miduo_client/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua

883 lines
35 KiB
Lua

require("Base/BasePanel")
require("Base/Stack")
require("Modules.Battle.Config.PokemonEffectConfig")
local BattleView = require("Modules/Battle/View/BattleView")
local GuideBattleLogic = require("Modules/Battle/View/GuideBattleLogic")
BattlePanel = Inherit(BasePanel)
local this = BattlePanel
local battleTimeScaleKey = "battleTimeScaleKey"
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local ArtResourcesConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local timeCount
local endFunc
local isBack = false --是否为战斗回放
local fightType -- 1关卡 2副本 3限时怪, 5兽潮, 6新关卡, 7公会boss
local orginLayer
local boxList={}--新将来袭奖励盒子
local boxList2={}--踏碎凌霄奖励盒子
-- 显示跳过战斗使用
local hadCounted = 0
local SKIP_STATE = {
UNLOCK = 0,
LOCK = 1,
NOUSE = 2,
}
local UpdateBtnGMFunc = {
[-1] = function()
if not BattleManager.IsUnlockBattlePass() then
return SKIP_STATE.LOCK, "25级或充值任意金额后解锁"
end
return SKIP_STATE.UNLOCK
end,
[BATTLE_TYPE.BACK]= function()
return SKIP_STATE.UNLOCK
end,
[BATTLE_TYPE.BACK_BATTLE] = function()
return SKIP_STATE.UNLOCK
end,
[BATTLE_TYPE.Test] = function()
return SKIP_STATE.UNLOCK
end,
[BATTLE_TYPE.MONSTER_CAMP] = function()
return SKIP_STATE.UNLOCK
end,
-- [BATTLE_TYPE.DAILY_CHALLENGE] = function()
-- return SKIP_STATE.NOUSE, "日常副本战斗无法跳过!"
-- end,
[BATTLE_TYPE.STORY_FIGHT] = function()
if not BattleManager.IsUnlockBattlePass() then
return SKIP_STATE.LOCK, "25级或充值任意金额后解锁"
end
if FightPointPassManager.GetCurOpenFightIdIsBoss() then
return SKIP_STATE.NOUSE, "首领关卡无法跳过!"
end
return SKIP_STATE.UNLOCK
end,
}
function this:GetSkipState()
if AppConst.isOpenGM then
return SKIP_STATE.UNLOCK
end
LogError("fightType "..fightType)
if UpdateBtnGMFunc[fightType] then
return UpdateBtnGMFunc[fightType]()
else
return UpdateBtnGMFunc[-1]()
end
end
--初始化组件(用于子类重写)
function this:InitComponent()
this.spLoader = SpriteLoader.New()
BattleView:InitComponent(self, self.gameObject)
orginLayer = 0
this.BG = Util.GetGameObject(self.gameObject, "BG")
this.UpRoot = Util.GetGameObject(self.gameObject, "UpRoot")
this.Option = Util.GetGameObject(this.UpRoot, "option")
this.DownRoot = Util.GetGameObject(self.gameObject, "DownRoot")
this.roundText = Util.GetGameObject(this.Option, "timeCount"):GetComponent("Text")
this.orderText = Util.GetGameObject(this.Option, "order/text"):GetComponent("Text")
this.BtnTimeScale = Util.GetGameObject(this.DownRoot, "option/BtnTimeScale")
this.BtnJumpFight = Util.GetGameObject(this.DownRoot, "option/Button")
this.jumpLock = Util.GetGameObject(this.DownRoot, "option/Button/lock")
this.submit = Util.GetGameObject(this.DownRoot, "bg")
this.DefResult = Util.GetGameObject(this.UpRoot, "result")
this.AtkResult = Util.GetGameObject(this.DownRoot, "result")
this.damagePanel = Util.GetGameObject(this.UpRoot, "damage")--公会boss的血条
this.damageBoxBg = Util.GetGameObject(this.damagePanel, "bg")
this.damageBoxIcon = Util.GetGameObject(this.damagePanel, "bg/iconRoot/icon"):GetComponent("Image")
this.damageBoxLevel = Util.GetGameObject(this.damagePanel, "lv"):GetComponent("Text")
this.damageProgress = Util.GetGameObject(this.damagePanel, "progress/Fill")
this.damageText = Util.GetGameObject(this.damagePanel, "progress/Text"):GetComponent("Text")
this.dmg2 = Util.GetGameObject(this.UpRoot, "dmg2")--新将来袭的血条
for i = 1, 7 do
boxList[i] = Util.GetGameObject(this.dmg2, "box"..i)
