【ID1010469】

好感度优化
dev_chengFeng
jiaoyangna 2021-10-14 20:15:53 +08:00
parent 5fbc4458c4
commit 101f406a4c
6 changed files with 652 additions and 263 deletions

View File

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@ -207,7 +207,6 @@ function FightPointPassMainPanel:InitComponent()
--逍遥游入口
this.btnXiaoYao=Util.GetGameObject(self.gameObject,"Bg/RightUpVertical/xiaoyaoBtn")
this.btnXiaoYao:GetComponent("Image").sprite=this.spLoader:LoadSprite("x_xiaoyaoyou_daanniu_zh")
Util.GetGameObject(this.btnXiaoYao,"Image"):GetComponent("Image").sprite=this.spLoader:LoadSprite("x_xiaoyaoyou_daanniu_zh")
this.xiaoyaoRedPoint=Util.GetGameObject(self.gameObject,"Bg/RightUpVertical/xiaoyaoBtn/redPoint")
this.funcBtnList[FUNCTION_OPEN_TYPE.XiaoYaoYou] = this.btnXiaoYao
--解锁功能

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@ -80,6 +80,203 @@ function HeroLikeAbilityPanel:InitComponent()
self.proGrid2Pos = self.grid:GetComponent("RectTransform").anchoredPosition
end
function HeroLikeAbilityPanel:BindEvent()
Util.AddClick(self.dragView.gameObject, function()
local SkeletonGraphic = self.curLiveObj:GetComponent("SkeletonGraphic")
SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false)
end)
Util.AddClick(self.btnBack, function()
oldLv = -1
self:ClosePanel()
end)
--左切换按钮
Util.AddClick(self.leftBtn, function()
oldLv = -1
self.effect.gameObject:SetActive(false)
self:LeftBtnOnClick()
end)
--右切换按钮
Util.AddClick(self.rightBtn, function()
oldLv = -1
self.effect.gameObject:SetActive(false)
self:RightBtnOnClick()
end)
--查看
Util.AddClick(self.lookBtn, function()
UIManager.OpenPanel(UIName.RoleLikeabilityPopup,curHeroData)
end)
end
--添加事件监听(用于子类重写)
function HeroLikeAbilityPanel:AddListener()
end
--移除事件监听(用于子类重写)
function HeroLikeAbilityPanel:RemoveListener()
end
function HeroLikeAbilityPanel:OnSortingOrderChange()
Util.SetParticleSortLayer(self.effect,self.sortingOrder + 1)
end
function HeroLikeAbilityPanel:OnOpen(...)
local args = {...}
curHeroData = args[1]
herosDatas = LikabilityManager.heroDatas
for i = 1,#herosDatas do
if herosDatas[i].Id == curHeroData.Id then
curindex = i
break
end
end
end
--界面打开时调用(用于子类重写)
function HeroLikeAbilityPanel:OnShow()
if self.curLiveObj then
poolManager:UnLoadLive(self.curLiveObj.name, self.curLiveObj)
self.curLiveObj = nil
end
if self.leftLiveObj then
poolManager:UnLoadLive(self.leftLiveObj.name, self.leftLiveObj)
self.leftLiveObj = nil
end
if self.rightLiveObj then
poolManager:UnLoadLive(self.rightLiveObj.name, self.rightLiveObj)
self.rightLiveObj = nil
end
self:SetHeroLiveData()
self:UpdateHeroInfoData(0)
Util.SetParticleSortLayer(self.effect,self.sortingOrder + 1)
self.effect.gameObject:SetActive(false)
if #herosDatas < 2 then
self.leftBtn.transform.parent.gameObject:SetActive(false)
self.rightBtn.transform.parent.gameObject:SetActive(false)
else
self.leftBtn.transform.parent.gameObject:SetActive(true)
self.rightBtn.transform.parent.gameObject:SetActive(true)
end
end
function HeroLikeAbilityPanel:UpdateHeroInfoData(isChange)
self.value,self.lv,self.totalNum = LikabilityManager.GetTotalHeroLikeLv(curHeroData.Id)
if oldLv ~= -1 and oldLv ~= self.lv then
self.effect.gameObject:SetActive(false)
self.effect.gameObject:SetActive(true)
end
oldLv = self.lv
self.lvText.text = self.lv
if LikabilityManager.CheckIsMaxLv(curHeroData.Id) then
self.progress.fillAmount = 1
self.progressText.text = "好感度最佳"
else
self.progress.fillAmount = self.value/self.totalNum
