892 lines
36 KiB
Lua
892 lines
36 KiB
Lua
require("Base/BasePanel")
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require("Base/Stack")
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require("Modules.Battle.Config.PokemonEffectConfig")
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local BattleView = require("Modules/Battle/View/BattleView")
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local GuideBattleLogic = require("Modules/Battle/View/GuideBattleLogic")
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BattlePanel = Inherit(BasePanel)
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local this = BattlePanel
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local battleTimeScaleKey = "battleTimeScaleKey"
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local ArtResourcesConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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local timeCount
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local endFunc
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local isBack = false --是否为战斗回放
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local fightType -- 1关卡 2副本 3限时怪, 5兽潮, 6新关卡, 7公会boss
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local orginLayer
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local boxList={}--新将来袭奖励盒子
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local boxList2={}--踏碎凌霄奖励盒子
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-- 显示跳过战斗使用
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local hadCounted = 0
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local IsUnLockBattlePass
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local UpdateBtnGMFunc = {
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[-1] = function()
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return BattleManager.IsUnlockBattlePass()
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end,
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[BATTLE_TYPE.BACK]= function()
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return true
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end,
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[BATTLE_TYPE.BACK_BATTLE] = function()
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return true
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end,
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[BATTLE_TYPE.Test] = function()
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return true
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end,
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[BATTLE_TYPE.MONSTER_CAMP] = function()
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return true
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end,
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[BATTLE_TYPE.DAILY_CHALLENGE] = function()
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return false
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end,
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}
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--初始化组件(用于子类重写)
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function this:InitComponent()
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BattleView:InitComponent(self, self.gameObject)
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orginLayer = 0
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this.BG = Util.GetGameObject(self.gameObject, "BG")
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this.UpRoot = Util.GetGameObject(self.gameObject, "UpRoot")
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this.Option = Util.GetGameObject(this.UpRoot, "option")
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this.DownRoot = Util.GetGameObject(self.gameObject, "DownRoot")
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this.roundText = Util.GetGameObject(this.Option, "timeCount"):GetComponent("Text")
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this.orderText = Util.GetGameObject(this.Option, "order/text"):GetComponent("Text")
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this.BtnTimeScale = Util.GetGameObject(this.DownRoot, "option/BtnTimeScale")
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this.BtnExit = Util.GetGameObject(this.DownRoot, "option/BtnExit")
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this.ButtonLock = Util.GetGameObject(this.DownRoot, "option/Button/lock")
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this.LevelBossLock = Util.GetGameObject(this.DownRoot, "option/Button/LevelBossLock")
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this.BtnGM = Util.GetGameObject(this.DownRoot, "option/Button")
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this.submit = Util.GetGameObject(this.DownRoot, "bg")
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this.DefResult = Util.GetGameObject(this.UpRoot, "result")
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this.AtkResult = Util.GetGameObject(this.DownRoot, "result")
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this.damagePanel = Util.GetGameObject(this.UpRoot, "damage")--公会boss的血条
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this.damageBoxBg = Util.GetGameObject(this.damagePanel, "bg")
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this.damageBoxIcon = Util.GetGameObject(this.damagePanel, "bg/iconRoot/icon"):GetComponent("Image")
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this.damageBoxLevel = Util.GetGameObject(this.damagePanel, "lv"):GetComponent("Text")
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this.damageProgress = Util.GetGameObject(this.damagePanel, "progress/Fill")
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this.damageText = Util.GetGameObject(this.damagePanel, "progress/Text"):GetComponent("Text")
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this.dmg2 = Util.GetGameObject(this.UpRoot, "dmg2")--新将来袭的血条
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for i = 1, 7 do
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boxList[i] = Util.GetGameObject(this.dmg2, "box"..i)
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boxList[i]:SetActive(false)
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local effect = Util.GetGameObject(boxList[i], "effect")
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effect:SetActive(false)
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end
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boxList[1]:SetActive(true)
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this.dmg2Progress = Util.GetGameObject(this.dmg2, "progress/Fill"):GetComponent("Image")
