全民福利红点提交
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@ -169,6 +169,15 @@ function this:OnSortingOrderChange()
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v.sub:OnSortingOrderChange(self.sortingOrder)
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end
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end
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function ActivityMainPanel:OnFocus()
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for k,v in pairs(subViewList) do
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if v.sub.OnFocus then
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v.sub:OnFocus()
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end
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end
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end
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----==========================一级页签相关===========================================
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-- tab按钮自定义显示设置
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function this.PageTabAdapter(tab, index, status)
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@ -33,9 +33,7 @@ function this.GetRedPointStatus(index)
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local activityInfo = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.FirstRecharge)
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for _, missionInfo in ipairs(activityInfo.mission) do
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local rewardInfo = activityRewardConfig[missionInfo.missionId]
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LogError("rewardInfo.Values[1][1]=="..rewardInfo.Values[1][1])
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if rewardInfo and rewardInfo.Values[1][1] == index*10000 then
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LogError("missionInfo.state===="..missionInfo.state)
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redPoint = missionInfo.state==1
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if redPoint then
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return true
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@ -37,6 +37,8 @@ function GrowthGiftPage:InitComponent()
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self.scrollItem = Util.GetGameObject(self.gameObject, "rzyBg/scrollItem")
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self.itemPre = Util.GetGameObject(self.gameObject, "rzyBg/ItemPre")
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self.btn_qmfl=Util.GetGameObject(self.gameObject, "rzyBg/bg/btn_qmfl")
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self.red_qmfl=Util.GetGameObject(self.gameObject, "rzyBg/bg/btn_qmfl/red")
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self.red_qmfl:SetActive(false)
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self.btn_qmfl:GetComponent("Image").sprite=self.spLoader:LoadSprite("GM_qmfl_botton_zh")
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--设置滚动条
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local rootHight = self.scrollItem.transform.rect.height
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@ -74,6 +76,11 @@ function GrowthGiftPage:OnOpen(_activityConfig,_index,parent)
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self.parent = parent
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end
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function GrowthGiftPage:OnFocus()
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self.red_qmfl:SetActive(RecruitTreasureManager.GetQuanMinRed(self.curActiId))
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end
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function GrowthGiftPage:OnSortingOrderChange()
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end
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@ -101,6 +108,8 @@ function GrowthGiftPage:OnShow(_sortingOrder)
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end
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end
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end
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LogError("self.curActiId:=="..self.curActiId)
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self.red_qmfl:SetActive(RecruitTreasureManager.GetQuanMinRed(self.curActiId))
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--LogGreen("self.curActiId:"..self.curActiId)
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if self.actConfig.Icon[3] and self.actConfig.Icon[3] ~= "" then
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self.titleBgIma.sprite = self.spLoader:LoadSprite(self.actConfig.Icon[3])
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@ -249,11 +249,18 @@ end
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function this.GetGrowthRedPointState()
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local redPoint = false
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local openId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.GrowthReward)
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local hasGift = OperatingManager.HasGoodsByShowType(4)
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if openId then
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local isGet=RecruitTreasureManager.GetQuanMinRed(openId)
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if isGet then
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return true
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end
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end
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if not hasGift then return false end
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local giftGoodsInfo = OperatingManager.IsGrowthGiftGoodsAvailable(GoodsTypeDef.GrowthReward)
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if not giftGoodsInfo then return false end
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local openId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.GrowthReward)
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if openId then
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-- 判断对应礼包是否购买
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local globalActConfigs = ConfigManager.TryGetConfigData(ConfigName.GlobalActivity, openId)
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@ -272,7 +279,7 @@ function this.GetGrowthRedPointState()
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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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return redPoint
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end
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@ -43,6 +43,8 @@ end
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--绑定事件(用于子类重写)
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function QuanMinFLPanel:BindEvent()
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Util.AddClick(self.btn_close, function()
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CheckRedPointStatus(RedPointType.GrowthGift)
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CheckRedPointStatus(RedPointType.recruitTreasure)
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self:ClosePanel()
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end)
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end
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@ -211,6 +213,7 @@ end
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--界面关闭时调用(用于子类重写)
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function QuanMinFLPanel:OnClose()
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self.gameObject:SetActive(false)
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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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function QuanMinFLPanel:OnDestroy()
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@ -2,7 +2,7 @@ RecruitTreasureManager = {}
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local this = RecruitTreasureManager
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local summonTreasure = ConfigManager.GetConfig(ConfigName.SummonTreasure)
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local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityGroups,"PageType",ActivityTypeDef.RecruitTreasure)
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local UniversalWelfareConfig=ConfigManager.GetConfig(ConfigName.UniversalWelfareConfig)
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function this.Initialize()
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this.treasureData = {}
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end
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@ -116,7 +116,24 @@ function this.GetRedPointStatus(red)
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return true
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end
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end
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local isShow=this.GetQuanMinRed(actId)
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return isShow
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end
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function this.GetQuanMinRed(actId)
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local activityData=ActivityGiftManager.GetActivityInfoByType(10502)
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if activityData and activityData.mission then
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for i = 1, #activityData.mission do
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local mission=activityData.mission[i]
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if UniversalWelfareConfig[mission.missionId] and UniversalWelfareConfig[mission.missionId].GlobalActivity==actId then
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if activityData.mission[i].state==1 then
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return true
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end
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end
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end
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end
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return false
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end
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return this
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@ -42,6 +42,8 @@ function RecruitTreasurePanel:InitComponent()
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 2
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this.btn_qmfl=Util.GetGameObject(self.transform, "bg/topBar/btn_qmfl")
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this.btn_qmfl_red=Util.GetGameObject(self.transform, "bg/topBar/btn_qmfl/red")
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this.btn_qmfl_red:SetActive(false)
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this.btn_qmfl:GetComponent("Image").sprite =this.spLoader:LoadSprite("GM_qmfl_botton_zh")
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this.tabbox = Util.GetGameObject(self.gameObject, "bg/pageContent/tabbox")
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end
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@ -125,6 +127,10 @@ function RecruitTreasurePanel:OnOpen(_activityConfig,_index,parent)
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this.parent = parent
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end
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function RecruitTreasurePanel:OnFocus()
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this.btn_qmfl_red:SetActive(RecruitTreasureManager.GetQuanMinRed(curId))
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end
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-- 打开,重新打开时回调
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function RecruitTreasurePanel:OnShow(_sortingOrder)
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@ -133,6 +139,7 @@ function RecruitTreasurePanel:OnShow(_sortingOrder)
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this.actType = this.actConfig.ActiveType > 0 and this.actConfig.ActiveType or this.actConfig.FunType
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curId=ActivityGiftManager.GetActivityIdByType(this.actType)
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LogError("this.acttype===="..this.actType.." curid=="..curId)
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this.btn_qmfl_red:SetActive(RecruitTreasureManager.GetQuanMinRed(curId))
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this.btn_qmfl:SetActive(ActivityGiftManager.GetActivityInfoByType(10502)~=nil and this.actType==7 and ActivityGiftManager.CheckIsHaveHaveQMFL(this.actType,curId) )
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this.titleImage.sprite = this.spLoader:LoadSprite(this.actConfig.Icon[3])
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local activeNum = 0
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