【恭喜获得】界面结构调整
parent
39329ce5cc
commit
072b7713c2
File diff suppressed because it is too large
Load Diff
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@ -4,7 +4,7 @@ local this = RewardItemPopup
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local userLevelData = ConfigManager.GetConfig(ConfigName.PlayerLevelConfig)
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local userLevelData = ConfigManager.GetConfig(ConfigName.PlayerLevelConfig)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local itemListPrefab
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local itemListPrefab
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local itemListPrefabMax
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-- local itemListPrefabMax
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local func
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local func
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local bagType=0 --1 正常背包 2 临时背包 3 公会车迟显示
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local bagType=0 --1 正常背包 2 临时背包 3 公会车迟显示
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--需要显示的小组件类型
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--需要显示的小组件类型
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@ -28,63 +28,68 @@ function RewardItemPopup:InitComponent()
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this.dropPrefab = Util.GetGameObject(self.gameObject, "frame")
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this.dropPrefab = Util.GetGameObject(self.gameObject, "frame")
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--第一种显示
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--第一种显示
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this.ScrollView = Util.GetGameObject(self.gameObject, "ScrollView")
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this.ScrollView = Util.GetGameObject(self.gameObject, "ScrollView")
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this.dropGrid= Util.GetGameObject(self.gameObject, "ScrollView/Content")
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this.dropGrid= Util.GetGameObject(self.gameObject, "ScrollView/Content/grid")
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itemListPrefab = {}
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itemListPrefab = {}
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for i = 1, 10 do --初始缓存10个
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for i = 1, 25 do --初始缓存10个
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local view = SubUIManager.Open(SubUIConfig.ItemView, this.dropGrid.transform)
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local view = SubUIManager.Open(SubUIConfig.ItemView, this.dropGrid.transform)
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view.gameObject.name = "frame"..i
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view.gameObject.name = "frame"..i
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itemListPrefab[i] = view
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itemListPrefab[i] = view
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end
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end
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--关卡等级经验
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--关卡等级经验
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this.lvAndExpGo=Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/lvAndExpGo")
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this.lvAndExpGo=Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/lvAndExpGo")
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this.lv=Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/lvAndExpGo/lv"):GetComponent("Text")
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this.lv=Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/lvAndExpGo/lv"):GetComponent("Text")
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this.exp=Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/lvAndExpGo/exp"):GetComponent("Slider")
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this.exp=Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/lvAndExpGo/exp"):GetComponent("Slider")
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this.expText=Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/lvAndExpGo/exp/Text"):GetComponent("Text")
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this.expText=Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/lvAndExpGo/exp/Text"):GetComponent("Text")
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this.lvUpImage=Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/lvAndExpGo/lvUpImage")
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this.lvUpImage=Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/lvAndExpGo/lvUpImage")
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-- 地图探索按钮
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-- 地图探索按钮
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this.btnMapBack = Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/btnBack")
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this.btnMapBack = Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/btnBack")
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-- 战斗结果按钮
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-- 战斗结果按钮
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this.btnResult = Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/btnResult")
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this.btnResult = Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/btnResult")
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this.btnBattleBack = Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/btnBattleBack")
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this.btnBattleBack = Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/btnBattleBack")
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-- 战斗回放按钮
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-- 战斗回放按钮
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-- 任意位置继续
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-- 任意位置继续
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this.btnGoOn = Util.GetGameObject(self.gameObject, "btnBack/Image")
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this.btnGoOn = Util.GetGameObject(self.gameObject, "btnBack/Image")
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--第二种显示当超过25个元素时
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-- --第二种显示当超过25个元素时
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this.ScrollView2 = Util.GetGameObject(self.gameObject, "bg")
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-- this.ScrollView2 = Util.GetGameObject(self.gameObject, "bg")
