local AdventureFormation = {} local this = AdventureFormation --- 是否需要切换编队的功能 this.IsNeedChangeFormation = true --- 逻辑初始化 function this.Init(root, areaId) this.root = root this.areaId = areaId this.InitView() end --- 获取需要显示的编队id function this.GetFormationIndex() return FormationManager.curFormationIndex end --- btn1点击回调事件 function this.On_Btn1_Click() -- 编队为空 if #FormationManager.formationList[FormationManager.curFormationIndex].teamHeroInfos == 0 then PopupTipPanel.ShowTipByLanguageId(10702) return end -- 获取敌方数据 local MonsterGroupId = AdventureManager.Data[this.areaId].systemBoss local MonsterGroup = ConfigManager.GetConfig(ConfigName.MonsterGroup) if MonsterGroupId <= 1 or not MonsterGroup[MonsterGroupId] then PopupTipPanel.ShowTip(GetLanguageStrById(10706) .. MonsterGroupId .. GetLanguageStrById(10707)) return end -- 开始战斗 FightPointPassManager.oldLevel = PlayerManager.level AdventureManager.AdventurnChallengeRequest(this.areaId, this.root.curFormationIndex, 0, function() this.root:ClosePanel() local triggerCallBack triggerCallBack = function (panelType, panel) if panelType == UIName.AdventureMainPanel then --监听到AdventureMainPanel重新打开,再抛对应事件,否则接收不到 if(AdventureManager.fightResult==1) then Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.MonsterSayInfo,this.areaId) end Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnOpen, triggerCallBack) end end Game.GlobalEvent:AddEvent(GameEvent.UI.OnOpen, triggerCallBack) end) end -- function this.InitView() this.root.bg:SetActive(true) this.root.btn_1:SetActive(true) this.root.btn_1_lab.text = GetLanguageStrById(10708) -- 进入副本显示设置 MapManager.isCarbonEnter = false this.root.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.AdventureTimes }) end return this