技能选择界面改到战斗界面中
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@ -14,10 +14,6 @@ function BattleManager:showPauseUI()
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UIManager:showUI("app/ui/battle/battle_pause_ui")
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UIManager:showUI("app/ui/battle/battle_pause_ui")
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end
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end
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function BattleManager:showSelectSkillUI(skillList)
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UIManager:showUI(UIManager.UI_PATH.ROGUE_SKILL_UI, {skillList = skillList})
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end
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function BattleManager:showBattleResultUI(rewards, combatReport)
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function BattleManager:showBattleResultUI(rewards, combatReport)
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UIManager:showUI("app/ui/battle/battle_result_ui", {rewards = rewards, combatReport = combatReport})
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UIManager:showUI("app/ui/battle/battle_result_ui", {rewards = rewards, combatReport = combatReport})
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end
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end
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@ -405,11 +405,11 @@ function BattleController:enterElimination(needDelay)
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if self.battleData:useAddlvCount() then
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if self.battleData:useAddlvCount() then
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if needDelay then
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if needDelay then
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self.showSelectSkillSid = ModuleManager.BattleManager:performWithDelayGlobal(function()
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self.showSelectSkillSid = ModuleManager.BattleManager:performWithDelayGlobal(function()
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ModuleManager.BattleManager:showSelectSkillUI(self:getRandomSkillList())
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self.battleUI:showSelectSkillComp(self:getRandomSkillList())
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self.showSelectSkillSid = nil
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self.showSelectSkillSid = nil
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end, 0.3)
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end, 0.3)
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else
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else
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ModuleManager.BattleManager:showSelectSkillUI(self:getRandomSkillList())
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self.battleUI:showSelectSkillComp(self:getRandomSkillList())
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end
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end
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else
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else
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-- 检查棋盘
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-- 检查棋盘
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@ -1,4 +1,4 @@
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local BattleSkillSelectUI = class("BattleSkillSelectUI", BaseUI)
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local BattleSkillSelectComp = class("BattleSkillSelectComp", LuaComponent)
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local SELECT_SKILL_CELL = "app/ui/battle/cell/battle_select_skill_cell"
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local SELECT_SKILL_CELL = "app/ui/battle/cell/battle_select_skill_cell"
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local BATTLE_COMMON_PATH = "assets/arts/textures/background/battle_common/%s.png"
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local BATTLE_COMMON_PATH = "assets/arts/textures/background/battle_common/%s.png"
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@ -9,31 +9,17 @@ local SKILL_ICON_POS = {
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{x =-240, y= -165}
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{x =-240, y= -165}
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}
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}
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function BattleSkillSelectUI:isFullScreen()
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function BattleSkillSelectComp:refresh(skillList)
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return false
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self.skillList = skillList
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end
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self:_playPop()
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function BattleSkillSelectUI:showCommonBG()
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return false
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end
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function BattleSkillSelectUI:getPrefabPath()
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return "assets/prefabs/ui/battle/battle_skill_select_ui.prefab"
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end
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function BattleSkillSelectUI:ctor(params)
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self.skillList = params.skillList or {}
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end
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function BattleSkillSelectUI:onLoadRootComplete()
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self:_display()
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self:_display()
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self:_addListeners()
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self:_addListeners()
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end
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end
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function BattleSkillSelectUI:_display()
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function BattleSkillSelectComp:_display()
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local uiMap = self.root:genAllChildren()
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local uiMap = self:getUIMap()
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uiMap["battle_skill_select_ui.skill_node.ad_btn.tx"]:setText(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_3))
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uiMap["battle_select_skill_comp.skill_node.ad_btn.tx"]:setText(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_3))
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local bg = uiMap["battle_skill_select_ui.bg_1"]
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local bg = uiMap["battle_select_skill_comp.bg_1"]
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if ModuleManager.BattleManager.battleController then
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if ModuleManager.BattleManager.battleController then
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bg:setVisible(false)
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bg:setVisible(false)
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bg:setTexture(string.format(BATTLE_COMMON_PATH, ModuleManager.BattleManager.battleController:getChessBoardBgName() .. "_1"), function()
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bg:setTexture(string.format(BATTLE_COMMON_PATH, ModuleManager.BattleManager.battleController:getChessBoardBgName() .. "_1"), function()
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@ -46,9 +32,9 @@ function BattleSkillSelectUI:_display()
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self:refreshRogueSkill()
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self:refreshRogueSkill()
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end
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end
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function BattleSkillSelectUI:_addListeners()
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function BattleSkillSelectComp:_addListeners()
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local uiMap = self.root:genAllChildren()
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local uiMap = self:getUIMap()
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uiMap["battle_skill_select_ui.skill_node.ad_btn"]:addClickListener(function()
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uiMap["battle_select_skill_comp.skill_node.ad_btn"]:addClickListener(function()
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if not ModuleManager.BattleManager.battleController then
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if not ModuleManager.BattleManager.battleController then
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return
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return
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end
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end
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@ -59,10 +45,10 @@ function BattleSkillSelectUI:_addListeners()
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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.canvasGroup = uiMap["battle_skill_select_ui.skill_node"]:getComponent(GConst.TYPEOF_UNITY_CLASS.CANVAS_GROUP)
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self.canvasGroup = uiMap["battle_select_skill_comp.skill_node"]:getComponent(GConst.TYPEOF_UNITY_CLASS.CANVAS_GROUP)
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self.canvasGroup.alpha = 1
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self.canvasGroup.alpha = 1
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self.bg = uiMap["battle_skill_select_ui.bg_1"]
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self.bg = uiMap["battle_select_skill_comp.bg_1"]
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uiMap["battle_skill_select_ui.look_btn"]:addTouchListener(function(eventType, x, y)