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this.dropGridMax= Util.GetGameObject(self.gameObject, "bg/ScrollView2/ScrollView2/Content")
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-- this.dropGridMax= Util.GetGameObject(self.gameObject, "bg/ScrollView2/ScrollView2/Content")
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itemListPrefabMax = {}
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-- itemListPrefabMax = {}
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for i = 1, 25 do --初始缓存10个
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-- for i = 1, 25 do --初始缓存10个
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local view = SubUIManager.Open(SubUIConfig.ItemView, this.dropGridMax.transform)
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-- local view = SubUIManager.Open(SubUIConfig.ItemView, this.dropGridMax.transform)
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view.gameObject.name = "frame"..i
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-- view.gameObject.name = "frame"..i
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itemListPrefabMax[i] = view
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-- itemListPrefabMax[i] = view
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end
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-- end
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this.lvAndExpGoMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo")
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-- this.lvAndExpGoMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo")
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this.lvMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo/lv"):GetComponent("Text")
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-- this.lvMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo/lv"):GetComponent("Text")
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this.expMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo/exp"):GetComponent("Slider")
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-- this.expMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo/exp"):GetComponent("Slider")
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this.expTextMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo/exp/Text"):GetComponent("Text")
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-- this.expTextMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo/exp/Text"):GetComponent("Text")
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this.lvUpImageMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo/lvUpImage")
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-- this.lvUpImageMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo/lvUpImage")
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-- 战斗结果按钮
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-- -- 战斗结果按钮
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this.btnResultMax = Util.GetGameObject(self.gameObject, "bg/btnResult")
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-- this.btnResultMax = Util.GetGameObject(self.gameObject, "bg/btnResult")
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this.btnMapBackMax = Util.GetGameObject(self.gameObject, "bg/btnBack")
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-- this.btnMapBackMax = Util.GetGameObject(self.gameObject, "bg/btnBack")
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-- this.btnBattleBackMax = Util.GetGameObject(self.gameObject, "bg/btnBattleBack")
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-- this.btnBattleBackMax = Util.GetGameObject(self.gameObject, "bg/btnBattleBack")
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--车迟斗法 显示
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--车迟斗法 显示
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this.guildCarDelay = Util.GetGameObject(self.gameObject, "ScrollView/Content/bg/guildCarDelay")
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this.guildCarDelay = Util.GetGameObject(self.gameObject, "ScrollView/Content/Show/guildCarDelay")
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this.guildCarDelaysoreNum = Util.GetGameObject(this.guildCarDelay.gameObject, "soreNum"):GetComponent("Text")
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this.guildCarDelaysoreNum = Util.GetGameObject(this.guildCarDelay.gameObject, "soreNum"):GetComponent("Text")
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this.guildCarDelayhurtNum = Util.GetGameObject(this.guildCarDelay.gameObject, "hurtNum"):GetComponent("Text")
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this.guildCarDelayhurtNum = Util.GetGameObject(this.guildCarDelay.gameObject, "hurtNum"):GetComponent("Text")
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--公会十绝阵显示
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--公会十绝阵显示
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this.guildDeathPos=Util.GetGameObject(self.gameObject,"ScrollView/Content/bg/guildDeathPos")
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this.guildDeathPos=Util.GetGameObject(self.gameObject,"ScrollView/Content/Show/guildDeathPos")
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this.guildDeathPos_CurScore=Util.GetGameObject(this.guildDeathPos,"curScore/num"):GetComponent("Text")
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this.guildDeathPos_CurScore=Util.GetGameObject(this.guildDeathPos,"curScore/num"):GetComponent("Text")
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this.guildDeathPos_State=Util.GetGameObject(this.guildDeathPos,"curScore/state"):GetComponent("Image")
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this.guildDeathPos_State=Util.GetGameObject(this.guildDeathPos,"curScore/state"):GetComponent("Image")
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this.guildDeathPos_MaxScore=Util.GetGameObject(this.guildDeathPos,"maxScore/num"):GetComponent("Text")
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this.guildDeathPos_MaxScore=Util.GetGameObject(this.guildDeathPos,"maxScore/num"):GetComponent("Text")
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--大闹天功显示
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--大闹天功显示
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this.expeditionGo=Util.GetGameObject(self.gameObject,"ScrollView/Content/bg/expeditionGo")
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this.expeditionGo=Util.GetGameObject(self.gameObject,"ScrollView/Content/Show/expeditionGo")
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--公会副本
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--公会副本
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this.guildTranscript=Util.GetGameObject(self.gameObject,"ScrollView/Content/bg/guildTranscript")
