From 101f406a4cdccb86da5cda52e5d65bbc7ad5c7da Mon Sep 17 00:00:00 2001 From: jiaoyangna <3046463818@qq.com> Date: Thu, 14 Oct 2021 20:15:53 +0800 Subject: [PATCH] =?UTF-8?q?=E3=80=90ID1010469=E3=80=91=20=E5=A5=BD?= =?UTF-8?q?=E6=84=9F=E5=BA=A6=E4=BC=98=E5=8C=96?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../UI/Likability/LikeAbilityPanel.prefab | 427 ++++++++++++++++- .../Modules/Fight/FightPointPassMainPanel.lua | 1 - .../Likability/HeroLikeAbilityPanel.lua | 437 ++++++++---------- .../Modules/Likability/LikabilityManager.lua | 35 +- .../Modules/Likability/LikeAbilityPanel.lua | 13 + .../~Lua/Modules/Net/IndicationManager.lua | 2 - 6 files changed, 652 insertions(+), 263 deletions(-) diff --git a/Assets/ManagedResources/Prefabs/UI/Likability/LikeAbilityPanel.prefab b/Assets/ManagedResources/Prefabs/UI/Likability/LikeAbilityPanel.prefab index 1d3e11249b..7b709b84d6 100644 --- 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a/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassMainPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassMainPanel.lua @@ -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 diff --git a/Assets/ManagedResources/~Lua/Modules/Likability/HeroLikeAbilityPanel.lua b/Assets/ManagedResources/~Lua/Modules/Likability/HeroLikeAbilityPanel.lua index 34d96465f2..daa7a9c045 100644 --- a/Assets/ManagedResources/~Lua/Modules/Likability/HeroLikeAbilityPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Likability/HeroLikeAbilityPanel.lua @@ -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("今日剩余次数:%s次",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("今日剩余次数:%s次",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 \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Likability/LikabilityManager.lua b/Assets/ManagedResources/~Lua/Modules/Likability/LikabilityManager.lua index 2af474aac1..dff14d51e3 100644 --- a/Assets/ManagedResources/~Lua/Modules/Likability/LikabilityManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Likability/LikabilityManager.lua @@ -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 diff --git a/Assets/ManagedResources/~Lua/Modules/Likability/LikeAbilityPanel.lua b/Assets/ManagedResources/~Lua/Modules/Likability/LikeAbilityPanel.lua index 0222e91801..5259293c99 100644 --- a/Assets/ManagedResources/~Lua/Modules/Likability/LikeAbilityPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Likability/LikeAbilityPanel.lua @@ -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 \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Net/IndicationManager.lua b/Assets/ManagedResources/~Lua/Modules/Net/IndicationManager.lua index 963933f88a..510dfb6716 100644 --- a/Assets/ManagedResources/~Lua/Modules/Net/IndicationManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Net/IndicationManager.lua @@ -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)