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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diff --git a/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassMainPanel.lua b/Assets/ManagedResources/~Lua/Modules/Fight/FightPointPassMainPanel.lua
index 8a77f48a10..ef42adedc8 100644
--- 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)