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this.guildTranscript=Util.GetGameObject(self.gameObject,"ScrollView/Content/Show/guildTranscript")
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this.guildTranscript_CurScore=Util.GetGameObject(this.guildTranscript,"curScore/num"):GetComponent("Text")
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this.guildTranscript_CurScore=Util.GetGameObject(this.guildTranscript,"curScore/num"):GetComponent("Text")
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--踏碎凌霄
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this.tasuilingxiao=Util.GetGameObject(self.gameObject,"ScrollView/Content/Show/tasuilingxiao")
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this.tasuilingxiao_CurScore=Util.GetGameObject(this.tasuilingxiao,"curScore/num"):GetComponent("Text")
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this.tasuilingxiao_State=Util.GetGameObject(this.tasuilingxiao,"curScore/state"):GetComponent("Image")
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this.tasuilingxiao_MaxScore=Util.GetGameObject(this.tasuilingxiao,"maxScore/num"):GetComponent("Text")
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end
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end
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--绑定事件(用于子类重写)
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--绑定事件(用于子类重写)
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@ -103,15 +108,15 @@ function RewardItemPopup:BindEvent()
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Util.AddClick(this.btnMapBack, function ()
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Util.AddClick(this.btnMapBack, function ()
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self:ClosePanel()
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self:ClosePanel()
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end)
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end)
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Util.AddClick(this.btnMapBackMax, function ()
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-- Util.AddClick(this.btnMapBackMax, function ()
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self:ClosePanel()
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-- self:ClosePanel()
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end)
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-- end)
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Util.AddClick(this.btnResult, function ()
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Util.AddClick(this.btnResult, function ()
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UIManager.OpenPanel(UIName.DamageResultPanel, 1)
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UIManager.OpenPanel(UIName.DamageResultPanel, 1)
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end)
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end)
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Util.AddClick(this.btnResultMax, function ()
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-- Util.AddClick(this.btnResultMax, function ()
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UIManager.OpenPanel(UIName.DamageResultPanel, 1)
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-- UIManager.OpenPanel(UIName.DamageResultPanel, 1)
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end)
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-- end)
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Util.AddClick(this.btnBattleBack, function ()
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Util.AddClick(this.btnBattleBack, function ()
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--LogGreen("isBackBattle = true")
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--LogGreen("isBackBattle = true")
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isBackBattle = true
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isBackBattle = true
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@ -145,11 +150,12 @@ function RewardItemPopup:OnOpen(...)
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local haveRecord = BattleRecordManager.isHaveRecord()
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local haveRecord = BattleRecordManager.isHaveRecord()
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this.btnResult:SetActive(haveRecord and args[5])
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this.btnResult:SetActive(haveRecord and args[5])
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this.btnBattleBack:SetActive(haveRecord and args[5] and BattleManager.GetLastBattleType() ~= BATTLE_TYPE.MAP_FIGHT and not GuideManager.IsInMainGuide() and not MapManager.Mapping)
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this.btnBattleBack:SetActive(haveRecord and args[5] and BattleManager.GetLastBattleType() ~= BATTLE_TYPE.MAP_FIGHT and not GuideManager.IsInMainGuide() and not MapManager.Mapping)
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this.btnResultMax:SetActive(haveRecord and args[5])
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-- this.btnResultMax:SetActive(haveRecord and args[5])
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this.expeditionGo:SetActive(compShowType == 5)
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this.expeditionGo:SetActive(compShowType == 5)
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this.guildDeathPos:SetActive((compShowType == 4) or (compShowType == 7))--十绝阵和踏碎凌霄
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this.guildDeathPos:SetActive(compShowType == 4)--十绝阵
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this.guildTranscript:SetActive(compShowType == 6)
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this.guildTranscript:SetActive(compShowType == 6)
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this.guildCarDelay:SetActive(compShowType == 3)
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this.guildCarDelay:SetActive(compShowType == 3)
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this.tasuilingxiao:SetActive(compShowType == 7)--踏碎凌霄
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-- 设置背景遮罩的显隐
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-- 设置背景遮罩的显隐
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local isHideBG = args[6]
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local isHideBG = args[6]
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this.btnBack:GetComponent("Image").color = Color.New(0, 0, 0, isHideBG and 0 or 0.8)
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this.btnBack:GetComponent("Image").color = Color.New(0, 0, 0, isHideBG and 0 or 0.8)
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@ -170,7 +176,7 @@ function RewardItemPopup:OnOpen(...)
