parent
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commit
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@ -11,7 +11,6 @@ GameObject:
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@ -524,9 +503,9 @@ RectTransform:
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m_ChildAlignment: 4
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m_Spacing: 0
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m_ChildForceExpandWidth: 0
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m_ChildForceExpandHeight: 0
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m_ChildControlWidth: 0
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m_ChildControlHeight: 0
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--- !u!1 &8455067267669732485
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GameObject:
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m_ObjectHideFlags: 0
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@ -1188,7 +1188,6 @@ ActivityTypeDef = {
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FifteenDayGift = 64,--十五日登陆
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YunYouShangRen = 65,--云游商人
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TaSuiLingXiao = 66, --踏碎凌霄
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ShanHeShiLian = 99,--山河试炼
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--主题活动
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ShengXingYouLi=50,--升星有礼(指定猎妖师进阶)
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@ -318,8 +318,4 @@ function this.SetChapterBoxRewardData(_chapterId,_Id,_state)
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end
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end
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end
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--========================= 山河试炼专用 ===============================
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--=====================================================================
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return this
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@ -1,32 +1,9 @@
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require("Base/BasePanel")
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local FightLevelTrialPanel = Inherit(BasePanel)
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local STATE = {
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[0] = {Img = "s_slbz_1anniuhuise",text = Language[11948]},
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[1] = {Img = "s_slbz_1anniuongse",text = Language[11948]},
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[2] = {Img = "s_slbz_1anniuhuise",text = Language[10101]},
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}
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--初始化组件(用于子类重写)
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function FightLevelTrialPanel:InitComponent()
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self.spLoader = SpriteLoader.New()
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self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform)
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self.btnBack = Util.GetGameObject(self.gameObject,"BackBtn")
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self.nextStar = Util.GetGameObject(self.gameObject,"bg/text/num"):GetComponent("Text")
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self.curStar = Util.GetGameObject(self.gameObject,"goBtn/num"):GetComponent("Text")
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self.Scroll = Util.GetGameObject(self.gameObject,"Scroll")
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self.leftTime = Util.GetGameObject(self.gameObject,"LeftTime"):GetComponent("Text")
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self.itemPre = Util.GetGameObject(self.gameObject,"itemPre")
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self.goBtn = Util.GetGameObject(self.gameObject,"goBtn")
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self.helpBtn = Util.GetGameObject(self.gameObject, "helpBtn")
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self.helpPosition = self.helpBtn:GetComponent("RectTransform").localPosition
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local rootHight = self.Scroll.transform.rect.height
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local width = self.Scroll.transform.rect.width
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self.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.Scroll.transform,
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self.itemPre, nil, Vector2.New(width, rootHight), 1, 1, Vector2.New(0, 0))
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self.ScrollView.moveTween.MomentumAmount = 1
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self.ScrollView.moveTween.Strength = 2
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end
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--绑定事件(用于子类重写)
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@ -34,14 +11,6 @@ function FightLevelTrialPanel:BindEvent()
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Util.AddClick(self.btnBack, function()
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self:ClosePanel()
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end)
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Util.AddClick(self.goBtn, function()
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UIManager.OpenPanel(UIName.FightLevelChapterPanel)
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end)
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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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end
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@ -63,7 +32,6 @@ function FightLevelTrialPanel:OnShow()
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end
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function FightLevelTrialPanel:Refresh()
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self.actData = CommonActPageManager.GetData(ActivityTypeDef.ShanHeShiLian)
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end
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@ -124,28 +124,6 @@ local TypeUpdateFunc = {
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local curData = dataList[ActivityTypeDef.DynamicAct]
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this.InitTaskData(curData,TaskTypeDef.DynamicActTask,ConfigName.ThemeActivityTaskConfig)
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end,
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--山河试炼
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[ActivityTypeDef.ShanHeShiLian] = function ()--山河试炼
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local curData = dataList[ActivityTypeDef.ShanHeShiLian]
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local configData = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig,"ActivityId",curData.activityId)
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for i = 1, #curData.rewards do
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for j = 1, #configData do
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if curData.rewards[i].missionId == configData[j].Id then
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curData.rewards[i].otherData.Values = configData[j].Values
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curData.rewards[i].otherData.Reward = configData[j].Reward
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curData.rewards[i].otherData.Sort = configData[j].Sort
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end
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end
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end
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table.sort(curData.rewards,function (a,b)
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if a.state == b.state then
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return a.missionId < b.missionId
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else
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return a.state < b.state
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end
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end)
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end,
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}
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function this.InitTaskData(curData,taskType,configName)
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@ -278,11 +256,7 @@ function this.GetExpertData(indexType,actType)
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else
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curData.rewards[i].otherData.state = 3
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end
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end
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if PlayerManager.level >= curData.rewards[i].otherData.Values then
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curData.rewards[i].otherData.info = string.format("%s/%s",curData.rewards[i].otherData.Values,curData.rewards[i].otherData.Values)
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else
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curData.rewards[i].otherData.info = string.format("%s/%s",PlayerManager.level,curData.rewards[i].otherData.Values)
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curData.rewards[i].otherData.info = string.format("剩余:%s",curData.rewards[i].progress)
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end
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else --日累计充值 达人
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if actType == ActivityTypeDef.AccumulativeRechargeExper or actType == ActivityTypeDef.DynamicAct_recharge then
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Reference in New Issue