添加音效
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@ -37,6 +37,10 @@ AudioManager.EFFECT_ID = {
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LINK_CANCEL = "assets/arts/sounds/sfx/battle/link_cancel.wav",
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LINK_CANCEL = "assets/arts/sounds/sfx/battle/link_cancel.wav",
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FUNC_OPEN = "assets/arts/sounds/sfx/ui/func_open.wav",
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FUNC_OPEN = "assets/arts/sounds/sfx/ui/func_open.wav",
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BATTLE_BOX_OPEN = "assets/arts/sounds/sfx/ui/ui_battle_open_box.wav",
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BATTLE_BOX_OPEN = "assets/arts/sounds/sfx/ui/ui_battle_open_box.wav",
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EQUIP_WEAPON_UP = "assets/arts/sounds/sfx/ui/equip_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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STAR_GET = "assets/arts/sounds/sfx/ui/star_get.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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@ -10,6 +10,7 @@ function CommonManager:showMopUpUI(rewards, remainCount, callback, customtitleTx
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---- 有目标的扫荡 可为nil
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---- 有目标的扫荡 可为nil
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target = target,
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target = target,
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}
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}
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AudioManager:playEffect(AudioManager.EFFECT_ID.DUNGEON_SMASH)
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UIManager:showUI("app/ui/common/mop_up_ui", params)
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UIManager:showUI("app/ui/common/mop_up_ui", params)
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end
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end
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@ -14,6 +14,7 @@ function CollectionHeroCell:init()
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self.btnCollect:addClickListener(function()
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self.btnCollect:addClickListener(function()
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if DataManager.CollectionData:getCanCollectPoint(GConst.CollectionConst.TYPE.HERO, self.heroData.id) > 0 then
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if DataManager.CollectionData:getCanCollectPoint(GConst.CollectionConst.TYPE.HERO, self.heroData.id) > 0 then
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AudioManager:playEffect(AudioManager.EFFECT_ID.STAR_GET)
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ModuleManager.CollectionManager:reqHeroPoint(self.heroData.id)
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ModuleManager.CollectionManager:reqHeroPoint(self.heroData.id)
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EventManager:dispatchEvent(EventManager.CUSTOM_EVENT.COLLECTION_CLICK_GET_POINT, self.imgIcon:getPosition())
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EventManager:dispatchEvent(EventManager.CUSTOM_EVENT.COLLECTION_CLICK_GET_POINT, self.imgIcon:getPosition())
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else
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else
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@ -272,6 +272,7 @@ end
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-- 播放升级动效
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-- 播放升级动效
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function ArmorInfoComp:playUpgradeEffect(part)
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function ArmorInfoComp:playUpgradeEffect(part)
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AudioManager:playEffect(AudioManager.EFFECT_ID.EQUIP_ARMOR_UP)
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self:playPartUpgradeEffect(part)
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self:playPartUpgradeEffect(part)
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self.rootCurEffect:removeAllChildren()
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self.rootCurEffect:removeAllChildren()
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local stage = DataManager.EquipData:getEquip(self.heroEntity:getCfgId(), part):getStage() + 1
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local stage = DataManager.EquipData:getEquip(self.heroEntity:getCfgId(), part):getStage() + 1
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@ -179,6 +179,10 @@ end
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-- 播放动效
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-- 播放动效
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function WeaponInfoComp:playEffect(isUpgrade, isUpSection)
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function WeaponInfoComp:playEffect(isUpgrade, isUpSection)
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self.rootEffect:removeAllChildren()
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self.rootEffect:removeAllChildren()
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if isUpgrade or isUpSection then
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AudioManager:playEffect(AudioManager.EFFECT_ID.EQUIP_WEAPON_UP)
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end
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-- 升级
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-- 升级
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if isUpgrade then
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if isUpgrade then
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EffectManager:loadUIEffectAsync(EFFECT_UP_GRADE, self.uiRoot, self.rootEffect, GConst.UI_EFFECT_ORDER.LEVEL5, function(obj)
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EffectManager:loadUIEffectAsync(EFFECT_UP_GRADE, self.uiRoot, self.rootEffect, GConst.UI_EFFECT_ORDER.LEVEL5, function(obj)
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