self.progressText.text = string.format("%s/%s",self.value,self.totalNum)
end
self.remainTimes.text = 0
self.pos.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.PropertyName))
self.name.text = curHeroData.ReadingName
self:UpdateItemList(isChange)
end
function HeroLikeAbilityPanel:UpdateItemList(isChange)
if isChange == 0 then
self.itemListNum = {}
self.items = LikabilityManager.GetAllItemsData(curHeroData.PropertyName)
for i = 1,math.max(#self.items,#self.itemList) do
if not self.items[i] then
self.itemList[i].data = nil
self.itemList[i].pre.gameObject:SetActive(false)
else
if not self.itemListNum[self.items[i].id] then
self.itemListNum[self.items[i].id] = self.items[i].num
end
if not self.itemList[i] then
self.itemList[i] = {}
self.itemList[i].pre = newObjToParent(self.itemPre,self.grid)
self.itemList[i].pre.name = "itemPre"..i
self.itemList[i].go = SubUIManager.Open(SubUIConfig.ItemView,self.itemList[i].pre.transform)
self.itemList[i].go.frameBtn:GetComponent("Button").enabled = false
end
self.itemList[i].data = self.items[i]
self.itemList[i].pre.gameObject:SetActive(true)
self.itemList[i].go:OnOpen(false,{self.items[i].id,self.items[i].num},1,false,false,false,self.sortingOrder)
self:SetGray(self.items[i].id,i)
Util.AddOnceClick(self.itemList[i].pre, function()
if self.itemListNum[self.itemList[i].data.id] > 0 then
curselectId = self.itemList[i].data.id
self:SetSelectKuang(false)
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,self.itemList[i].data.id)
end
end)
Util.AddLongPressClick(self.itemList[i].pre, function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,self.itemList[i].data.id)
end, 0.5)
end
end
self.grid:GetComponent("RectTransform").anchoredPosition = self.proGrid2Pos
self:SetcurSelectId()
else
self:RefreshTimes()
end
end
function HeroLikeAbilityPanel:RefreshTimes()
for i = 1,#self.itemList do
if self.itemList[i].data.id == curselectId then
self.itemList[i].go:OnOpen(false,{curselectId,self.itemListNum[curselectId]},1,false,false,false,self.sortingOrder)
self:SetGray(self.itemList[i].data.id,i)
break
end
end
end
function HeroLikeAbilityPanel:SetGray(id,index)
if self.itemListNum[id] and self.itemListNum[id] < 1 then
Util.SetGray(self.itemList[index].pre.gameObject,true)
else
Util.SetGray(self.itemList[index].pre.gameObject,false)
end
end
function HeroLikeAbilityPanel:SetcurSelectId()
local oldId = curselectId
curselectId = 0
for k,v in ipairs(self.items) do
if (v.property == curHeroData.PropertyName or v.property == 0) and self.itemListNum[v.id] > 0 then
curselectId = v.id
break
end
end
self:SetSelectKuang(true)
end
function HeroLikeAbilityPanel:SetSelectKuang(isMove)
if curselectId < 1 then
self.select.gameObject:SetActive(false)
else
if isMove then
self.grid:GetComponent("RectTransform").anchoredPosition = self.proGrid2Pos
end
Util.SetGray(self.select,false)
self.select.gameObject:SetActive(true)
for i = 1,#self.itemList do
if self.itemList[i].data.id == curselectId then
self.select.transform:SetParent(self.itemList[i].pre.transform)
break
end
end
self.select.transform.localPosition = Vector3.New(-7.5,3.5)
end
end
function HeroLikeAbilityPanel:OnPointerDown1(go, data)
if self.isGiving then
PopupTipPanel.ShowTip("正在赠送中")
@ -92,10 +289,6 @@ function HeroLikeAbilityPanel:OnPointerDown1(go, data)
PopupTipPanel.ShowTip("神将好感度已达最佳,无需更多赠予~")
return
end
if LikabilityManager.GetRemainTimes() < 1 then
PopupTipPanel.ShowTip("今日赠予次数已用尽~")
return
end
if not curselectId or not self.itemListNum[curselectId] then