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uiMap["battle_select_skill_comp.look_btn"]:addTouchListener(function(eventType, x, y)
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if eventType == GConst.TOUCH_EVENT.DOWN or eventType == GConst.TOUCH_EVENT.DRAG then
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if eventType == GConst.TOUCH_EVENT.DOWN or eventType == GConst.TOUCH_EVENT.DRAG then
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self.canvasGroup.alpha = 0.3
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self.canvasGroup.alpha = 0.3
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self.bg:setVisible(false)
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self.bg:setVisible(false)
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@ -73,12 +59,12 @@ function BattleSkillSelectUI:_addListeners()
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end)
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end)
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end
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end
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function BattleSkillSelectUI:refreshRogueSkill()
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function BattleSkillSelectComp:refreshRogueSkill()
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local uiMap = self.root:genAllChildren()
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local uiMap = self:getUIMap()
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if not self.selectSkillCells then
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if not self.selectSkillCells then
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self.selectSkillCells = {}
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self.selectSkillCells = {}
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for i = 1, 3 do
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for i = 1, 3 do
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self.selectSkillCells[i] = CellManager:addCellComp(uiMap["battle_skill_select_ui.skill_node.skill_select_cell_" .. i], SELECT_SKILL_CELL)
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self.selectSkillCells[i] = CellManager:addCellComp(uiMap["battle_select_skill_comp.skill_node.skill_select_cell_" .. i], SELECT_SKILL_CELL)
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end
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end
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end
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end
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@ -93,9 +79,32 @@ function BattleSkillSelectUI:refreshRogueSkill()
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end
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end
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end
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end
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function BattleSkillSelectUI:onClickSkill(skillId, value, pos)
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function BattleSkillSelectComp:onClickSkill(skillId, value, pos)
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self:closeUI()
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if self.isInAni then
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return
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end
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self:hide()
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ModuleManager.BattleManager:onSelectSkill(skillId, value, pos)
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ModuleManager.BattleManager:onSelectSkill(skillId, value, pos)
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end
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end
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return BattleSkillSelectUI
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function BattleSkillSelectComp:hide()
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self.baseObject:setVisible(false)
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end
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function BattleSkillSelectComp:_playPop()
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self.isInAni = true
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self.popSequence = self.baseObject:createBindTweenSequence()
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local scaleTween1 = self.baseObject:getTransform():DOScale(1.05, 0.15)
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self.popSequence:Append(scaleTween1)
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local scaleTween2 = self.baseObject:getTransform():DOScale(1, 0.2)
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self.popSequence:Append(scaleTween2)
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self.popSequence:AppendCallback(function()
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self.isInAni = false
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self.popSequence = nil
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end)
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end
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return BattleSkillSelectComp
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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fileFormatVersion: 2
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guid: 9489f9db09c66f74691dba45aa6ef6fa
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guid: e9999623abbb58541a25612464750444
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ScriptedImporter:
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ScriptedImporter:
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internalIDToNameTable: []
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internalIDToNameTable: []
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externalObjects: {}
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externalObjects: {}
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@ -4,6 +4,7 @@ local GRID_CELL = "app/ui/battle/cell/grid_cell"
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local GRID_CELL_PATH = "assets/prefabs/ui/battle/cell/grid_cell.prefab"
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local GRID_CELL_PATH = "assets/prefabs/ui/battle/cell/grid_cell.prefab"
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local SKILL_NODE_CELL = "app/ui/battle/cell/skill_node_cell"
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local SKILL_NODE_CELL = "app/ui/battle/cell/skill_node_cell"
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local SELECT_SKILL_CELL = "app/ui/battle/cell/select_skill_cell"
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local SELECT_SKILL_CELL = "app/ui/battle/cell/select_skill_cell"
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local BATTLE_SELECT_SKILL_COMP = "app/ui/battle/battle_skill_select_comp"
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local DEFAULT_X = 10000
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local DEFAULT_X = 10000
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local BOARD_POS_UP = BF.Vector2(0, 47)
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local BOARD_POS_UP = BF.Vector2(0, 47)
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@ -60,6 +61,7 @@ function BattleUI:_display()
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self:hideAllSfxSmoke()
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self:hideAllSfxSmoke()
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self:initSkillLineSfx()
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self:initSkillLineSfx()
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self:initGenerateSkillEffect()
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self:initGenerateSkillEffect()
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self:initSelectSkillNode()
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end
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end
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function BattleUI:_addListeners()
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function BattleUI:_addListeners()
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@ -1581,6 +1583,24 @@ function BattleUI:showTutorialFinger(posIdList)
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self.showTutorialFingerSeq:SetLoops(-1)
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self.showTutorialFingerSeq:SetLoops(-1)
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end
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end
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function BattleUI:initSelectSkillNode()
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if not self.selectSkillComp then
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local uiMap = self.root:genAllChildren()
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local obj = uiMap["battle_ui.bg_2.battle_select_skill_comp"]
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obj:initPrefabHelper()
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obj:genAllChildren()
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self.selectSkillComp = obj:addLuaComponent(BATTLE_SELECT_SKILL_COMP)
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self.selectSkillComp:hide()
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end
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end
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function BattleUI:showSelectSkillComp(skillList)
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if not self.selectSkillComp then
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return
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end
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self.selectSkillComp:refresh(skillList)
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end
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function BattleUI:clear()
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function BattleUI:clear()
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if self.alreadyClear then
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if self.alreadyClear then
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return
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return
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