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this.dmg2Text = Util.GetGameObject(this.dmg2, "progress/Text"):GetComponent("Text")
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this.bar = Util.GetGameObject(this.dmg2, "bar")
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this.dmg3 = Util.GetGameObject(this.UpRoot, "dmg3")--踏碎凌霄的血条
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this.dmg3Progress = Util.GetGameObject(this.dmg3, "progress/Fill"):GetComponent("Image")
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this.dmg3Text = Util.GetGameObject(this.dmg3, "progress/Text"):GetComponent("Text")
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this.dmg3grid = Util.GetGameObject(this.dmg3, "grid")
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this.bar3 = Util.GetGameObject(this.dmg3, "bar")
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this.boxpre = Util.GetGameObject(this.dmg3, "boxpre")
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end
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--绑定事件(用于子类重写)
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function this:BindEvent()
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Util.AddLongPressClick(this.submit, function()
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BattleRecordManager.SubmitBattleRecord()
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end, 0.5)
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Util.AddClick(this.BtnTimeScale, function ()
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if not BattleManager.IsCanOperate() then
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return
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end
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if not BattleManager.IsUnlockBattleSpeed() then
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PopupTipPanel.ShowTip(PrivilegeManager.GetPrivilegeOpenTip(PRIVILEGE_TYPE.DoubleTimesFight))
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return
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end
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local scale = BattleManager.GetTimeScale()
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scale = math.floor(scale*10 + 0.5)/10
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if scale == BATTLE_TIME_SCALE_ONE then
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BattleManager.SetTimeScale(BATTLE_TIME_SCALE_TWO)
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elseif scale == BATTLE_TIME_SCALE_TWO then
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BattleManager.SetTimeScale(BATTLE_TIME_SCALE_ONE)
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end
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end)
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Util.AddClick(this.ButtonLock, function ()
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PopupTipPanel.ShowTip(Language[12237])
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end)
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Util.AddClick(this.LevelBossLock, function ()
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PopupTipPanel.ShowTip("首领关卡不允许跳过!")
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end)
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local pauseTime = 31
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Util.AddClick(this.BtnExit, function ()
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if not BattleManager.IsUnlockBattlePass() then
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PopupTipPanel.ShowTip(PrivilegeManager.GetPrivilegeOpenTip(PRIVILEGE_TYPE.SkipFight))
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return
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end
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if BattleLogic.IsEnd or not BattleManager.IsCanOperate() then
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return
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end
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-- 战斗暂停
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BattleManager.PauseBattle()
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local count = 0
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local timer = Timer.New(function ()
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if not UIManager.IsOpen(UIName.MsgPanel) then
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return
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end
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count = count + 1
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if isBack then
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MsgPanel.tipLabel.text = string.format(Language[10217], pauseTime - count)
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else
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MsgPanel.tipLabel.text = string.format(Language[10218], pauseTime - count)
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end
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if count == pauseTime then
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MsgPanel.OnRightBtnClick()
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return
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end
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end, 1, pauseTime, true)
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local cancelFunc = function ()
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this.CastingPass = MsgPanel._toggle.isOn
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BattleManager.ResumeBattle()
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timer:Stop()
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end
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local sureFunc = function()
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this.CastingPass = MsgPanel._toggle.isOn
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BattleLogic.IsEnd = true
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BattleView.Clear()
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timer:Stop()
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-- 事先初始化
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this.lastBattleResult = {
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result = 0,
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lastPos = 0,
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}
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if isBack then --战斗回放直接跳过
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if not this.fightResult then
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LogError("这是回放战斗,请在战斗开始时调用 SetResult 方法预先设置战斗结果!")