PopupTipPanel.ShowTip("礼物数量不足,无法赠予~")
return
@ -137,7 +330,6 @@ function HeroLikeAbilityPanel:Refresh(isSend)
if self.isShortPress then
self.num = 1
self.itemListNum[curselectId] = self.itemListNum[curselectId] - 1
LikabilityManager.SetRemainTimes(1,-1)
LikabilityManager.UpdatelSingleHeroData(curHeroData.Id,curselectId,1)
end
self.isShortPress = false
@ -146,9 +338,8 @@ function HeroLikeAbilityPanel:Refresh(isSend)
else
self.num = self.num + 1
self.itemListNum[curselectId] = self.itemListNum[curselectId] - 1
LikabilityManager.SetRemainTimes(1,-1)
LikabilityManager.UpdatelSingleHeroData(curHeroData.Id,curselectId,1)
self:UpdateHeroInfoData(true)
self:UpdateHeroInfoData(1)
if LikabilityManager.CheckIsMaxLv(curHeroData.Id) then
self.isPressed = false
self:Refresh(true)
@ -159,17 +350,15 @@ function HeroLikeAbilityPanel:Refresh(isSend)
self:Refresh(true)
return
end
if LikabilityManager.GetRemainTimes() < 1 then
self.isPressed = false
self:Refresh(true)
return
end
end
end
function HeroLikeAbilityPanel:RequestDonate(num)
NetManager.HeroUpLikableRequest(curHeroData.Id,curselectId,num,function()
self:UpdateHeroInfoData()
self:UpdateHeroInfoData(1)
if self.itemListNum[curselectId] < 1 then
self:SetcurSelectId()
end
self.isGiving = false
local SkeletonGraphic = self.curLiveObj:GetComponent("SkeletonGraphic")
SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false)
@ -177,222 +366,6 @@ function HeroLikeAbilityPanel:RequestDonate(num)
end)
end
function HeroLikeAbilityPanel:BindEvent()
Util.AddClick(self.dragView.gameObject, function()
local SkeletonGraphic = self.curLiveObj:GetComponent("SkeletonGraphic")
SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false)
end)
Util.AddClick(self.btnBack, function()
oldLv = -1
self:ClosePanel()
end)
--左切换按钮
Util.AddClick(self.leftBtn, function()
oldLv = -1
self.effect.gameObject:SetActive(false)
self:LeftBtnOnClick()
end)
--右切换按钮
Util.AddClick(self.rightBtn, function()
oldLv = -1
self.effect.gameObject:SetActive(false)
self:RightBtnOnClick()
end)
--查看
Util.AddClick(self.lookBtn, function()
UIManager.OpenPanel(UIName.RoleLikeabilityPopup,curHeroData)
end)
-- --查看
-- Util.AddClick(self.giveBtn, function()
-- self.effect.gameObject:SetActive(false)
-- self.num = 0
-- self.numCount = 0
-- LogGreen(curselectId)
-- if LikabilityManager.CheckIsMaxLv(curHeroData.Id) then
-- PopupTipPanel.ShowTip("神将好感度最达最佳,无需更多赠予~")
-- return
-- end
-- if LikabilityManager.GetRemainTimes() < 1 then
-- PopupTipPanel.ShowTip("今日赠予次数已用尽~")
-- return
-- end
-- if not curselectId or not self.itemListNum[curselectId] then
-- PopupTipPanel.ShowTip("礼物数量不足,无法赠予~")
-- return
-- end
-- if self.itemListNum[curselectId] < 1 then
-- PopupTipPanel.ShowTip("礼物数量不足,无法赠予~")
-- return
-- end
-- self.isShortPress = true
-- self:Refresh(true)
-- end)
end
--添加事件监听(用于子类重写)
function HeroLikeAbilityPanel:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.LikeAbility.RefreshRemainTimes,self.RefreshTimes,self)
end
--移除事件监听(用于子类重写)
function HeroLikeAbilityPanel:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.LikeAbility.RefreshRemainTimes,self.RefreshTimes,self)
end
function HeroLikeAbilityPanel:RefreshTimes()
self.remainTimes.text = string.format("<color=#ffedae>今日剩余次数:</color><color=#50bb80>%s次</color>",LikabilityManager.GetRemainTimes())
end
function HeroLikeAbilityPanel:OnSortingOrderChange()
Util.SetParticleSortLayer(self.effect,self.sortingOrder + 1)
end
function HeroLikeAbilityPanel:OnOpen(...)