boxList[i]:SetActive(false)
local effect = Util.GetGameObject(boxList[i], "effect")
effect:SetActive(false)
end
boxList[1]:SetActive(true)
this.dmg2Progress = Util.GetGameObject(this.dmg2, "progress/Fill"):GetComponent("Image")
this.dmg2Text = Util.GetGameObject(this.dmg2, "progress/Text"):GetComponent("Text")
this.bar = Util.GetGameObject(this.dmg2, "bar")
this.dmg3 = Util.GetGameObject(this.UpRoot, "dmg3")--踏碎凌霄的血条
this.dmg3Progress = Util.GetGameObject(this.dmg3, "progress/Fill"):GetComponent("Image")
this.dmg3Text = Util.GetGameObject(this.dmg3, "progress/Text"):GetComponent("Text")
this.dmg3grid = Util.GetGameObject(this.dmg3, "grid")
this.bar3 = Util.GetGameObject(this.dmg3, "bar")
this.boxpre = Util.GetGameObject(this.dmg3, "boxpre")
end
--绑定事件(用于子类重写)
function this:BindEvent()
Util.AddLongPressClick(this.submit, function()
BattleRecordManager.SubmitBattleRecord()
end, 0.5)
Util.AddClick(this.BtnTimeScale, function ()
if not BattleManager.IsCanOperate() then
return
end
if not BattleManager.IsUnlockBattleSpeed() then
PopupTipPanel.ShowTip(PrivilegeManager.GetPrivilegeOpenTip(PRIVILEGE_TYPE.DoubleTimesFight))
return
end
local scale = BattleManager.GetTimeScale()
scale = math.floor(scale*10 + 0.5)/10
if scale == BATTLE_TIME_SCALE_ONE then
BattleManager.SetTimeScale(BATTLE_TIME_SCALE_TWO)
elseif scale == BATTLE_TIME_SCALE_TWO then
BattleManager.SetTimeScale(BATTLE_TIME_SCALE_ONE)
end
end)
-- Util.AddClick(this.jumpLock, function ()
-- local _, tip
-- if UpdateBtnGMFunc[fightType] then
-- _, tip = UpdateBtnGMFunc[fightType]()
-- else
-- _, tip = UpdateBtnGMFunc[-1]()
-- end
-- if tip then
-- PopupTipPanel.ShowTip(tip)
-- end
-- end)
Util.AddClick(this.BtnJumpFight, function ()
local state, tip = self:GetSkipState()
if state ~= SKIP_STATE.UNLOCK then
if tip then
PopupTipPanel.ShowTip(tip)
end
return
end
if BattleManager.IsCanOperate() and not BattleLogic.IsEnd then
BattleView.EndBattle()
BattleLogic.IsEnd = true
end
end)
end
function this:LoseJump(id)
if not MapManager.Mapping then
if JumpManager.CheckJump(id) then
this:ClosePanel()
JumpManager.GoJumpWithoutTip(id)
end
else
PopupTipPanel.ShowTip(Language[10210])
end
end
--添加事件监听(用于子类重写)
function this:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Battle.OnTimeScaleChanged, this.SwitchTimeScale)
end
--移除事件监听(用于子类重写)
function this:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Battle.OnTimeScaleChanged, this.SwitchTimeScale)
end
function this:OnSortingOrderChange()
Util.AddParticleSortLayer(this.gameObject, this.sortingOrder - orginLayer)
for _, v in pairs(boxList2) do
Util.AddParticleSortLayer(v.obj, this.sortingOrder - orginLayer)
end
orginLayer = this.sortingOrder
BattleView:OnSortingOrderChange(this.sortingOrder)
end
function this:IsBossFight(fightType)
if fightType == BATTLE_TYPE.TASUILINGXIAO then
return true
end
return false
end
--界面打开时调用(用于子类重写)
function this:OnOpen(_fightData, _fightType, _endFunc, _guideType,isChangeBGM)
GuideBattleLogic:Init(_guideType)
BattleView:OnOpen(_fightData,_fightType, this:IsBossFight(_fightType))
endFunc = _endFunc
fightType = _fightType --判定战斗类型
isBack = _fightType == BATTLE_TYPE.BACK --判定是否是战斗回放
hadCounted = 0
-- LogPink(fightType)
if _fightData.bg then
this.BG:GetComponent("Image").sprite = this.spLoader:LoadSprite(_fightData.bg)
else
this.BG:GetComponent("Image").sprite = this.spLoader:LoadSprite(BattleManager.GetBattleBg(fightType))
end