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end
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BattleView.EndBattle(this.fightResult or 0)
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return
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end
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if fightType == BATTLE_TYPE.MAP_FIGHT then
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-- 必输的操作
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NetManager.MapFightResultRequest(1, "", "", fightType, function (msg)
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this.lastBattleResult.result = msg.result
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if msg.lastXY then
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this.lastBattleResult.lastPos = msg.lastXY
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else
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this.lastBattleResult.lastPos = 0
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end
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this.ShowBattleResult(msg.result)
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end)
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elseif fightType == BATTLE_TYPE.GUILD_BOSS and fightType == BATTLE_TYPE.GUILD_CAR_DELAY then
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this.lastBattleResult.result = -1
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this:ClosePanel()
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else
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this.ShowBattleResult(0)
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end
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end
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MsgPanel.ShowTwo(Language[10219], sureFunc, cancelFunc, Language[10220], Language[10221],nil, false, Language[10222])
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MsgPanel._toggle.isOn = this.CastingPass
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timer:Start()
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end)
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Util.AddClick(this.BtnGM, function ()
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if BattleManager.IsCanOperate() and not BattleLogic.IsEnd then
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BattleView.EndBattle()
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BattleLogic.IsEnd = true
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end
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end)
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end
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function this:LoseJump(id)
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if not MapManager.Mapping then
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if JumpManager.CheckJump(id) then
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this:ClosePanel()
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JumpManager.GoJumpWithoutTip(id)
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end
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else
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PopupTipPanel.ShowTip(Language[10210])
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end
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end
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--添加事件监听(用于子类重写)
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function this:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Battle.OnTimeScaleChanged, this.SwitchTimeScale)
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end
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--移除事件监听(用于子类重写)
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function this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Battle.OnTimeScaleChanged, this.SwitchTimeScale)
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end
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function this:OnSortingOrderChange()
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Util.AddParticleSortLayer(this.gameObject, this.sortingOrder - orginLayer)
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for _, v in pairs(boxList2) do
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Util.AddParticleSortLayer(v.obj, this.sortingOrder - orginLayer)
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end
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orginLayer = this.sortingOrder
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BattleView:OnSortingOrderChange(this.sortingOrder)
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end
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function this:IsBossFight(fightType)
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if fightType == BATTLE_TYPE.TASUILINGXIAO then
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return true
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end
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return false
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end
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--界面打开时调用(用于子类重写)
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function this:OnOpen(_fightData, _fightType, _endFunc, _guideType)
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GuideBattleLogic:Init(_guideType)
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BattleView:OnOpen(_fightData,_fightType, this:IsBossFight(_fightType))
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endFunc = _endFunc
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fightType = _fightType --判定战斗类型
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isBack = _fightType == BATTLE_TYPE.BACK --判定是否是战斗回放
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hadCounted = 0
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LogPink(fightType)
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this.BG:GetComponent("Image").sprite = Util.LoadSprite(BattleManager.GetBattleBg(fightType))
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-- this.BtnGM:SetActive(AppConst.isOpenGM)
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this.BtnExit:SetActive(false)--FightPointPassManager.GetStopBtnState())
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-- SoundManager.PlayMusic(SoundConfig.BGM_Battle_1, true, function()
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SoundManager.PlayMusic(SoundConfig.BGM_Battle_2, false)
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-- end)
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this.fightResult = nil
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-- 清空名字数据
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BattleView:SetNameStr(nil)
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this.DefResult:SetActive(false)
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this.AtkResult:SetActive(false)
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-- local lvOpenTimeScaleConFig = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PrivilegeTypeConfig,"PrivilegeType",PRIVILEGE_TYPE.DoubleTimesFight,"UnlockType",1)
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-- if lvOpenTimeScaleConFig and PlayerManager.level == lvOpenTimeScaleConFig.Condition[1][1] and BattleManager.GetTimeScale() == BATTLE_TIME_SCALE_ONE then
