Merge branch 'dev' of git.juzugame.com:b6-client/b6-lua into dev
This commit is contained in:
commit
89bcd8ab01
@ -147,7 +147,7 @@ function BattleController:onLinkChange()
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end
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end
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self.battleUI:refreshSkill(elementTypeMap, true)
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self.battleUI:refreshSkill(elementTypeMap, count > 0)
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if mainElementType then
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self.atkTeam:changeMainUnit(mainElementType)
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end
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@ -11,8 +11,8 @@ local BOARD_POS_DOWN = BF.Vector2(0, -740)
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local BG_PATH = "assets/arts/textures/background/battle/%s.png"
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local CacheVector2 = CS.UnityEngine.Vector2(0, 0)
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local CACHE_SKILL_POS_1 = {x = 0, y = 360}
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local CACHE_SKILL_POS_2 = {x = 0, y = 420}
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local CACHE_SKILL_POS_1 = {x = 10, y = 360}
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local CACHE_SKILL_POS_2 = {x = 10, y = 420}
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local BATTLE_COMMON_PATH = "assets/arts/textures/background/battle_common/%s.png"
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function BattleUI:getPrefabPath()
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@ -1036,7 +1036,7 @@ function BattleUI:doCacheAni(skillInfo, callback)
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self.cacheSkillAniSeq:AppendCallback(function()
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self.boardCacheBox:setAnchoredPositionX(- w)
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end)
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self.cacheSkillAniSeq:Append(self.boardCacheBox:getTransform():DOAnchorPosX(0, 0.5))
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for index, info in ipairs(skillInfo) do
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local entity = self.root.skillAniGridEntities[index]
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if entity then
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@ -1053,8 +1053,24 @@ function BattleUI:doCacheAni(skillInfo, callback)
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gridEntity:getCell():getBaseObject():setAnchoredPositionX(DEFAULT_X) -- 放到屏幕外
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end
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end)
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local path = {pos, CACHE_SKILL_POS_2, CACHE_SKILL_POS_1}
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self.cacheSkillAniSeq:Insert(0.5 + 0.5 * (index - 1) + 0.02, obj:getTransform():DOLocalPath(path, 1))
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self.cacheSkillAniSeq:Insert(0.5 * (index - 1) + 0.02, obj:getTransform():DOAnchorPos(CACHE_SKILL_POS_2, 0.7))
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end
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end
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end
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self.cacheSkillAniSeq:Append(self.boardCacheBox:getTransform():DOAnchorPosX(0, 0.5))
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for index, info in ipairs(skillInfo) do
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local entity = self.root.skillAniGridEntities[index]
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if entity then
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local cell = entity:getCell()
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if cell then
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local obj = cell:getBaseObject()
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if index == 1 then
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self.cacheSkillAniSeq:Append(obj:getTransform():DOAnchorPos(CACHE_SKILL_POS_1, 0.3))
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else
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self.cacheSkillAniSeq:Join(obj:getTransform():DOAnchorPos(CACHE_SKILL_POS_1, 0.3))
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end
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end
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end
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end
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@ -1109,21 +1125,37 @@ function BattleUI:doCachePopAni(skillInfo, callback)
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obj:setAnchoredPositionX(DEFAULT_X)
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end)
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self.cacheSkillAniSeq:InsertCallback(0.5 + 0.5 * (index - 1), function()
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obj:setAnchoredPosition(0, 360)
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obj:setAnchoredPosition(CACHE_SKILL_POS_1.x, CACHE_SKILL_POS_1. y)
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end)
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local path = {CACHE_SKILL_POS_1, CACHE_SKILL_POS_2, pos}
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self.cacheSkillAniSeq:Insert(0.5 + 0.5 * (index - 1) + 0.02, obj:getTransform():DOLocalPath(path, 0.5))
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self.cacheSkillAniSeq:InsertCallback(0.5 + 0.5 * (index - 1) + 0.52, function()
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if self.battleController then
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self.battleController:setGridSkillId(info.posId, info.skillId)
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end
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end)
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self.cacheSkillAniSeq:Insert(0.5 + 0.5 * (index - 1) + 0.02, obj:getTransform():DOAnchorPos(CACHE_SKILL_POS_2, 0.3))
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end
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end
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end
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self.cacheSkillAniSeq:Append(self.boardCacheBox:getTransform():DOAnchorPosX(w, 0.5))
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for index, info in ipairs(skillInfo) do
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local entity = self.root.skillAniGridEntities[index]
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if entity then
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local pos = ModuleManager.BattleManager:getPosInfo(info.posId)
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local cell = entity:getCell()
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if cell then
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local obj = cell:getBaseObject()
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if index == 1 then
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self.cacheSkillAniSeq:Append(obj:getTransform():DOAnchorPos(pos, 0.7))
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else
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self.cacheSkillAniSeq:Join(obj:getTransform():DOAnchorPos(pos, 0.7))
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end
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end
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end
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end
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self.cacheSkillAniSeq:AppendCallback(function()
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for index, info in ipairs(skillInfo) do
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if self.battleController then
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self.battleController:setGridSkillId(info.posId, info.skillId)
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end
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end
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self.boardCacheNode:setVisible(false)
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self:enableUITouch()
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if callback then
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@ -8,6 +8,12 @@ function SkillNodeCell:refresh(skillEntity, elementMap, showSfx)
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end
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local uiMap = self:getUIMap()
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local mask2 = uiMap["skill_node_cell.icon_node.mask_2"]
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if showSfx and add <= 0 then
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mask2:setVisible(true)
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else
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mask2:setVisible(false)
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end
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local iconNode = uiMap["skill_node_cell.icon_node"]
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if not skillEntity:getUnlocked() then
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iconNode:setVisible(false)
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@ -103,8 +103,19 @@ function MainComp:refreshChapter(force)
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local rewardChapterId = DataManager.ChapterData:getIsHaveRewardsMinId()
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local curMaxWave = DataManager.ChapterData:getChapterMaxWave(rewardChapterId)
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local boxCount = DataManager.ChapterData:getChapterBoxCount(rewardChapterId)
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local maxWave = DataManager.ChapterData:getChapterBoxNum(rewardChapterId, boxCount)
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slider:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER).value = curMaxWave / maxWave
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local unitValue = 1 / boxCount
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local sliderValue = 0
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local lastValue = 0
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for i = 1, boxCount do
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if curMaxWave < lastValue then
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break
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end
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local maxWave = DataManager.ChapterData:getChapterBoxNum(rewardChapterId, i)
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local wave = math.min(curMaxWave, maxWave)
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sliderValue = sliderValue + unitValue * (wave - lastValue) / (maxWave - lastValue)
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lastValue = maxWave
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end
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slider:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER).value = sliderValue
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for index, objs in ipairs(self.boxObjs) do
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local show = boxCount >= index
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