音效
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@ -8,6 +8,9 @@ local AUDIO_CLIP = typeof(CS.UnityEngine.AudioClip)
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AudioManager.BGM_ID = {
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AudioManager.BGM_ID = {
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MAINCITY = "assets/arts/sounds/music/main_city.wav",
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MAINCITY = "assets/arts/sounds/music/main_city.wav",
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BATTLE = "assets/arts/sounds/music/battle.wav",
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BATTLE = "assets/arts/sounds/music/battle.wav",
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ACT_PVP_CHOOSEBGM = "assets/arts/sounds/music/act_pvp_choosebgm.wav",
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ACT_PVP_FIGHT = "assets/arts/sounds/music/act_pvp_fight.wav",
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ACT_PVP_MAINBGM = "assets/arts/sounds/music/act_pvp_mainbgm.wav",
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}
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}
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AudioManager.CLICK_ID = {
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AudioManager.CLICK_ID = {
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@ -41,6 +44,7 @@ AudioManager.EFFECT_ID = {
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EQUIP_ARMOR_UP = "assets/arts/sounds/sfx/ui/armor_up.wav",
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EQUIP_ARMOR_UP = "assets/arts/sounds/sfx/ui/armor_up.wav",
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DUNGEON_SMASH = "assets/arts/sounds/sfx/ui/smash.wav",
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DUNGEON_SMASH = "assets/arts/sounds/sfx/ui/smash.wav",
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STAR_GET = "assets/arts/sounds/sfx/ui/star_get.wav",
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STAR_GET = "assets/arts/sounds/sfx/ui/star_get.wav",
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ACT_PVP_FINISH = "assets/arts/sounds/sfx/ui/act_pvp_finish.wav",
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}
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}
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AudioManager.BO_EFFECT_ID = {
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AudioManager.BO_EFFECT_ID = {
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@ -27,6 +27,10 @@ function ActPvpMainUI:ctor()
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end
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end
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function ActPvpMainUI:getBGMId()
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return AudioManager.BGM_ID.ACT_PVP_MAINBGM
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end
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function ActPvpMainUI:getCurrencyParams()
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function ActPvpMainUI:getCurrencyParams()
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if self.currencyParams == nil then
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if self.currencyParams == nil then
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self.currencyParams = {
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self.currencyParams = {
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@ -14,6 +14,10 @@ function ActPvpPlayingUI:ctor()
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end
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end
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function ActPvpPlayingUI:getBGMId()
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return AudioManager.BGM_ID.ACT_PVP_MAINBGM
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end
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function ActPvpPlayingUI:getPrefabPath()
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function ActPvpPlayingUI:getPrefabPath()
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return "assets/prefabs/ui/activity/act_pvp/act_pvp_playing_ui.prefab"
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return "assets/prefabs/ui/activity/act_pvp/act_pvp_playing_ui.prefab"
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end
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end
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@ -17,6 +17,10 @@ local BG_SPINE = {
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local SIMPLE_HERO_CELL = "app/ui/activity/act_pvp/cell/simple_hero_cell"
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local SIMPLE_HERO_CELL = "app/ui/activity/act_pvp/cell/simple_hero_cell"
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function ActPvpSelectUI:getBGMId()
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return AudioManager.BGM_ID.ACT_PVP_CHOOSEBGM
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end
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function ActPvpSelectUI:getPrefabPath()
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function ActPvpSelectUI:getPrefabPath()
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return "assets/prefabs/ui/activity/act_pvp/act_pvp_select_ui.prefab"
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return "assets/prefabs/ui/activity/act_pvp/act_pvp_select_ui.prefab"
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end
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end
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@ -36,6 +40,7 @@ end
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function ActPvpSelectUI:_display()
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function ActPvpSelectUI:_display()
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local curPairIds = DataManager.ActPvpData:getCurSelectPairId()
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local curPairIds = DataManager.ActPvpData:getCurSelectPairId()
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if not curPairIds or not curPairIds[1] then
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if not curPairIds or not curPairIds[1] then
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AudioManager:playEffect(AudioManager.EFFECT_ID.ACT_PVP_FINISH)
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self:closeUI()
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self:closeUI()
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return
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return
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end
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end
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@ -148,6 +153,7 @@ function ActPvpSelectUI:_addListeners()
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self:_display()
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self:_display()
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return
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return
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end
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end
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self:disableUITouch()
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local targetPos = target:getBaseObject():getTransform().position
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local targetPos = target:getBaseObject():getTransform().position
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local sPoint = UIManager:getUICameraComponent():WorldToScreenPoint(targetPos)
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local sPoint = UIManager:getUICameraComponent():WorldToScreenPoint(targetPos)
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targetPos = CS.BF.Utils.RectTransformScreenPointToLocalPointInRectangle(node:getTransform(), sPoint.x, sPoint.y, UIManager:getUICameraComponent())
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targetPos = CS.BF.Utils.RectTransformScreenPointToLocalPointInRectangle(node:getTransform(), sPoint.x, sPoint.y, UIManager:getUICameraComponent())
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@ -162,6 +168,7 @@ function ActPvpSelectUI:_addListeners()
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self.aniSeq:Append(cell:getBaseObject():getTransform():DOAnchorPos(targetPos, 0.3))
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self.aniSeq:Append(cell:getBaseObject():getTransform():DOAnchorPos(targetPos, 0.3))
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self.aniSeq:AppendCallback(function()
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self.aniSeq:AppendCallback(function()
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self:_display()
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self:_display()
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self:enableUITouch()
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end)
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end)
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elseif params and params.refreshHero then
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elseif params and params.refreshHero then
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self:_display()
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self:_display()
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@ -156,6 +156,15 @@ end
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--------------------------------end必须重写的方法--------------------------------
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--------------------------------end必须重写的方法--------------------------------
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function BattleUIPVP:getBGMId()
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if self.battleController then
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if self.battleController.battleType == GConst.BattleConst.BATTLE_TYPE.ACT_PVP then
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return AudioManager.BGM_ID.ACT_PVP_FIGHT
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end
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end
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return AudioManager.BGM_ID.BATTLE
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end
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function BattleUIPVP:getPrefabPath()
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function BattleUIPVP:getPrefabPath()
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return "assets/prefabs/ui/battle/battle_ui_pvp.prefab"
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return "assets/prefabs/ui/battle/battle_ui_pvp.prefab"
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end
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end
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