-- SoundManager.PlayMusic(SoundConfig.BGM_Battle_1, true, function()
if not isChangeBGM then
SoundManager.PlayMusic(SoundConfig.BGM_Battle_2, false)
end
-- end)
this.fightResult = nil
-- 清空名字数据
BattleView:SetNameStr(nil)
this.DefResult:SetActive(false)
this.AtkResult:SetActive(false)
-- local lvOpenTimeScaleConFig = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PrivilegeTypeConfig,"PrivilegeType",PRIVILEGE_TYPE.DoubleTimesFight,"UnlockType",1)
-- if lvOpenTimeScaleConFig and PlayerManager.level == lvOpenTimeScaleConFig.Condition[1][1] and BattleManager.GetTimeScale() == BATTLE_TIME_SCALE_ONE then
-- BattleManager.SetTimeScale(BATTLE_TIME_SCALE_TWO)
-- end
-- 开始战斗
BattleView:StartBattle()
this.InitPanelData()
end
-- 设置战斗结果
function this:SetResult(result)
this.fightResult = result
end
-- 外部调用
function this:ShowNameShow(result, str)
this.fightResult = result
if true then return end
if str then
local nameList = string.split(str, "|")
BattleView:SetNameStr(str)
this.DefResult:SetActive(true)
this.AtkResult:SetActive(true)
Util.GetGameObject(this.AtkResult, "win"):SetActive(result == 1)
Util.GetGameObject(this.AtkResult, "lose"):SetActive(result == 0)
Util.GetGameObject(this.DefResult, "win"):SetActive(result == 0)
Util.GetGameObject(this.DefResult, "lose"):SetActive(result == 1)
Util.GetGameObject(this.AtkResult, "win/Text"):GetComponent("Text").text = nameList[1]
Util.GetGameObject(this.AtkResult, "lose/Text"):GetComponent("Text").text = nameList[1]
Util.GetGameObject(this.DefResult, "win/Text"):GetComponent("Text").text = nameList[2]
Util.GetGameObject(this.DefResult, "lose/Text"):GetComponent("Text").text = nameList[2]
else
this.DefResult:SetActive(false)
this.AtkResult:SetActive(false)
end
end
-- 初始化
function this.InitPanelData()
this.dmg2:SetActive(fightType == BATTLE_TYPE.XINJIANG)
this.dmg3:SetActive(fightType == BATTLE_TYPE.TASUILINGXIAO)
if fightType == BATTLE_TYPE.GUILD_BOSS and fightType == BATTLE_TYPE.GUILD_CAR_DELAY then
this.myDamage = 0
this.myDamageLevel = 0
this.RefreshMyDamageShow()
local list = RoleManager.Query(function (r) return r.camp == 1 end)
if list[1] then
list[1].Event:AddEvent(BattleEventName.RoleBeDamaged, function (atkRole, damage, bCrit, finalDmg, damageType, dotType)
--Log("damage:"..damage)
this.myDamage = this.myDamage + damage
this.RefreshMyDamageShow()
end)
end
elseif fightType == BATTLE_TYPE.XINJIANG then
boxList[1]:SetActive(true)
this.myDamage = 0
this.myDamageLevel = 0
this.dmg2Text.text = "0%"
this.dmg2Progress.fillAmount = 0
this.RefreshMyDamageShow()
local list = RoleManager.Query(function (r) return r.camp == 1 end)
if list[1] then
list[1].Event:AddEvent(BattleEventName.RoleBeDamaged, function (atkRole, damage, bCrit, finalDmg, damageType, dotType)
--Log("damage:"..damage)
this.myDamage = this.myDamage + damage
this.RefreshMyDamageShow(list[1])
end)
end
elseif fightType == BATTLE_TYPE.TASUILINGXIAO then--踏碎凌霄
boxList2={}
local actData = CommonActPageManager.GetData(ActivityTypeDef.TaSuiLingXiao)
local boxs = ConfigManager.GetConfigDataByKey(ConfigName.NewHeroConfig,"Id",actData.activityId).BoxList
local maxDmg = actData.value
this.myDamage = 0
this.myDamageLevel = 0
this.dmg3Text.text = string.format("0/%s",boxs[1][1])
this.dmg3Progress.fillAmount = 0
for i = 1, #actData.rewards do
local index = #boxList2 + 1
boxList2[index] = {}
boxList2[index].obj = newObject(this.boxpre)