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this.GuildTranscriptShow()
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this.GuildTranscriptShow()
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end
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end
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if compShowType == 7 then--踏碎凌霄
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if compShowType == 7 then--踏碎凌霄
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this.TaSuiLingXiaoShow()
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this.TaSuiLingXiaoShow(#drop.itemlist)
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if #drop.itemlist < 1 then
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if #drop.itemlist < 1 then
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for i = 1, #itemListPrefab do
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for i = 1, #itemListPrefab do
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itemListPrefab[i].gameObject:SetActive(false)
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itemListPrefab[i].gameObject:SetActive(false)
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@ -207,10 +213,12 @@ function RewardItemPopup:OnOpen(...)
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if #itemDataList < 1 then
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if #itemDataList < 1 then
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self:ClosePanel()
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self:ClosePanel()
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self:SelectCanPopUpBagMaxMessage()
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self:SelectCanPopUpBagMaxMessage()
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elseif #itemDataList <= 25 then
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-- elseif #itemDataList <= 25 then
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-- self:SetItemShow(drop)
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-- elseif #itemDataList > 25 then
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-- self:SetItemShowMax(drop)
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else
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self:SetItemShow(drop)
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self:SetItemShow(drop)
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elseif #itemDataList > 25 then
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self:SetItemShowMax(drop)
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end
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end
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SoundManager.PlaySound(SoundConfig.Sound_Reward)
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SoundManager.PlaySound(SoundConfig.Sound_Reward)
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this.ShowLvAndExp()
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this.ShowLvAndExp()
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@ -220,17 +228,18 @@ end
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function this.SetComPShowState(type)
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function this.SetComPShowState(type)
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this.btnBack:GetComponent("Button").enabled = type ~= 2
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this.btnBack:GetComponent("Button").enabled = type ~= 2
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this.ScrollView:SetActive(#itemDataList >= 1 )
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this.ScrollView:SetActive(#itemDataList <= 25 )
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-- this.ScrollView:SetActive(#itemDataList <= 25 )
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this.ScrollView2:SetActive(#itemDataList > 25 )
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-- this.ScrollView2:SetActive(#itemDataList > 25 )
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this.lvAndExpGo:SetActive(type == 1)
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this.lvAndExpGo:SetActive(type == 1)
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this.btnMapBack:SetActive(type == 2)
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this.btnMapBack:SetActive(type == 2)
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this.lvAndExpGoMax:SetActive(type == 1)
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-- this.lvAndExpGoMax:SetActive(type == 1)
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this.btnMapBackMax:SetActive(type == 2)
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-- this.btnMapBackMax:SetActive(type == 2)
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this.btnMapBackMax:SetActive(type == 2)
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-- this.btnMapBackMax:SetActive(type == 2)
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this.guildCarDelay:SetActive(type == 3)
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this.guildCarDelay:SetActive(type == 3)