local args = {...}
curHeroData = args[1]
herosDatas = LikabilityManager.heroDatas
for i = 1,#herosDatas do
if herosDatas[i].Id == curHeroData.Id then
curindex = i
break
end
end
end
--界面打开时调用(用于子类重写)
function HeroLikeAbilityPanel:OnShow()
if self.curLiveObj then
poolManager:UnLoadLive(self.curLiveObj.name, self.curLiveObj)
self.curLiveObj = nil
end
if self.leftLiveObj then
poolManager:UnLoadLive(self.leftLiveObj.name, self.leftLiveObj)
self.leftLiveObj = nil
end
if self.rightLiveObj then
poolManager:UnLoadLive(self.rightLiveObj.name, self.rightLiveObj)
self.rightLiveObj = nil
end
self:SetHeroLiveData()
self:UpdateHeroInfoData()
Util.SetParticleSortLayer(self.effect,self.sortingOrder + 1)
self.effect.gameObject:SetActive(false)
if #herosDatas < 2 then
self.leftBtn.transform.parent.gameObject:SetActive(false)
self.rightBtn.transform.parent.gameObject:SetActive(false)
else
self.leftBtn.transform.parent.gameObject:SetActive(true)
self.rightBtn.transform.parent.gameObject:SetActive(true)
end
end
function HeroLikeAbilityPanel:UpdateHeroInfoData(isChange)
self.value,self.lv,self.totalNum = LikabilityManager.GetTotalHeroLikeLv(curHeroData.Id)
if oldLv ~= -1 and oldLv ~= self.lv then
self.effect.gameObject:SetActive(false)
self.effect.gameObject:SetActive(true)
end
oldLv = self.lv
self.lvText.text = self.lv
if LikabilityManager.CheckIsMaxLv(curHeroData.Id) then
self.progress.fillAmount = 1
self.progressText.text = "好感度最佳"
else
self.progress.fillAmount = self.value/self.totalNum
self.progressText.text = string.format("%s/%s",self.value,self.totalNum)
end
self.remainTimes.text = string.format("<color=#ffedae>今日剩余次数:</color><color=#50bb80>%s次</color>",LikabilityManager.GetRemainTimes())
self.pos.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.PropertyName))
self.name.text = curHeroData.ReadingName
self:UpdateItemList(isChange)
end
function HeroLikeAbilityPanel:UpdateItemList(isChange)
local items = LikabilityManager.GetAllItemsData(curHeroData.PropertyName)
local newid = 0
local par = nil
for i = 1,math.max(#items,#self.itemList) do
if not items[i] then
self.itemList[i].pre.gameObject:SetActive(false)
else
if not self.itemListNum[items[i].id] then
self.itemListNum[items[i].id] = items[i].num
end
if not self.itemList[i] then
self.itemList[i] = {}
self.itemList[i].pre = newObjToParent(self.itemPre,self.grid)
self.itemList[i].pre.name = "itemPre"..i
self.itemList[i].go = SubUIManager.Open(SubUIConfig.ItemView,self.itemList[i].pre.transform)
self.itemList[i].go.frameBtn:GetComponent("Button").enabled = false
end
self.itemList[i].data = items[i]
self.itemList[i].pre.gameObject:SetActive(true)
self.itemList[i].go:OnOpen(false,{items[i].id,items[i].num},1,false,false,false,self.sortingOrder)
if items[i].num < 1 then
Util.SetGray(self.itemList[i].pre.gameObject,true)
else
Util.SetGray(self.itemList[i].pre.gameObject,false)
if newid < 1 then
newid = items[i].id
end
if not par then