boxList2[index].obj.transform:SetParent(this.dmg3grid.transform)
boxList2[index].obj.transform.localScale = Vector3.one
boxList2[index].obj.transform.localPosition = Vector3.zero
boxList2[index].moved = false
boxList2[index].obj:SetActive(false)
Util.GetGameObject(boxList2[index].obj,"iconRoot/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(ArtResourcesConfig[boxs[i][2]].Name)
end
if #boxList2 > 0 then
boxList2[1].obj:SetActive(true)
end
this.RefreshMyDamageShow()
local list = RoleManager.Query(function (r) return r.camp == 1 end)
if list[1] then
list[1].Event:AddEvent(BattleEventName.RoleBeDamaged, function (atkRole, damage, bCrit, finalDmg, damageType, dotType)
this.myDamage = this.myDamage + damage
this.RefreshMyDamageShow(list[1])
end)
end
end
this:InitOption()
end
function this:InitOption()
--显示倒计时
local curRound, maxRound = BattleLogic.GetCurRound()
curRound = curRound <= 0 and 1 or curRound -- 最小显示第一回合
if curRound>maxRound then
curRound=maxRound
end
this.roundText.text = string.format(Language[10211], curRound, maxRound)
hadCounted = 0
this.Option:SetActive(true)
Util.GetGameObject(this.BtnTimeScale, "lock"):SetActive(not BattleManager.IsUnlockBattleSpeed())
local state, tip = self:GetSkipState()
this.jumpLock:SetActive(state == SKIP_STATE.LOCK)
Util.SetColor(this.BtnJumpFight, state == SKIP_STATE.NOUSE and UIColor.DEEPGRAY or UIColor.WRITE)
-- 初始化战斗时间,刷新前端显示
BattleManager.InitTimeScale()
this.SwitchTimeScale()
end
function this.SwitchTimeScale()
local _scale = BattleManager.GetTimeScale()
local child = this.BtnTimeScale.transform.childCount - 3 -- 3倍速时-2
local s = "x".. math.floor(_scale)
for i=1, child do
local g = this.BtnTimeScale.transform:GetChild(i-1).gameObject
g:SetActive(g.name == s)
end
end
function this.BattleEnd(result)
LogGreen(tostring(result))
BattleManager.PauseBattle()
-- 强制停止倍速
Time.timeScale = 1
-- 设置音效播放的速度
SoundManager.SetAudioSpeed(1)
--用一个变量接收最近的战斗结果
this.lastBattleResult = {
result = result,
hpList = {},
drop = {},
}
LogGreen("fightType:"..fightType)
-- 需要和服务器确认结果
if fightType == BATTLE_TYPE.MAP_FIGHT
or fightType == BATTLE_TYPE.MONSTER_CAMP
or fightType == BATTLE_TYPE.STORY_FIGHT
or fightType == BATTLE_TYPE.GUILD_BOSS then
local levelId = FightPointPassManager.GetCurFightId()
NetManager.MapFightResultRequest(10000, "", levelId, fightType, function (msg)
-- 结果检测
if msg.result ~= this.lastBattleResult.result then
BattleRecordManager.SubmitCheckFight(this.lastBattleResult.result, msg.result)
end
for i=1, #msg.remainHpList do
Log("服务器剩余血量 : "..msg.remainHpList[i])
this.lastBattleResult.hpList[i] = msg.remainHpList[i]
end
this.lastBattleResult.drop = msg.enventDrop
this.lastBattleResult.missionDrop = msg.missionDrop
this.lastBattleResult.result = msg.result
this.lastBattleResult.mission = msg.mission
this.lastBattleResult.eventId = msg.eventId
this.lastBattleResult.lastTowerTime = msg.lastTowerTime
if msg.lastXY then
this.lastBattleResult.lastPos = msg.lastXY
else
this.lastBattleResult.lastPos = 0
end
BattleManager.SetLastBattleResult(this.lastBattleResult,fightType)
this.ShowBattleResult(msg.result, msg)
end)
elseif fightType == BATTLE_TYPE.EXECUTE_FIGHT then--远征处理
if ExpeditionManager.ExpeditionState == 1 then
local GetCurNodeInfo = ExpeditionManager.curAttackNodeInfo
NetManager.EndExpeditionBattleRequest(GetCurNodeInfo.sortId, "", function (msg)
--ExpeditionManager.UpdateHeroHpValue(msg.heroInfo)
--ExpeditionManager.UpdateNodeValue(msg) --nodeInfo