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this.guildDeathPos:SetActive(type == 4)
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this.guildDeathPos:SetActive(type == 4)
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this.guildTranscript:SetActive(type == 6)
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this.guildTranscript:SetActive(type == 6)
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this.tasuilingxiao:SetActive(type == 7)
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end
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end
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function this.GuildCarDelayShow()
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function this.GuildCarDelayShow()
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if GuildCarDelayManager.score and GuildCarDelayManager.hurt then
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if GuildCarDelayManager.score and GuildCarDelayManager.hurt then
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@ -254,20 +263,20 @@ function this.GuildDeathPosShow()
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end
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end
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end
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end
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--踏碎凌霄 挑战奖励掉落弹窗表现
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--踏碎凌霄 挑战奖励掉落弹窗表现
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function this.TaSuiLingXiaoShow()
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function this.TaSuiLingXiaoShow(num)
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if CommonActPageManager.TaSuiLingXiaoMsg then
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if CommonActPageManager.TaSuiLingXiaoMsg then
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local curDmg = CommonActPageManager.TaSuiLingXiaoMsg.damageVal
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local curDmg = CommonActPageManager.TaSuiLingXiaoMsg.damageVal
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local maxDmg = CommonActPageManager.GetData(ActivityTypeDef.TaSuiLingXiao).value
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local maxDmg = CommonActPageManager.GetData(ActivityTypeDef.TaSuiLingXiao).value
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this.guildDeathPos_CurScore.text = curDmg
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this.tasuilingxiao_CurScore.text = curDmg
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this.guildDeathPos_MaxScore.text = maxDmg
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this.tasuilingxiao_MaxScore.text = maxDmg
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local b = curDmg > maxDmg or curDmg < maxDmg
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local b = curDmg > maxDmg or curDmg < maxDmg
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this.guildDeathPos_State.gameObject:SetActive(b)
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this.tasuilingxiao_State.gameObject:SetActive(b)
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this.guildDeathPos:GetComponent("RectTransform").localPosition = Vector3.zero
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-- this.tasuilingxiao:GetComponent("RectTransform").localPosition = Vector3.New(0,110*(math.floor(num/5)),0)
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if curDmg > maxDmg then
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if curDmg > maxDmg then
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this.guildDeathPos_State.sprite=Util.LoadSprite("r_hero_zhanlishangsheng_png")
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this.tasuilingxiao_State.sprite=Util.LoadSprite("r_hero_zhanlishangsheng_png")
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elseif curDmg < maxDmg then
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elseif curDmg < maxDmg then
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this.guildDeathPos_State.sprite=Util.LoadSprite("r_hero_zhanlixiajiang_png")
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this.tasuilingxiao_State.sprite=Util.LoadSprite("r_hero_zhanlixiajiang_png")
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end
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end
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end
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end
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end
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end
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@ -297,11 +306,11 @@ function RewardItemPopup:OnSortingOrderChange()
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local curItemData=itemDataList[i]
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local curItemData=itemDataList[i]
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view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
