特权修改,宝囊商店
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@ -18375,7 +18375,7 @@ MonoBehaviour:
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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@ -942,6 +942,7 @@ ActivityTypeDef = {
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SoulPrint=38,--魂印达人
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SupremeHero = 42, -- 什么乱七八糟的奖励
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FindFairy=43,--东海寻仙
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QianKunBox = 44,--乾坤宝囊
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FindTreasureExper=46,--寻宝达人
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LuckyTurnExper=47,--探宝达人
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RecruitExper=48,--征募达人
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@ -953,6 +954,7 @@ ActivityTypeDef = {
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TreasureOfHeaven=54,--天宫秘宝
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OpenSeverWelfare=55,--开服福利
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EightDayGift = 56,--八日登陆
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}
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--活动结束需要处理面板关闭类型
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ActivityTypePanel = {
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@ -117,6 +117,7 @@ function OperatingPanel:OnSortingOrderChange()
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self.operatingContents[3]:OnSortingOrderChange( self.sortingOrder)
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self.operatingContents[4]:OnSortingOrderChange( self.sortingOrder)
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self.operatingContents[5]:OnSortingOrderChange( self.sortingOrder)
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self.operatingContents[9]:OnSortingOrderChange( self.sortingOrder)
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end
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--添加事件监听(用于子类重写)
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function OperatingPanel:AddListener()
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@ -246,7 +247,7 @@ function OperatingPanel:RefreshTabStatus()
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self.operateTabs[4]:SetActive(false)
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self.operateTabs[10]:SetActive(ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.FindFairy) ~= nil)
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self.operateTabs[11]:SetActive(true)
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self.operateTabs[11]:SetActive(ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.QianKunBox) ~= nil)
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elseif self.showType==ShowType.MonthFund.type then
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--- 7 跟 8 是活动开启
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self.operateTabs[7]:SetActive(OperatingManager.IsBaseOpen(GoodsTypeDef.MONTHCARD_128))--, SALARY_TYPE.BASE_128
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@ -4,9 +4,10 @@ local ActivityDetail = require("Modules/Operating/ActivityDetail")--活动详情
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local iconsData = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotteryRewardConfig,"Pool",4401)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local artConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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local orginLayer = 0
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function QianKunBox:ctor(mainPanel, gameObject)
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self.mainPanel = mainPanel
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self.mainPanel = mainPanel.transform
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self.gameObject = gameObject
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self:InitComponent(gameObject)
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self:BindEvent()
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@ -14,6 +15,9 @@ end
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function QianKunBox:InitComponent(gameObject)
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self.tabList = Util.GetGameObject(self.mainPanel,"bg/tabList")
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self.btnBack = Util.GetGameObject(self.mainPanel,"bg/btnBack")
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self.bottomBar = Util.GetGameObject(self.mainPanel,"bg/bottomBar")
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--leftUp
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self.leftUp = Util.GetGameObject(gameObject,"leftUp")
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self.leftUpTime = Util.GetGameObject(self.leftUp,"tips/tips2/time"):GetComponent("Text")
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@ -36,7 +40,11 @@ function QianKunBox:InitComponent(gameObject)
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self.limit = Util.GetGameObject(self.bottom,"limit")
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--detail
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self.detail = Util.GetGameObject(gameObject,"detail")
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--shop
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self.shop = Util.GetGameObject(gameObject,"shop")
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self.shopBack = Util.GetGameObject(self.shop,"shopBack/btnBack")
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self.content = Util.GetGameObject(self.shop,"content")
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self.live = Util.GetGameObject(self.shop,"live")
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end
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function QianKunBox:BindEvent()
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@ -47,7 +55,16 @@ function QianKunBox:BindEvent()
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ActivityDetail.new(self.detail,2)
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end)
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Util.AddClick(self.btnStore,function()
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LogRed("魂印商店")
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self.shop:SetActive(true)
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self.btnBack:SetActive(false)
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self.tabList:SetActive(false)
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self.bottomBar:SetActive(false)
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end)
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Util.AddClick(self.shopBack,function()
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self.shop:SetActive(false)
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self.btnBack:SetActive(true)
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self.tabList:SetActive(true)
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self.bottomBar:SetActive(true)
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end)
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Util.AddClick(self.btnOne,function()
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LogPink("单抽")
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@ -65,6 +82,7 @@ function QianKunBox:OnShow()
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self.btnTen2:SetActive(BagManager.GetItemCountById(16)>=2000)
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self.btnTen1:SetActive(BagManager.GetItemCountById(16)<2000)
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--五个魂印头像
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for i = 1, 5 do
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local icon = Util.GetGameObject(self.icons,"icon"..i.."/icon"):GetComponent("Image")
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local kuang = Util.GetGameObject(self.icons,"icon"..i.."/kuang"):GetComponent("Image")
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@ -73,20 +91,35 @@ function QianKunBox:OnShow()
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if itemConfig[iconsData[i].Reward[1]].Quantity == 5 then--金色
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kuang.sprite = Util.LoadSprite("r_hunyin_hunyinkuanghuang001")
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end
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--点击能查看魂印信息
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Util.AddOnceClick(kuang.gameObject,function ()
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UIManager.OpenPanel(UIName.SoulPrintPopUp,nil,nil,iconsData[i].Reward[1],nil,nil)
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end)
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end
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--商店
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if not self.shopView then
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self.shopView = SubUIManager.Open(SubUIConfig.ShopView, self.content.transform)
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end
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self.shopView:ShowShop(SHOP_TYPE.SOULBOX_SHOP,orginLayer)
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self.live = poolManager:LoadLive("live2d_ui_h_52_xx_pf1", self.live.transform, Vector3.New(0.25,0.25,0.25), Vector3.New(123,214,0))
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end
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function QianKunBox:OnSortingOrderChange(_sortingOrder)
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orginLayer = _sortingOrder
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end
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function QianKunBox:OnHide()
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self.gameObject:SetActive(false)
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self.detail.gameObject:SetActive(false)
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-- self.reward.gameObject:SetActive(false)
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end
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function QianKunBox:OnDestroy()
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if self.shopView then
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self.shopView = SubUIManager.Close(self.shopView)
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self.shopView = nil
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end
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poolManager:UnLoadLive("live2d_ui_h_52_xx_pf1", self.live)
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end
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return QianKunBox
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@ -33,10 +33,6 @@ local _ShopPage = {
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default = "r_shop_yunyou_01", lock = "r_shop_yunyou_01", select = "r_shop_yunyou_02",
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rpType = RedPointType.Shop_Page_Roam,
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},
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-- [SHOP_PAGE.SOULBOX] = { -- 宝囊
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-- default = "x_xianshishangshi_anniu_01", lock = "x_xianshishangshi_anniu_01", select = "x_xianshishangshi_anniu_02",
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-- rpType = RedPointType.Shop_SoulBox_Check,
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-- },
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}
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this._MainShopPageList = {}
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