if msg.result ~= this.lastBattleResult.result then
BattleRecordManager.SubmitCheckFight(this.lastBattleResult.result, msg.result)
end
this.lastBattleResult.result = msg.result
this.lastBattleResult.drop = msg.drop
BattleManager.SetLastBattleResult(this.lastBattleResult,fightType)
this.ShowBattleResult(msg.result, msg)
end)
else
--
this:ClosePanel()
ExpeditionManager.RefreshPanelShowByState()
end
elseif fightType == BATTLE_TYPE.XINJIANG then--新将来袭
Timer.New(function ()
this:ClosePanel()
for i = 1, #boxList do
boxList[i].transform:SetParent(this.dmg2.transform)
boxList[i].transform:DOLocalMove(Vector3.New(414,16,0), 0)
boxList[i]:SetActive(false)
Util.GetGameObject(boxList[i], "effect"):SetActive(false)
end
end,1.3):Start()
elseif fightType == BATTLE_TYPE.TASUILINGXIAO then--踏碎凌霄
BattleManager.SetLastBattleResult(this.lastBattleResult,fightType)
this.ShowBattleResult(result)
else
-- 判断是否需要进行结果检测
if this.fightResult then
if result ~= this.fightResult then
BattleRecordManager.SubmitCheckFight(result, this.fightResult)
end
end
-- 直接显示结果
if fightType ~= BATTLE_TYPE.BACK_BATTLE then
BattleManager.SetLastBattleResult(this.lastBattleResult,fightType)
end
this.ShowBattleResult(result)
end
end
function this.ShowBattleResult(result, msg)
SoundManager.StopMusic()
-- 战斗结束时,如果元素光环面板还开着,则先关闭
if UIManager.IsOpen(UIName.ElementPopup) then
UIManager.ClosePanel(UIName.ElementPopup)
end
-- 回放直接关闭界面
if fightType == BATTLE_TYPE.BACK or fightType == BATTLE_TYPE.ARENA or fightType == BATTLE_TYPE.LINGMAIMIJING then
this:ClosePanel()
return
end
-- 播放结算音效
if result == 0 then
this.resultSoundAudio = SoundManager.PlaySound(SoundConfig.Sound_BattleLose)
else
this.resultSoundAudio = SoundManager.PlaySound(SoundConfig.Sound_BattleWin)
end
-- 公会boss结算界面
if fightType == BATTLE_TYPE.GUILD_BOSS then
UIManager.OpenPanel(UIName.GuildBossFightResultPopup, msg.enventDrop, msg.missionDrop, msg.essenceValue, function()
this:ClosePanel()
end)
-- 车迟斗法结算界面特殊显示
elseif fightType == BATTLE_TYPE.GUILD_CAR_DELAY and GuildCarDelayManager.progress == 1 then
this.ShowBattleResultByCarDeleayType()
-- 十绝阵结算界面特殊显示
elseif fightType == BATTLE_TYPE.DEATH_POS then
this.ShowBattleResultByDeathPos()
--公会副本
elseif fightType == BATTLE_TYPE.GuildTranscript then
this.ShowBattleResultByGuildTranscript()
--罗浮争锋
elseif fightType == BATTLE_TYPE.JumpServerhightLadder then
this.ShowBattleResultByJumpServerHightLadder(result)
--新回放功能(判断上次战斗是什么类型并做什么内容 逻辑和正常战斗处理一样)
elseif fightType == BATTLE_TYPE.BACK_BATTLE then
if BattleManager.GetLastBattleType() == BATTLE_TYPE.GuildTranscript then-- 公会副本结算界面特殊显示
this.ShowBattleResultByGuildTranscript()
elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.GUILD_CAR_DELAY and GuildCarDelayManager.progress == 1 then-- 车迟结算界面特殊显示
this.ShowBattleResultByCarDeleayType()
elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.DEATH_POS then-- 十绝阵结算界面特殊显示
this.ShowBattleResultByDeathPos()
elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.BACK or BattleManager.GetLastBattleType() == BATTLE_TYPE.ARENA then
this:ClosePanel()
elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.TASUILINGXIAO then
this.ShowBattleResultByTaSuiLingXiao()
elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.JumpServerhightLadder then
this.ShowBattleResultByJumpServerHightLadder(result)
else
if result == 0 then -- 失败
local haveRecord = BattleRecordManager.isHaveRecord()