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view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
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end
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end
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for i = 1, #itemListPrefabMax do
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-- for i = 1, #itemListPrefabMax do
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local view = itemListPrefabMax[i]
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-- local view = itemListPrefabMax[i]
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local curItemData=itemDataList[i]
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-- local curItemData=itemDataList[i]
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view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
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-- view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
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end
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-- end
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end
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end
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-- 根据物品列表数据显示物品
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-- 根据物品列表数据显示物品
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function RewardItemPopup:SetItemShow(drop)
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function RewardItemPopup:SetItemShow(drop)
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@ -377,87 +386,87 @@ function RewardItemPopup:SetItemShow(drop)
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callList:Pop()()
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callList:Pop()()
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end
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end
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-- 根据物品列表数据显示物品
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-- 根据物品列表数据显示物品
|
||||||
function RewardItemPopup:SetItemShowMax(drop)
|
-- function RewardItemPopup:SetItemShowMax(drop)
|
||||||
BagManager.OnShowTipDropNumZero(drop)
|
-- BagManager.OnShowTipDropNumZero(drop)
|
||||||
if drop==nil then return end
|
-- if drop==nil then return end
|
||||||
for i = 1, #itemDataList do
|
-- for i = 1, #itemDataList do
|
||||||
itemDataList[i].itemConfig = itemConfig[itemDataList[i].sId]
|
-- itemDataList[i].itemConfig = itemConfig[itemDataList[i].sId]
|
||||||
end
|
-- end
|
||||||
self:ItemDataListSort(itemDataList)
|
-- self:ItemDataListSort(itemDataList)
|
||||||
for i = 1, math.max(#itemDataList, #itemListPrefabMax) do
|
-- for i = 1, math.max(#itemDataList, #itemListPrefabMax) do
|
||||||
local go = itemListPrefabMax[i]
|
-- local go = itemListPrefabMax[i]
|
||||||
if not go then
|
-- if not go then
|
||||||
go = SubUIManager.Open(SubUIConfig.ItemView, this.dropGridMax.transform)
|
-- go = SubUIManager.Open(SubUIConfig.ItemView, this.dropGridMax.transform)
|
||||||
go.gameObject.name = "frame"..i
|
-- go.gameObject.name = "frame"..i
|
||||||
itemListPrefabMax[i] = go
|
-- itemListPrefabMax[i] = go
|
||||||
end
|
-- end
|
||||||
go.gameObject:SetActive(false)
|
-- go.gameObject:SetActive(false)
|
||||||
end
|
-- end
|
||||||
|
|
||||||
callList:Clear()
|
-- callList:Clear()
|
||||||
callList:Push(function ()
|
-- callList:Push(function ()
|
||||||
if isOpenGeiSSRAvtivityTime then
|
-- if isOpenGeiSSRAvtivityTime then
|
||||||
isOpenGeiSSRAvtivityTime:Stop()
|
-- isOpenGeiSSRAvtivityTime:Stop()
|
||||||
isOpenGeiSSRAvtivityTime = nil
|
-- isOpenGeiSSRAvtivityTime = nil
|
||||||
end
|
-- end
|
||||||
isOpenGeiSSRAvtivityTime = Timer.New(function ()
|
-- isOpenGeiSSRAvtivityTime = Timer.New(function ()
|
||||||
isPlayerAniEnd = true
|
-- isPlayerAniEnd = true
|
||||||
if isOpenGeiSSRAvtivity > 0 then
|
-- if isOpenGeiSSRAvtivity > 0 then
|
||||||
HeroManager.DetectionOpenFiveStarActivity(isOpenGeiSSRAvtivity)
|
-- HeroManager.DetectionOpenFiveStarActivity(isOpenGeiSSRAvtivity)
|
||||||
end
|
-- end
|
||||||
end, 0.5):Start()
|
-- end, 0.5):Start()
|
||||||
isPlayerAniEnd = true
|
-- isPlayerAniEnd = true
|
||||||
if isOpenGeiSSRAvtivity > 0 then
|
-- if isOpenGeiSSRAvtivity > 0 then
|
||||||
HeroManager.DetectionOpenFiveStarActivity(isOpenGeiSSRAvtivity)
|
-- HeroManager.DetectionOpenFiveStarActivity(isOpenGeiSSRAvtivity)
|
||||||
end
|
-- end
|
||||||
--在关卡界面获得装备 刷新下btview成员红点
|
-- --在关卡界面获得装备 刷新下btview成员红点
|
||||||
-- Game.GlobalEvent:DispatchEvent(GameEvent.Equip.EquipChange)
|
-- -- Game.GlobalEvent:DispatchEvent(GameEvent.Equip.EquipChange)
|
||||||
end)
|
-- end)
|
||||||
for i = #itemDataList, 1, -1 do
|
-- for i = #itemDataList, 1, -1 do
|
||||||
isPlayerAniEnd = false
|
-- isPlayerAniEnd = false
|
||||||
local view = itemListPrefabMax[i]
|
-- local view = itemListPrefabMax[i]
|
||||||
local curItemData=itemDataList[i]
|
-- local curItemData=itemDataList[i]
|
||||||
view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
|
-- view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