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-- BattleManager.SetTimeScale(BATTLE_TIME_SCALE_TWO)
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-- end
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-- 开始战斗
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BattleView:StartBattle()
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this.InitPanelData()
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end
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-- 设置战斗结果
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function this:SetResult(result)
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this.fightResult = result
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end
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-- 外部调用
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function this:ShowNameShow(result, str)
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this.fightResult = result
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if true then return end
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if str then
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local nameList = string.split(str, "|")
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BattleView:SetNameStr(str)
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this.DefResult:SetActive(true)
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this.AtkResult:SetActive(true)
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Util.GetGameObject(this.AtkResult, "win"):SetActive(result == 1)
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Util.GetGameObject(this.AtkResult, "lose"):SetActive(result == 0)
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Util.GetGameObject(this.DefResult, "win"):SetActive(result == 0)
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Util.GetGameObject(this.DefResult, "lose"):SetActive(result == 1)
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Util.GetGameObject(this.AtkResult, "win/Text"):GetComponent("Text").text = nameList[1]
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Util.GetGameObject(this.AtkResult, "lose/Text"):GetComponent("Text").text = nameList[1]
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Util.GetGameObject(this.DefResult, "win/Text"):GetComponent("Text").text = nameList[2]
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Util.GetGameObject(this.DefResult, "lose/Text"):GetComponent("Text").text = nameList[2]
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else
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this.DefResult:SetActive(false)
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this.AtkResult:SetActive(false)
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end
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end
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-- 初始化
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function this.InitPanelData()
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this.dmg2:SetActive(fightType == BATTLE_TYPE.XINJIANG)
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this.dmg3:SetActive(fightType == BATTLE_TYPE.TASUILINGXIAO)
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if fightType == BATTLE_TYPE.GUILD_BOSS and fightType == BATTLE_TYPE.GUILD_CAR_DELAY then
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this.myDamage = 0
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this.myDamageLevel = 0
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this.RefreshMyDamageShow()
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local list = RoleManager.Query(function (r) return r.camp == 1 end)
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if list[1] then
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list[1].Event:AddEvent(BattleEventName.RoleBeDamaged, function (atkRole, damage, bCrit, finalDmg, damageType, dotType)
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--Log("damage:"..damage)
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this.myDamage = this.myDamage + damage
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this.RefreshMyDamageShow()
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end)
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end
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elseif fightType == BATTLE_TYPE.XINJIANG then
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boxList[1]:SetActive(true)
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this.myDamage = 0
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this.myDamageLevel = 0
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this.dmg2Text.text = "0%"
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this.dmg2Progress.fillAmount = 0
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this.RefreshMyDamageShow()
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local list = RoleManager.Query(function (r) return r.camp == 1 end)
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if list[1] then
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list[1].Event:AddEvent(BattleEventName.RoleBeDamaged, function (atkRole, damage, bCrit, finalDmg, damageType, dotType)
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--Log("damage:"..damage)
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this.myDamage = this.myDamage + damage
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this.RefreshMyDamageShow(list[1])
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end)
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end
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elseif fightType == BATTLE_TYPE.TASUILINGXIAO then--踏碎凌霄
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boxList2={}
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local actData = CommonActPageManager.GetData(ActivityTypeDef.TaSuiLingXiao)
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local boxs = ConfigManager.GetConfigDataByKey(ConfigName.NewHeroConfig,"Id",actData.activityId).BoxList
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local maxDmg = actData.value
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this.myDamage = 0
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this.myDamageLevel = 0
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this.dmg3Text.text = string.format("0/%s",boxs[1][1])
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this.dmg3Progress.fillAmount = 0
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for i = 1, #actData.rewards do
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local index = #boxList2 + 1
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boxList2[index] = {}
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boxList2[index].obj = newObject(this.boxpre)
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boxList2[index].obj.transform:SetParent(this.dmg3grid.transform)
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boxList2[index].obj.transform.localScale = Vector3.one
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boxList2[index].obj.transform.localPosition = Vector3.zero
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boxList2[index].moved = false