UIManager.OpenPanel(UIName.BattleFailPopup, this, haveRecord,nil,fightType)
else -- 胜利
LogRed("isBack:"..tostring(isBack))
UIManager.OpenPanel(UIName.BattleWinPopup, this, isBack, fightType, this.lastBattleResult)
end
end
elseif fightType == BATTLE_TYPE.TASUILINGXIAO then
this.ShowBattleResultByTaSuiLingXiao()
elseif fightType == BATTLE_TYPE.LINGMAIMIJING then
this:ClosePanel()
else
LogRed("result:"..tostring(result))
if result == 0 then -- 失败
local haveRecord = BattleRecordManager.isHaveRecord()
UIManager.OpenPanel(UIName.BattleFailPopup, this, haveRecord,nil,fightType)
else -- 胜利
UIManager.OpenPanel(UIName.BattleWinPopup, this, isBack, fightType, this.lastBattleResult)
end
end
end
-- 车迟斗法结算界面特殊显示
function this.ShowBattleResultByCarDeleayType()
-- 延时执行避免事件冲突
Timer.New(function()
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
if bestData then
if fightType == BATTLE_TYPE.GUILD_CAR_DELAY then
--车迟挑战cd计时
GuildCarDelayManager.SetCdTime(GuildCarDelayProType.Challenge)
end
-- 胜利显示本场比赛的表现最好的英雄
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
-- 打开关卡奖励界面
UIManager.OpenPanel(UIName.RewardItemPopup,nil, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
LogPink("isBackBattle "..tostring(isBackBattle))
if not isBackBattle then
if _BattleBestPopup then
_BattleBestPopup:ClosePanel()
end
this:ClosePanel()
end
end, 3,true,true)
end)
end
end, 0.1):Start()
end
-- 罗浮争锋结算界面特殊显示
function this.ShowBattleResultByJumpServerHightLadder(_result)
if _result == 0 then -- 失败
if fightType == BATTLE_TYPE.JumpServerhightLadder then
PopupTipPanel.ShowTip("挑战失败,罗浮争锋排行无变化!")
if JumpServerManager.curBattleDrop.itemlist ~= nil and #JumpServerManager.curBattleDrop.itemlist > 0 then
local content = {}
for i = 1, #JumpServerManager.curBattleDrop.itemlist do
local itemdata = {}
itemdata.configData = itemConfig[JumpServerManager.curBattleDrop.itemlist[i].itemId]
itemdata.name = GetLanguageStrById(itemdata.configData.Name)
itemdata.icon = this.spLoader:LoadSprite(GetResourcePath(itemdata.configData.ResourceID))
itemdata.num = JumpServerManager.curBattleDrop.itemlist[i].itemNum
table.insert(content, itemdata)
end
PopupText(content, 0.5, 2)
end
end
local haveRecord = BattleRecordManager.isHaveRecord()
UIManager.OpenPanel(UIName.BattleFailPopup, this, haveRecord,nil,fightType)
else -- 胜利
UIManager.OpenPanel(UIName.BattleWinPopup, this, isBack, fightType, this.lastBattleResult)
end
end
-- 十绝阵结算界面特殊显示
function this.ShowBattleResultByDeathPos()
-- 延时执行避免事件冲突
Timer.New(function()
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
if bestData then
-- 胜利显示本场比赛的表现最好的英雄
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
-- 打开关卡奖励界面
UIManager.OpenPanel(UIName.RewardItemPopup, DeathPosManager.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
LogPink("isBackBattle "..tostring(isBackBattle))
if not isBackBattle then
if _BattleBestPopup then
_BattleBestPopup:ClosePanel()
end
this:ClosePanel()
end
end, 4,true,true)
end)
end
end, 0.1):Start()
end
--公会副本结算界面特殊显示
function this.ShowBattleResultByGuildTranscript()
-- 延时执行避免事件冲突
Timer.New(function()
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
if bestData then
-- 胜利显示本场比赛的表现最好的英雄
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
-- 打开关卡奖励界面
UIManager.OpenPanel(UIName.RewardItemPopup,GuildTranscriptManager.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
LogPink("isBackBattle "..tostring(isBackBattle))
