spLoader,star,this.sortingOrder+1,0.6,2)
|
||
--local heroData = {}
|
||
-- Util.AddOnceClick(teamList[i].frameBtn, function()
|
||
-- NetManager.ViewHeroInfoRequest(self.playerId,hero.heroid,1,PLAYER_INFO_VIEW_TYPE.NORMAL,function(msg)
|
||
-- if not hero.heroid then
|
||
-- return
|
||
-- end
|
||
-- heroData= GoodFriendManager.GetHeroDatas(msg.hero,msg.force,msg.SpecialEffects,msg.guildSkill)
|
||
-- GoodFriendManager.InitEquipData(msg.equip,heroData)
|
||
-- UIManager.OpenPanel(UIName.RoleInfoPopup, heroData,true)
|
||
-- end)
|
||
-- end)
|
||
if type then
|
||
table.insert(heroList,{heroId=heroTid,position=hero.position})
|
||
end
|
||
end
|
||
end
|
||
if type==1 then
|
||
allTeams[index]=heroList
|
||
leftAllTeam[index]=heroList
|
||
myHeroNum=myHeroNum+#heroList
|
||
elseif type==2 then
|
||
rightAllTeam[index]=heroList
|
||
end
|
||
|
||
end
|
||
end
|
||
|
||
function this:OnClose()
|
||
if this.TimeCounter then
|
||
this.TimeCounter:Stop()
|
||
this.TimeCounter = nil
|
||
end
|
||
-- 执行关闭方法u
|
||
if _CloseFunc then
|
||
-- 如果是挑战完成了,返回就刷新挑战列表
|
||
if state == 3 then
|
||
_CloseFunc()
|
||
end
|
||
_CloseFunc = nil
|
||
end
|
||
allMyHeros={}
|
||
isSame=false
|
||
-- 重置状态
|
||
--state = 1
|
||
isAnim = false
|
||
end
|
||
|
||
--界面销毁时调用(用于子类重写)
|
||
function WorldArenaBattleInfoPanel:OnDestroy()
|
||
this.spLoader:Destroy()
|
||
leftAllTeam={}
|
||
rightAllTeam={}
|
||
allMyHeros={}
|
||
isSame=false
|
||
|
||
resultList=nil
|
||
fightDataList=nil
|
||
if this.TimeCounter then
|
||
this.TimeCounter:Stop()
|
||
this.TimeCounter = nil
|
||
end
|
||
myHeroNum=0
|
||
state=1
|
||
end
|
||
|
||
|
||
return WorldArenaBattleInfoPanel |