|
||||||
--view.gameObject:SetActive(false)
|
-- --view.gameObject:SetActive(false)
|
||||||
callList:Push(function ()
|
-- callList:Push(function ()
|
||||||
local func = function()
|
-- local func = function()
|
||||||
view.gameObject:SetActive(true)
|
-- view.gameObject:SetActive(true)
|
||||||
local btn = Util.GetGameObject(view.gameObject, "item/frame"):GetComponent("Button")
|
-- local btn = Util.GetGameObject(view.gameObject, "item/frame"):GetComponent("Button")
|
||||||
btn.enabled = false
|
-- btn.enabled = false
|
||||||
PlayUIAnim(view.gameObject, function()
|
-- PlayUIAnim(view.gameObject, function()
|
||||||
btn.enabled = true
|
-- btn.enabled = true
|
||||||
end)
|
-- end)
|
||||||
--改为后端更新
|
-- --改为后端更新
|
||||||
--this.SetItemData2(itemDataList[i])
|
-- --this.SetItemData2(itemDataList[i])
|
||||||
if i <= 25 then
|
-- if i <= 25 then
|
||||||
Timer.New(function ()
|
-- Timer.New(function ()
|
||||||
isPopGetSSR = false
|
-- isPopGetSSR = false
|
||||||
callList:Pop()()
|
-- callList:Pop()()
|
||||||
end, 0.05):Start()
|
-- end, 0.05):Start()
|
||||||
else
|
-- else
|
||||||
isPopGetSSR = false
|
-- isPopGetSSR = false
|
||||||
callList:Pop()()
|
-- callList:Pop()()
|
||||||
end
|
-- end
|
||||||
end
|
-- end
|
||||||
if curItemData.configData and curItemData.itemType==3 and curItemData.configData.Quality == 5 then
|
-- if curItemData.configData and curItemData.itemType==3 and curItemData.configData.Quality == 5 then
|
||||||
HeroManager.DetectionOpenFiveStarActivity(curItemData.configData.Star)
|
-- HeroManager.DetectionOpenFiveStarActivity(curItemData.configData.Star)
|
||||||
end
|
-- end
|
||||||
if curItemData.configData and curItemData.itemType==3 and curItemData.configData.Quality == 5 and showHero then--五星英雄
|
-- if curItemData.configData and curItemData.itemType==3 and curItemData.configData.Quality == 5 and showHero then--五星英雄
|
||||||
isPopGetSSR = true
|
|
||||||
isOpenGeiSSRAvtivity = curItemData.configData.Star
|
|
||||||
UIManager.OpenPanel(UIName.DropGetSSRHeroShopPanel,curItemData.backData, func)
|
|
||||||
elseif curItemData.configData and curItemData.itemType==1 and
|
|
||||||
(curItemData.configData.ItemType == ItemType.Title or curItemData.configData.ItemType == ItemType.Ride) then--皮肤 坐骑
|
|
||||||
-- isPopGetSSR = true
|
-- isPopGetSSR = true
|
||||||
-- UIManager.OpenPanel(UIName.DropGetPlayerDecorateShopPanel,curItemData.backData, func)
|
-- isOpenGeiSSRAvtivity = curItemData.configData.Star
|
||||||
func()
|
-- UIManager.OpenPanel(UIName.DropGetSSRHeroShopPanel,curItemData.backData, func)
|
||||||
else
|
-- elseif curItemData.configData and curItemData.itemType==1 and
|
||||||
func()
|
-- (curItemData.configData.ItemType == ItemType.Title or curItemData.configData.ItemType == ItemType.Ride) then--皮肤 坐骑
|
||||||
end
|
-- -- isPopGetSSR = true
|
||||||
end)
|
-- -- UIManager.OpenPanel(UIName.DropGetPlayerDecorateShopPanel,curItemData.backData, func)
|
||||||
end
|
-- func()
|
||||||
callList:Pop()()
|
-- else
|
||||||
end
|
-- func()
|
||||||
|
-- end
|
||||||
|
-- end)
|
||||||
|
-- end
|
||||||
|
-- callList:Pop()()
|
||||||
|
-- end
|
||||||
--存储本地
|
--存储本地
|
||||||
function this.SetItemData2(itemdata)
|
function this.SetItemData2(itemdata)
|
||||||
if itemdata.itemType==1 then
|
if itemdata.itemType==1 then
|
||||||
|
@ -499,17 +508,17 @@ end
|
||||||
function this.ShowLvAndExp()
|
function this.ShowLvAndExp()
|
||||||
--this.lvAndExpGo:SetActive(compShowType == 1)
|
--this.lvAndExpGo:SetActive(compShowType == 1)
|
||||||
if compShowType == 1 then
|
if compShowType == 1 then
|
||||||
if #itemDataList <= 25 then
|
-- if #itemDataList <= 25 then
|
||||||
this.exp.value=PlayerManager.exp/userLevelData[PlayerManager.level].Exp
|
this.exp.value=PlayerManager.exp/userLevelData[PlayerManager.level].Exp
|
||||||
this.expText.text=PlayerManager.exp.."/"..userLevelData[PlayerManager.level].Exp
|
this.expText.text=PlayerManager.exp.."/"..userLevelData[PlayerManager.level].Exp
|
||||||
this.lv.text= PlayerManager.level
|
this.lv.text= PlayerManager.level
|
||||||
this.lvUpImage:SetActive(FightPointPassManager.oldLevel<PlayerManager.level)
|
this.lvUpImage:SetActive(FightPointPassManager.oldLevel<PlayerManager.level)
|
||||||
elseif #itemDataList > 25 then
|
-- elseif #itemDataList > 25 then
|
||||||
this.expMax.value=PlayerManager.exp/userLevelData[PlayerManager.level].Exp
|
-- this.expMax.value=PlayerManager.exp/userLevelData[PlayerManager.level].Exp
|
||||||
this.expTextMax.text=PlayerManager.exp.."/"..userLevelData[PlayerManager.level].Exp
|
-- this.expTextMax.text=PlayerManager.exp.."/"..userLevelData[PlayerManager.level].Exp
|
||||||
this.lvMax.text= PlayerManager.level
|
-- this.lvMax.text= PlayerManager.level
|
||||||
this.lvUpImageMax:SetActive(FightPointPassManager.oldLevel<PlayerManager.level)
|
-- this.lvUpImageMax:SetActive(FightPointPassManager.oldLevel<PlayerManager.level)
|
||||||
end
|
-- end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
--掉落物品排序
|
--掉落物品排序
|
||||||
|
|
Loading…
Reference in New Issue