if not isBackBattle then
if _BattleBestPopup then
_BattleBestPopup:ClosePanel()
end
this:ClosePanel()
Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshGuildTranscripQuickBtn)
Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshGuildTranscript)
GuildTranscriptManager.IsKillShowTip()
end
end, 6,true,true)
end)
end
end, 0.1):Start()
end
--无尽结算界面特殊显示
function this.ShowBattleResultByMapFight()
local haveRecord = BattleRecordManager.isHaveRecord()
UIManager.OpenPanel(UIName.BattleFailPopup, this, haveRecord,nil,fightType)
end
-- 踏碎凌霄结算界面特殊显示
function this.ShowBattleResultByTaSuiLingXiao()
-- 延时执行避免事件冲突
Timer.New(function()
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
if bestData then
-- 胜利显示本场比赛的表现最好的英雄
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
-- 打开关卡奖励界面
UIManager.OpenPanel(UIName.RewardItemPopup, CommonActPageManager.TaSuiLingXiaoMsg.drop, 1,function(isBackBattle)
LogPink("isBackBattle "..tostring(isBackBattle))
if not isBackBattle then
if _BattleBestPopup then
_BattleBestPopup:ClosePanel()
end
this:ClosePanel()
end
end, 7,true,true)
end)
end
end, 0.1):Start()
end
function this.ShowBattleResultByLingMaiMiJing()
-- 延时执行避免事件冲突
Timer.New(function()
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
if bestData then
-- 胜利显示本场比赛的表现最好的英雄
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
-- 打开关卡奖励界面
UIManager.OpenPanel(UIName.RewardItemPopup, CommonActPageManager.TaSuiLingXiaoMsg.drop, 1,function(isBackBattle)
LogPink("isBackBattle "..tostring(isBackBattle))
if not isBackBattle then
if _BattleBestPopup then
_BattleBestPopup:ClosePanel()
end
this:ClosePanel()
end
end, 7,true,true)
end)
end
end, 0.1):Start()
end
-- 战斗波次变化回调
function this.OnOrderChanged(order)
-- body
--显示波次
this.orderText.text = string.format("%d/%d", order, BattleLogic.TotalOrder)
end
-- 战斗回合变化回调
this.curRound = 1
function this.OnRoundChanged(round)
-- 轮数变化
this.curRound = round
--显示波次
local curRound, maxRound = BattleLogic.GetCurRound()
curRound = curRound <= 0 and 1 or curRound -- 最小显示第一回合
if curRound>maxRound then
curRound=maxRound
end
this.roundText.text = string.format(Language[10211], curRound, maxRound)
end
-- 角色轮转回调
function this.RoleTurnChange(role)
GuideBattleLogic:RoleTurnChange(this.curRound, role)
end
-- 由BattleView驱动
function this.OnUpdate()
end
-- 刷新我的伤害显示
function this.RefreshMyDamageShow(role)
if fightType == 7 or fightType == 10 then
local myDamage = this.myDamage-- *10
local bossRewardConfig = ConfigManager.GetConfig(ConfigName.GuildBossRewardConfig)
local curLevel, curLevelData, nextLevelData
for level, data in ConfigPairs(bossRewardConfig) do
if data.Damage > myDamage then
nextLevelData = data
break
end
curLevel = level
curLevelData = data
end
if not nextLevelData then
nextLevelData = curLevelData
end
-- 有等级变化
if curLevel ~= this.myDamageLevel then
this.myDamageLevel = curLevel
-- 播放升级特效
this.damageBoxBg:SetActive(false)
this.damageBoxBg:SetActive(true)
end
this.damageBoxLevel.text = curLevel or 0
this.damageBoxIcon.sprite = this.spLoader:LoadSprite(GuildBossManager.GetBoxSpriteByLevel(curLevel or 0))
-- this.damageText.text = myDamage.."/"..nextLevelData.Damage -- 显示总伤害
local curLevelDamage = not curLevelData and 0 or curLevelData.Damage
local deltaDamage = nextLevelData.Damage - curLevelDamage
local myDeltaDamage = myDamage - curLevelDamage
local rate = deltaDamage == 0 and 1 or myDeltaDamage/deltaDamage
