diff --git a/Assets/ManagedResources/~Lua/Modules/Fight/View/FightPointMapChatPanel.lua b/Assets/ManagedResources/~Lua/Modules/Fight/View/FightPointMapChatPanel.lua index 1f133c292..5fc4a2df3 100644 --- a/Assets/ManagedResources/~Lua/Modules/Fight/View/FightPointMapChatPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Fight/View/FightPointMapChatPanel.lua @@ -79,13 +79,13 @@ function this:BindEvent() this.TabCtrl:SetChangeTabCallBack(this.OnTabChange) this.TabCtrl:Init(this.tabbox, _TabData) - this._CurTabIndex = 3 + this._CurTabIndex = 4 end ---等于窗口的OnShow function this:OnShow() if this.TabCtrl then - this.TabCtrl:ChangeTab(this._CurTabIndex or 3) + this.TabCtrl:ChangeTab(this._CurTabIndex or 4) end -- 开始定时刷新数据 diff --git a/Assets/ManagedResources/~Lua/Modules/Fight/View/FightPointMapOnHook.lua b/Assets/ManagedResources/~Lua/Modules/Fight/View/FightPointMapOnHook.lua index 196af9535..b87459cb5 100644 --- a/Assets/ManagedResources/~Lua/Modules/Fight/View/FightPointMapOnHook.lua +++ b/Assets/ManagedResources/~Lua/Modules/Fight/View/FightPointMapOnHook.lua @@ -142,7 +142,6 @@ function this:InitComponent(root, parent, battleSceneLogic, battleScene) this.battleScene = battleScene this.buffTipList = {} - this.effectRoot = Util.GetGameObject(root, "effectRoot") this.hitEffect = Util.GetGameObject(this.effectRoot, "UI_Map_XunBaoEffect_hit") this.buffTip = Util.GetGameObject(root, "effectRoot/money") @@ -482,10 +481,17 @@ function this:CreateEnemy() if table.indexof(randomPos,i) then--该位置表示可生成单位 local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroid) - this.SetRoleSingleWithData(roleLiveGoRight[i], heroConfig, i, 1) - table.insert(turnArrayRight, {livego = roleLiveGoRight[i], skillId = heroConfig.OpenSkillRules[1][2], heroid = heroid, deadTimes = this:randDeadTimes()}) - this:SetAttackData(i, 1) - roleLiveGoRight[i]:SetActive(true) + local func = function(result) + if result then + table.insert(turnArrayRight, {livego = roleLiveGoRight[i], skillId = heroConfig.OpenSkillRules[1][2], heroid = heroid, deadTimes = this:randDeadTimes()}) + this:SetAttackData(i, 1) + roleLiveGoRight[i]:SetActive(true) + else + rightLiveCount = rightLiveCount -1 + table.insert(turnArrayRight, {livego = nil, skillId = nil, heroid = nil}) + end + end + this.SetRoleSingleWithData(roleLiveGoRight[i], heroConfig, i, 1,func) else table.insert(turnArrayRight, {livego = nil, skillId = nil, heroid = nil}) end @@ -506,7 +512,7 @@ function this:RandEnemy() end ---创建一个角色 camp:阵营(0=左方 1=右方) -function this.SetRoleSingleWithData(go, _heroconfigData, _pos, camp) +function this.SetRoleSingleWithData(go, _heroconfigData, _pos, camp,func) local liveName = GetResourcePath(_heroconfigData.Live) local _scale = 1 --_heroconfigData.Scale local curPos = Vector3.zero --_heroconfigData.Position @@ -514,10 +520,14 @@ function this.SetRoleSingleWithData(go, _heroconfigData, _pos, camp) if liveName == "N1_btn_tongyong_guanbi" then end - local liveNode = poolManager:LoadSpine(liveName, go.transform, Vector3.one * _scale, Vector3.New(curPos[1], curPos[2], 0)) + if not liveNode then LogError("liveNode = nil _heroconfigData.Id:" .. _heroconfigData.Id) + if func then + func(false) + end + return end liveNode:SetLayer(BattleSceneLayer) local spineComponent = liveNode:GetComponent(SpineComponentName) @@ -538,6 +548,9 @@ function this.SetRoleSingleWithData(go, _heroconfigData, _pos, camp) liveNames[_pos] = liveName liveNodes[_pos] = liveNode + if func then + func(true) + end end ---设置攻击数据