【命格】开坑
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guid: c33efd7bf05f93f4999e58a315243f99
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folderAsset: yes
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fileFormatVersion: 2
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guid: aed2ed8ee0a616543816a8e35eac7710
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externalObjects: {}
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@ -434,6 +434,7 @@ UIName = {
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RewardTailsmanChipShowPopup = 440,
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ContinueGiftPanel = 441, -- 连续礼包
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ContinuePackagePanel = 442, -- 连购礼包new
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FatePanel = 443, --命格界面
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}
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SubUIConfig = {
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@ -138,10 +138,10 @@ function this.InitActivityServerData(msg, isUpdate)
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if GlobalActivity[v.activityId] then
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this.CheckMoneyProgress(v)
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this.mission[v.activityId] = v
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LogYellow("刷新活动数据activityId:" .. v.activityId .. " value:" .. v.value)
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-- LogYellow("刷新活动数据activityId:" .. v.activityId .. " value:" .. v.value)
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for n, m in ipairs(v.mission) do
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--LogGreen(" 刷新活动数据missionId:" .. m.missionId .. " state:" .. m.state .. " progress:" .. m.progress)
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-- LogGreen(" 刷新活动数据missionId:" .. m.missionId .. " state:" .. m.state .. " progress:" .. m.progress)
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if (v.activityId == ActivityTypeDef.OnlineGift) then
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this.onlineOpen = true
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this.onlineGetRewardState[m.missionId] = m.state
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fileFormatVersion: 2
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guid: 3047a492fccb4be4c8f9e6575da38ba8
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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local Fate = quick_class("Fate", BasePanel)
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local orginLayer = 0
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function Fate:InitComponent()
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self.spLoader = SpriteLoader.New()
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self.BtView = SubUIManager.Open(SubUIConfig.BtView, self.transform)
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self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform)
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if not self.playerInfoView then
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self.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, self.transform)
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end
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--MidPart
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self.mid = Util.GetGameObject(self.gameObject, "Mid")
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self.levelName = Util.GetGameObject(self.mid, "LevelName"):GetComponent("Image")
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self.img = Util.GetGameObject(self.mid, "Man"):GetComponent("Image")
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self.ManCanvas = Util.GetGameObject(self.mid, "Man"):GetComponent("Canvas")
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--页签
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self.btnPractice = Util.GetGameObject(self.gameObject, "Tab/tab1")
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end
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function Fate:BindEvent()
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--帮助按钮
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Util.AddClick(self.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.Practice, self.helpPosition.x,self.helpPosition.y)
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end)
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Util.AddClick(self.BtnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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self:ClosePanel()
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end)
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Util.AddClick(self.btnPractice, function()
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UIManager.OpenPanel(UIName.PracticePanel)
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self:ClosePanel()
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end)
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end
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function Fate:AddListener()
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end
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function Fate:RemoveListener()
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end
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--待功能扩展(试图打开某个状态)
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function Fate:OnOpen()
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self.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.XiuXing })
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self.BtView:OnOpen(self,{ sortOrder = self.sortingOrder, panelType = PanelTypeView.Practice })
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end
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function Fate:OnSortingOrderChange()
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orginLayer = self.sortingOrder
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self.ManCanvas.sortingOrder = self.sortingOrder + 2
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-- 头像层级
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if self.playerInfoView then
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self.playerInfoView:SetLayer(self.sortingOrder)
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end
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end
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function Fate:OnShow()
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self.playerInfoView:OnShow()
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self:RefreshMid()
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end
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--刷新中部人物
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function Fate:RefreshMid()
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local playerImg = NameManager.roleSex == 0 and "x_xiuxing_liangongren_nan" or "x_xiuxing_liangongren_nv"
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self.img.sprite = self.spLoader:LoadSprite(playerImg)
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self.ManCanvas.sortingOrder = self.sortingOrder + 2
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end
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--刷新 点间的线
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function Fate:RefreshLines()
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if not self.lineList then
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self.lineList = {}
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end
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for k,v in ipairs(self.lineList) do
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v.gameObject:SetActive(false)
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end
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for i = 1, #self.lineData do
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local data = self.lineData[i]
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if not self.lineList[i] then
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self.lineList[i] = newObject(self.LinePre)
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self.lineList[i].transform:SetParent(self.lines.transform)
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self.lineList[i].transform.localScale = Vector3.one
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self.lineList[i].transform.localPosition = Vector3.zero
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end
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self.lineList[i]:SetActive(true)
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local imgName = data.State == 1 and "x_xiuxing_xian_01" or "x_xiuxing_xian_02"
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self.lineList[i]:GetComponent("Image").sprite = self.spLoader:LoadSprite(imgName)
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self.lineList[i]:GetComponent("RectTransform").localPosition = data.Pos
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self.lineList[i]:GetComponent("RectTransform").rotation = Quaternion.Euler(data.Rota)
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end
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end
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function Fate:OnClose()
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end
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function Fate:OnDestroy()
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self.spLoader:Destroy()
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SubUIManager.Close(self.UpView)
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SubUIManager.Close(self.BtView)
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self.UpView = nil
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self.BtView = nil
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if self.playerInfoView then
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SubUIManager.Close(self.playerInfoView)
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self.playerInfoView = nil
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end
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end
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return Fate
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 4a58a64b67159844da880af3f98fb034
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -76,12 +76,15 @@ function Practice:InitComponent()
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self.effectPointsList = {}
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self.mask = Util.GetGameObject(self.gameObject, "mask")
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--主角技能
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self.skillObj=Util.GetGameObject(self.Practice, "SkillObj")
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self.skillList={}
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for i = 1, 4 do
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table.insert(self.skillList,Util.GetGameObject(self.Practice, "SkillObj/skill"..i))
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BindRedPointObject(5000+i*100,Util.GetGameObject(self.Practice, "SkillObj/skill"..i.."/red"))
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end
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--页签
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self.btnFate = Util.GetGameObject(self.gameObject, "Tab/tab2")
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end
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@ -166,6 +169,10 @@ function Practice:BindEvent()
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Util.AddClick(self.incarnationBtn, function()
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UIManager.OpenPanel(UIName.IncarnationPanel)
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end)
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Util.AddClick(self.btnFate, function()
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UIManager.OpenPanel(UIName.FatePanel)
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self:ClosePanel()
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end)
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BindRedPointObject(RedPointType.tailsmanSoul,self.talsmanSoulBtnRed)
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BindRedPointObject(RedPointType.Practice_Cultivation,self.cultivationRed)
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BindRedPointObject(RedPointType.Practice_upgrade,self.redPoint)
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