this.damageText.text = myDeltaDamage.."/"..deltaDamage -- 显示当前等级伤害
this.damageProgress.transform.localScale = Vector3.New(rate, 1, 1)
elseif fightType == BATTLE_TYPE.XINJIANG and role then--新将来袭
local myDamage = this.myDamage-- *10
local curLevel = 0
local boxs={}
local newHeroConfig = ConfigManager.GetConfig(ConfigName.NewHeroConfig)
local bossData = role.data
local curBossHp = role.data:GetData(RoleDataName.Hp)
local maxBossHp = role.data:GetData(RoleDataName.MaxHp)
local curPercent = (maxBossHp-curBossHp)*100/maxBossHp
curPercent = curPercent > 0.01 and curPercent or 0.01
this.dmg2Text.text = string.format("%.2f",curPercent).."%"
local num = 0
local d = ConfigManager.GetConfigDataByKey(ConfigName.NewHeroConfig,"HeroId",role.roleId)
boxs = d.BoxList
for i = 1, #boxs do
local ex = boxs[i-1] and boxs[i-1][1] or 0
if (boxs[i][1]/boxs[#boxs][1])*100 > curPercent and (ex/boxs[#boxs][1])*100 < curPercent then
num = (curPercent*100-ex)/(boxs[i][1]-ex)
curLevel = i
break
end
end
this.dmg2Progress.fillAmount = num
for i = 1, #boxs do
if curPercent >= (boxs[i][1]/boxs[#boxs][1])*100 then
if boxList[i+1] then
boxList[i+1]:SetActive(true)
end
boxList[i].transform:SetParent(this.bar.transform)
local t = i%5 == 0 and 5 or i%5
boxList[i].transform:DOLocalMove(Vector3.New(math.floor(i/6)*-120,-329+t*100,0), 1.5)
Util.GetGameObject(boxList[i], "effect"):SetActive(true)
end
end
elseif fightType == BATTLE_TYPE.TASUILINGXIAO and role then--踏碎凌霄
local myDamage = this.myDamage-- *10
local curLevel = 0
local boxs={}
local newHeroConfig = ConfigManager.GetConfig(ConfigName.NewHeroConfig)
local bossData = role.data
-- local curBossHp = role.data:GetData(RoleDataName.Hp)
local maxBossHp = role.data:GetData(RoleDataName.MaxHp)
local num1,num2 = 0,0
local actData = CommonActPageManager.GetData(ActivityTypeDef.TaSuiLingXiao)
local boxs = ConfigManager.GetConfigDataByKey(ConfigName.NewHeroConfig,"Id",actData.activityId).BoxList
for i = 1, #boxs do
local lastValue = boxs[i-1] and boxs[i-1][1] or 0
if myDamage < boxs[i][1] then
num1 = myDamage - lastValue
num2 = boxs[i][1] - lastValue
curLevel = i
break
else
num1 = boxs[i][1] - lastValue
num2 = boxs[i][1] - lastValue
end
end
this.dmg3Text.text = string.format("%s/%s",num1,num2)
this.dmg3Progress.fillAmount = num1/num2
LogGreen(#boxs)
for i = 1, #boxs do
LogGreen(tostring(myDamage).."|"..tostring(boxs[i][1]))
if myDamage >= boxs[i][1] then
if boxList2[i+1] then
boxList2[i+1].obj:SetActive(true)
end
if boxs[i][1] < CommonActPageManager.TaSuiLingXiaoHistoryDmg then
boxList2[i].obj:SetActive(false)
else
if not boxList2[i].moved then
boxList2[i].obj.transform:SetParent(this.bar3.transform)
boxList2[i].obj.transform:DOLocalMove(Vector3.New(math.random(-400, 400),math.random(-100, 100),0), 1.5)
boxList2[i].moved = true
Util.GetGameObject(boxList2[i].obj, "effect"):SetActive(true)
end
end
end
end
end
end
--界面关闭时调用(用于子类重写)
function this:OnClose()
BattleView:OnClose()
-- 停止音效
--if this.resultSoundAudio then
-- SoundManager.StopSound(this.resultSoundAudio)
--end
--
-- BattleManager.SetTimeScale(1)
-- 真正生效的敌方
Time.timeScale = 1
-- 设置音效播放的速度
SoundManager.SetAudioSpeed(1)
if endFunc then
endFunc(this.lastBattleResult)
end
--检测是否需要弹每日任务飘窗
TaskManager.RefreshShowDailyMissionTipPanel()
for i = 1, #boxList2 do
destroy(boxList2[i].obj)
end
boxList2 = {}
end
--界面销毁时调用(用于子类重写)
function this:OnDestroy()
BattleView:OnDestroy()
this.spLoader:Destroy()
end
return BattlePanel