Merge branch 'china/dev' into 0优化/副本界面
commit
056d3dc094
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@ -133,7 +133,7 @@ function QianKunBoxBuyOnePanel:OnOpen(...)
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local itemId=0
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local itemNum=0
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local d
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local upConfig=ConfigManager.TryGetConfigDataByKey(ConfigName.WishActivityUp,"ActivityId",this.recruitType)
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local upConfig = this.recruitType == RecruitType.PrayerSingle or this.recruitType == RecruitType.PrayerTen
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if upConfig then
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local wish=ConfigManager.GetConfigData(ConfigName.WishActivitySetting,1)
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if wish then
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@ -143,6 +143,7 @@ function QianKunBoxBuyOnePanel:OnOpen(...)
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isLimitUpHero=true
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end
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else
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isLimitUpHero = false
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.QianKunBox })
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d = RecruitManager.GetExpendData(this.recruitType)
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end
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@ -178,7 +179,6 @@ function QianKunBoxBuyOnePanel:OnOpen(...)
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end
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--界面关闭时调用(用于子类重写)
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function QianKunBoxBuyOnePanel:OnClose()
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end
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--界面销毁时调用(用于子类重写)
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@ -143,7 +143,7 @@ function QianKunBoxBuyTenPanel:OnOpen(...)
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local itemId=0
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local itemNum=0
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local d
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local upConfig=ConfigManager.TryGetConfigDataByKey(ConfigName.WishActivityUp,"ActivityId",this.recruitType)
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local upConfig = this.recruitType == RecruitType.PrayerSingle or this.recruitType == RecruitType.PrayerTen
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if upConfig then
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local wish=ConfigManager.GetConfigData(ConfigName.WishActivitySetting,1)
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if wish then
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@ -157,6 +157,7 @@ function QianKunBoxBuyTenPanel:OnOpen(...)
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d = RecruitManager.GetExpendDataByCostItem(wish.CostItemMul,2,num)
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end
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else
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isLimitUpHero = false
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d = RecruitManager.GetExpendData(this.recruitType)
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if this.UpView then
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SubUIManager.Close(this.UpView)
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@ -287,10 +287,10 @@ function TimeLimitUpHero:Recruit(actId,type,itemId)
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PrivilegeManager.RefreshPrivilegeUsedTimes(self.yaojingMaxTimeId,recrutType)--记录妖晶抽卡次数
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end
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if type == 1 then
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UIManager.OpenPanel(UIName.QianKunBoxBuyOnePanel, msg.drop,actId,{RecruitType.PrayerSingle,RecruitType.PrayerTen},oneFunc)
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UIManager.OpenPanel(UIName.QianKunBoxBuyOnePanel, msg.drop,RecruitType.PrayerSingle,{RecruitType.PrayerSingle,RecruitType.PrayerTen},oneFunc)
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else
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--UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero,actId,type,{RecruitType.TimeLimitSingle,RecruitType.TimeLimitTen})
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UIManager.OpenPanel(UIName.QianKunBoxBuyTenPanel, msg.drop,actId,{RecruitType.PrayerSingle,RecruitType.PrayerTen},tenFunc)
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UIManager.OpenPanel(UIName.QianKunBoxBuyTenPanel, msg.drop,RecruitType.PrayerTen,{RecruitType.PrayerSingle,RecruitType.PrayerTen},tenFunc)
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end
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-- if msg.drop.Hero[1] then
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-- UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero[1],actId,1,{RecruitType.PrayerSingle,RecruitType.PrayerTen},oneFunc2)
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@ -839,9 +839,9 @@ function this.InitTreasureData(msg)
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this.treasureData.tip = "完成无尽副本的任务提升秘宝等级,激活秘宝后还可领取额外奖励"
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this.treasureData.resetTime = msg.resetTime
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--购买状态
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-- --LogGreen("msg.isBuy:"..msg.isBuy)
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--LogGreen("msg.isBuy:"..msg.isBuy)
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this.SetTreasureGiftState(msg.isBuy)
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-- --LogGreen("msg.score:"..msg.score)
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--LogGreen("msg.score:"..msg.score)
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this.treasureData.curScore = BagManager.GetItemCountById(EndLessMapManager.scoreValueId) or 0
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this.GetTreasureData()
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this.treasureData.rewardData = this.treasureDataReward
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@ -136,7 +136,16 @@ function this.RegisterMessage(network)
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socket:RegistNetMessage(MessageTypeProto_pb.VIP_LEVEL_STATE_RESPONSE, this.RefreshLevleRewardDatas)
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-- --心愿抽卡信息推送
|
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socket:RegistNetMessage(MessageTypeProto_pb.wishDrawCardIndication, this.WishDrawCardInfoIndication)
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-- --心愿抽卡信息推送
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socket:RegistNetMessage(MessageTypeProto_pb.ENDLESS_TREASURE_REFRESH_INDICATION, this.EenlessTreasureRefreshIndication)
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end
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--后端推送福利红包数据
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function this.EenlessTreasureRefreshIndication(buffer)
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local data = buffer:DataByte()
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local msg = MapInfoProto_pb.EndlessTreasureInfoResponse()
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msg:ParseFromString(data)
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EndLessMapManager.InitTreasureData(msg)
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end
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--后端推送福利红包数据
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@ -144,7 +153,6 @@ function this.WelfareRedPacketPush(buffer)
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local data = buffer:DataByte()
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local msg = PlayerInfoProto_pb.WelfareRedPacketPush()
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msg:ParseFromString(data)
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LogError("推送过来红包数据")
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if msg.redpacket then
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MyGuildManager.SetMyGuidRedPackage(msg.redpacket)
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--CheckRedPointStatus(RedPointType.Guid_SendPackage)
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@ -783,8 +791,6 @@ end
|
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-- 更新关卡ID
|
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function this.FreshFightId(buffer)
|
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Log("后端推送关卡状态!")