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boxList2[index].obj:SetActive(false)
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Util.GetGameObject(boxList2[index].obj,"iconRoot/icon"):GetComponent("Image").sprite = Util.LoadSprite(ArtResourcesConfig[boxs[i][2]].Name)
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end
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if #boxList2 > 0 then
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boxList2[1].obj:SetActive(true)
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end
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this.RefreshMyDamageShow()
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local list = RoleManager.Query(function (r) return r.camp == 1 end)
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if list[1] then
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list[1].Event:AddEvent(BattleEventName.RoleBeDamaged, function (atkRole, damage, bCrit, finalDmg, damageType, dotType)
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this.myDamage = this.myDamage + damage
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this.RefreshMyDamageShow(list[1])
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end)
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end
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end
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this.InitOption()
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end
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function this.InitOption()
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--显示倒计时
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local curRound, maxRound = BattleLogic.GetCurRound()
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curRound = curRound <= 0 and 1 or curRound -- 最小显示第一回合
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if curRound>maxRound then
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curRound=maxRound
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end
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this.roundText.text = string.format(Language[10211], curRound, maxRound)
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hadCounted = 0
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this.Option:SetActive(true)
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Util.GetGameObject(this.BtnTimeScale, "lock"):SetActive(not BattleManager.IsUnlockBattleSpeed())
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if UpdateBtnGMFunc[fightType] then
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IsUnLockBattlePass = UpdateBtnGMFunc[fightType]()
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else
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IsUnLockBattlePass = UpdateBtnGMFunc[-1]()
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end
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Util.GetGameObject(this.BtnExit, "lock"):SetActive(not IsUnLockBattlePass)
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if AppConst.isOpenGM then
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Util.GetGameObject(this.BtnGM, "lock"):SetActive(false)
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else
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Util.GetGameObject(this.BtnGM, "lock"):SetActive(not IsUnLockBattlePass)
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this.BtnGM:GetComponent("Button").interactable = IsUnLockBattlePass
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end
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this.LevelBossLock:SetActive(false)
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if fightType == BATTLE_TYPE.STORY_FIGHT and (IsUnLockBattlePass or AppConst.isOpenGM) then--关卡特殊判断 首领阶段不能跳过按钮 置灰 提示 首领关卡不允许跳过!
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this.LevelBossLock:SetActive(FightPointPassManager.GetCurOpenFightIdIsBoss())
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end
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-- 初始化战斗时间,刷新前端显示
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BattleManager.InitTimeScale()
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this.SwitchTimeScale()
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end
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function this.SwitchTimeScale()
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local _scale = BattleManager.GetTimeScale()
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local child = this.BtnTimeScale.transform.childCount - 3 -- 3倍速时-2
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local s = "x".. math.floor(_scale)
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for i=1, child do
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local g = this.BtnTimeScale.transform:GetChild(i-1).gameObject
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g:SetActive(g.name == s)
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end
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end
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function this.BattleEnd(result)
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BattleManager.PauseBattle()
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-- 强制停止倍速
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Time.timeScale = 1
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-- 设置音效播放的速度
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SoundManager.SetAudioSpeed(1)
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--用一个变量接收最近的战斗结果
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this.lastBattleResult = {
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result = result,
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hpList = {},
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drop = {},
|
|
}
|
|
|
|
-- 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(this.fightResult, result)
|
|
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 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()
|
|
--无尽副本
|
|
elseif fightType == BATTLE_TYPE.MAP_FIGHT and CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
|
|
this.ShowBattleResultByMapFight()
|
|
--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()
|
|
else
|
|
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
|
|
elseif fightType == BATTLE_TYPE.TASUILINGXIAO then
|
|
this.ShowBattleResultByTaSuiLingXiao()
|
|
else
|
|
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
|
|
-- 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()
|
|
Timer.New(function()
|
|
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
|
FightPointPassManager.oldLevel = PlayerManager.level
|
|
if bestData then
|
|
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, this.lastBattleResult.drop, 1,function()
|
|
if _BattleBestPopup then
|
|
_BattleBestPopup:ClosePanel()
|
|
end
|
|
-- if m_battlePanel then
|
|
-- m_battlePanel:ClosePanel()
|
|
-- end
|
|
this:ClosePanel()
|
|
Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
|
|
end, nil, true, true)
|
|
end)
|
|
end
|
|
end, 0.1):Start()
|
|
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
|
|
-- 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 = 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()
|
|
end
|
|
|
|
return BattlePanel |