par = self.itemList[i].pre
end
end
Util.AddOnceClick(self.itemList[i].pre, function()
if items[i].num > 0 then
curselectId = items[i].id
self:SetSelectKuang(self.itemList[i].pre,false)
end
end)
Util.AddLongPressClick(self.itemList[i].pre, function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,items[i].id)
end, 0.5)
end
end
if newid < 1 then
self.select.gameObject:SetActive(false)
if curselectId == 0 then
self.grid:GetComponent("RectTransform").anchoredPosition = self.proGrid2Pos
end
elseif curselectId ~= newid and (not self.itemListNum[curselectId] or self.itemListNum[curselectId] < 1) and not isChange then
curselectId = newid
local curIndx = 0
for i = 1,#self.itemList do
if self.itemList[i] and self.itemList[i].data and self.itemList[i].data.id == curselectId then
curIndx = i
break
end
end
self:SetSelectKuang(par,true,curIndx)
elseif self.itemListNum[curselectId] and self.itemListNum[curselectId] > 0 then
for i = 1,#self.itemList do
if self.itemList[i] and self.itemList[i].data and self.itemList[i].data.id == curselectId then
self:SetSelectKuang(self.itemList[i].pre,false,i)
break
end
end
end
end
function HeroLikeAbilityPanel:SetSelectKuang(par,isMove,index)
if isMove then
local pos = self.grid:GetComponent("RectTransform").anchoredPosition
pos.y = self.proGrid2Pos.y + (math.ceil(index/4) - 1) * (150 + 2.36)
self.grid:GetComponent("RectTransform").anchoredPosition = pos
end
Util.SetGray(self.select,false)
self.select.gameObject:SetActive(true)
self.select.transform:SetParent(par.transform)
self.select.transform.localPosition = Vector3.New(-7.5,3.5)
end
function HeroLikeAbilityPanel:SetHeroLiveData()
if curindex <= 1 then
lastindex = #herosDatas
@ -473,7 +446,7 @@ function HeroLikeAbilityPanel:RightBtnOnClick()
else
self.dragView.gameObject:SetActive(false)
end
self:UpdateHeroInfoData()
self:UpdateHeroInfoData(0)
self.isRightOrLeft = true
end):SetEase(Ease.Linear)
--self:SetPanelBg(curHeroData.heroConfig)
@ -522,7 +495,7 @@ function HeroLikeAbilityPanel:LeftBtnOnClick()
else
self.dragView.gameObject:SetActive(false)
end
self:UpdateHeroInfoData()
self:UpdateHeroInfoData(0)
self.isRightOrLeft = true
end):SetEase(Ease.Linear)
--self:SetPanelBg(curHeroData.heroConfig)
@ -552,7 +525,7 @@ function HeroLikeAbilityPanel:OnDestroy()
self.itemListNum = {}
self.itemList = {}
self.grid:GetComponent("RectTransform").anchoredPosition = self.proGrid2Pos
--self.grid:GetComponent("RectTransform").anchoredPosition = self.proGrid2Pos
end
return HeroLikeAbilityPanel

View File

@ -112,22 +112,7 @@ function this.GetAllItemsData(pro)
return list
end
function this.SetRemainTimes(times,indextype)
if indextype < 0 then
this.remainTimes = this.remainTimes - times
elseif indextype > 0 then
this.remainTimes = this.remainTimes + times
else
this.remainTimes = times
end
end
function this.GetRemainTimes()
return this.remainTimes
end
function this.UpdateAllBackData(msg)
this.SetRemainTimes(msg.likableRemainTime,0)