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LogError("==============")
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local data=buffer:DataByte()
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local msg=FightInfoProto_pb.MainLevelFightUpdateIndication()
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msg:ParseFromString(data)
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@ -914,7 +920,6 @@ function this.WorldLevelIndication(buffer)
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local data = buffer:DataByte()
|
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local msg = PlayerInfoProto_pb.WorldLevelIndication()
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msg:ParseFromString(data)
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-- LogError("%%%%%%%%%%世界等级推送 "..msg.worldLeve)
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PlayerManager.RefreshWorldLeveData(msg.worldLeve)
|
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end
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@ -120,6 +120,7 @@ function LingLongBaoJingPanel:BindEvent()
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end)
|
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Util.AddClick(self.propBtn, function()
|
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SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_kaiqi_002)
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if not self.enough then
|
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PopupTipPanel.ShowTip("道具不足")
|
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return
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@ -168,15 +169,19 @@ function LingLongBaoJingPanel:BindEvent()
|
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self:SetTableTurnEffect(TableTurnType.Expedite,2,data[idList[1]].address,function()
|
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if idList[2] and idList[2] > 0 then
|
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--PopupTipPanel.ShowTip("播放一些开门的特效")
|
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SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_longmengezi_004)
|
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self.Btncoroutine = coroutine.start(function()
|
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self.itemList[2][1].effect.gameObject:SetActive(true)
|
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SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_longsaoguang_006)
|
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coroutine.wait(0.4)
|
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self.fx_linglongbaojing_longchuxian.gameObject:SetActive(true)
|
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coroutine.wait(1)
|
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SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_longpanxuan_005)
|
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coroutine.wait(1)
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self:RefreshTreasureMaskByType(1,false)
|
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SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_waiquandianliang_008)
|
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for i = 1,#self.itemList[1] do
|
||||
self.itemList[1][i].effect.gameObject:SetActive(true)
|
||||
end
|
||||
end
|
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coroutine.wait(1)
|
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curTurnPos = 1
|
||||
self:SetTableTurnEffect(TableTurnType.Expedite,1,data[idList[2]].address,function()
|
||||
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@ -245,7 +250,11 @@ function LingLongBaoJingPanel:OnShow(_sortingOrder)
|
|||
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||||
Timer.New(function()
|
||||
self.fx_linglongbaojing_long.gameObject:SetActive(true)
|
||||
SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_gaoguang_huaban_001)
|
||||
end,0.5):Start()
|
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Timer.New(function()
|
||||
SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_5)
|
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end,1):Start()
|
||||
end
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function LingLongBaoJingPanel:SetLayer()
|
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@ -415,7 +424,11 @@ function LingLongBaoJingPanel:TurnEffectReset(turnSpeed,treasureType,isStop,pos,
|
|||
self.itemList[treasureType][curTurnPos - 1].selectKuang.gameObject:SetActive(false)
|
||||
end
|
||||
self.itemList[treasureType][curTurnPos].selectKuang.gameObject:SetActive(true)
|
||||
|
||||
if treasureType == 2 then
|
||||
SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_neiquanlunge_007)
|
||||
else
|
||||
SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_waiquanlunge_009)
|
||||
end
|
||||
if isStop then
|
||||
if pos == curTurnPos then--如果停到对应位置
|
||||
self.turnEffect:Stop()--暂停跑马灯
|
||||
|
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