for i = 1,#msg.infoList do
this.UpdatelBackData(msg.infoList[i].heroStaticid,msg.infoList[i].likableNum)
end
@ -298,17 +283,15 @@ end
function this.CheckRedPot()
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.LikeAbility) then
if this.remainTimes > 0 then
for k,v in pairs(this.ItemList) do
local num = BagManager.GetItemCountById(k)
if num > 0 then
--计算玩家拥有的英雄中对应星级的英雄的数量
for i, v in pairs(PlayerManager.heroHandBook) do
local conFig = ConfigManager.GetConfigData(ConfigName.HeroConfig,i)
if conFig and conFig.Star == 5 then
if not this.CheckIsMaxLv(i) then
return true
end
for k,v in pairs(this.ItemList) do
local num = BagManager.GetItemCountById(k)
if num > 0 then
--计算玩家拥有的英雄中对应星级的英雄的数量
for i, v in pairs(PlayerManager.heroHandBook) do
local conFig = ConfigManager.GetConfigData(ConfigName.HeroConfig,i)
if conFig and conFig.Star == 5 then
if not this.CheckIsMaxLv(i) then
return true
end
end
end

View File

@ -53,6 +53,12 @@ function LikeAbilityPanel:InitComponent()
self.effect1.gameObject:SetActive(false)
self.effect2.gameObject:SetActive(false)
self.effect3.gameObject:SetActive(false)
--逍遥游入口
self.btnXiaoYao=Util.GetGameObject(self.gameObject,"xiaoyaoBtn")
self.btnXiaoYao:GetComponent("Image").sprite=self.spLoader:LoadSprite("x_xiaoyaoyou_daanniu_zh")
self.xiaoyaoRedPoint=Util.GetGameObject(self.btnXiaoYao,"redPoint")
self.btnXiaoYaoText = Util.GetGameObject(self.btnXiaoYao,"curValue/num"):GetComponent("Text")
end
function LikeAbilityPanel:BindEvent()
@ -77,6 +83,11 @@ function LikeAbilityPanel:BindEvent()
Util.AddClick(self.likeabilityBtn, function()
UIManager.OpenPanel(UIName.LikeabilityPopup)
end)
--逍遥游
Util.AddClick(self.btnXiaoYao,function()
XiaoYaoManager.OpenMapList()
end)
BindRedPointObject(RedPointType.XiaoYaoYouRedPoint, self.xiaoyaoRedPoint)
end
--添加事件监听(用于子类重写)
@ -111,6 +122,7 @@ function LikeAbilityPanel:OnShow()
Util.SetParticleSortLayer(self.effect1,self.sortingOrder + 1)
Util.SetParticleSortLayer(self.effect2,self.sortingOrder + 1)
Util.SetParticleSortLayer(self.effect3,self.sortingOrder + 1)
self.btnXiaoYaoText.text=string.format("%d/%d",BagManager.GetItemCountById(UpViewRechargeType.YunYouVle),PrivilegeManager.GetPrivilegeNumber(39))
end
function LikeAbilityPanel:UpdateTopLayoutPanel()
@ -228,5 +240,6 @@ function LikeAbilityPanel:OnDestroy()
self.spLoader:Destroy()
self.proList = {}
tabs = {}
ClearRedPointObject(RedPointType.XiaoYaoYouRedPoint, self.xiaoyaoRedPoint)
end
return LikeAbilityPanel

View File

@ -322,8 +322,6 @@ function this.RefreshUpdateIndication(buffer)
Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.OnFastBattleChanged)
--五点刷新拍脸
Game.GlobalEvent:DispatchEvent(GameEvent.Activity.OnPatFaceRedRefresh)
LikabilityManager.SetRemainTimes(msg.likableRemainTime,0)
Game.GlobalEvent:DispatchEvent(GameEvent.LikeAbility.RefreshRemainTimes)
CheckRedPointStatus(RedPointType.LikeabilityRed)
CheckRedPointStatus(RedPointType.SecretTer_HaveFreeTime)