特权修改,宝囊商店

dev_chengFeng
2han9B1a0 2020-07-09 18:20:53 +08:00
parent 339550d9e7
commit 12b0fa9f73
8 changed files with 1677 additions and 11 deletions

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@ -18375,7 +18375,7 @@ MonoBehaviour:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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@ -942,6 +942,7 @@ ActivityTypeDef = {
SoulPrint=38,--魂印达人
SupremeHero = 42, -- 什么乱七八糟的奖励
FindFairy=43,--东海寻仙
QianKunBox = 44,--乾坤宝囊
FindTreasureExper=46,--寻宝达人
LuckyTurnExper=47,--探宝达人
RecruitExper=48,--征募达人
@ -953,6 +954,7 @@ ActivityTypeDef = {
TreasureOfHeaven=54,--天宫秘宝
OpenSeverWelfare=55,--开服福利
EightDayGift = 56,--八日登陆
}
--活动结束需要处理面板关闭类型
ActivityTypePanel = {

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@ -117,6 +117,7 @@ function OperatingPanel:OnSortingOrderChange()
self.operatingContents[3]:OnSortingOrderChange( self.sortingOrder)
self.operatingContents[4]:OnSortingOrderChange( self.sortingOrder)
self.operatingContents[5]:OnSortingOrderChange( self.sortingOrder)
self.operatingContents[9]:OnSortingOrderChange( self.sortingOrder)
end
--添加事件监听(用于子类重写)
function OperatingPanel:AddListener()
@ -246,7 +247,7 @@ function OperatingPanel:RefreshTabStatus()
self.operateTabs[4]:SetActive(false)
self.operateTabs[10]:SetActive(ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.FindFairy) ~= nil)
self.operateTabs[11]:SetActive(true)
self.operateTabs[11]:SetActive(ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.QianKunBox) ~= nil)
elseif self.showType==ShowType.MonthFund.type then
--- 7 跟 8 是活动开启
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
local iconsData = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotteryRewardConfig,"Pool",4401)
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local artConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local orginLayer = 0
function QianKunBox:ctor(mainPanel, gameObject)
self.mainPanel = mainPanel
self.mainPanel = mainPanel.transform
self.gameObject = gameObject
self:InitComponent(gameObject)
self:BindEvent()
@ -14,6 +15,9 @@ end
function QianKunBox:InitComponent(gameObject)
self.tabList = Util.GetGameObject(self.mainPanel,"bg/tabList")
self.btnBack = Util.GetGameObject(self.mainPanel,"bg/btnBack")
self.bottomBar = Util.GetGameObject(self.mainPanel,"bg/bottomBar")
--leftUp
self.leftUp = Util.GetGameObject(gameObject,"leftUp")
self.leftUpTime = Util.GetGameObject(self.leftUp,"tips/tips2/time"):GetComponent("Text")
@ -36,7 +40,11 @@ function QianKunBox:InitComponent(gameObject)
self.limit = Util.GetGameObject(self.bottom,"limit")
--detail
self.detail = Util.GetGameObject(gameObject,"detail")
--shop
self.shop = Util.GetGameObject(gameObject,"shop")
self.shopBack = Util.GetGameObject(self.shop,"shopBack/btnBack")
self.content = Util.GetGameObject(self.shop,"content")
self.live = Util.GetGameObject(self.shop,"live")
end
function QianKunBox:BindEvent()
@ -47,7 +55,16 @@ function QianKunBox:BindEvent()
ActivityDetail.new(self.detail,2)
end)
Util.AddClick(self.btnStore,function()
LogRed("魂印商店")
self.shop:SetActive(true)
self.btnBack:SetActive(false)
self.tabList:SetActive(false)
self.bottomBar:SetActive(false)
end)
Util.AddClick(self.shopBack,function()
self.shop:SetActive(false)
self.btnBack:SetActive(true)
self.tabList:SetActive(true)
self.bottomBar:SetActive(true)
end)
Util.AddClick(self.btnOne,function()
LogPink("单抽")
@ -65,6 +82,7 @@ function QianKunBox:OnShow()
self.btnTen2:SetActive(BagManager.GetItemCountById(16)>=2000)
self.btnTen1:SetActive(BagManager.GetItemCountById(16)<2000)
--五个魂印头像
for i = 1, 5 do
local icon = Util.GetGameObject(self.icons,"icon"..i.."/icon"):GetComponent("Image")
local kuang = Util.GetGameObject(self.icons,"icon"..i.."/kuang"):GetComponent("Image")
@ -73,20 +91,35 @@ function QianKunBox:OnShow()
if itemConfig[iconsData[i].Reward[1]].Quantity == 5 then--金色
kuang.sprite = Util.LoadSprite("r_hunyin_hunyinkuanghuang001")
end
--点击能查看魂印信息
Util.AddOnceClick(kuang.gameObject,function ()
UIManager.OpenPanel(UIName.SoulPrintPopUp,nil,nil,iconsData[i].Reward[1],nil,nil)
end)
end
--商店
if not self.shopView then
self.shopView = SubUIManager.Open(SubUIConfig.ShopView, self.content.transform)
end
self.shopView:ShowShop(SHOP_TYPE.SOULBOX_SHOP,orginLayer)
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))
end
function QianKunBox:OnSortingOrderChange(_sortingOrder)
orginLayer = _sortingOrder
end
function QianKunBox:OnHide()
self.gameObject:SetActive(false)
self.detail.gameObject:SetActive(false)
-- self.reward.gameObject:SetActive(false)
end
function QianKunBox:OnDestroy()
if self.shopView then
self.shopView = SubUIManager.Close(self.shopView)
self.shopView = nil
end
poolManager:UnLoadLive("live2d_ui_h_52_xx_pf1", self.live)
end
return QianKunBox

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@ -33,10 +33,6 @@ local _ShopPage = {
default = "r_shop_yunyou_01", lock = "r_shop_yunyou_01", select = "r_shop_yunyou_02",
rpType = RedPointType.Shop_Page_Roam,
},
-- [SHOP_PAGE.SOULBOX] = { -- 宝囊
-- default = "x_xianshishangshi_anniu_01", lock = "x_xianshishangshi_anniu_01", select = "x_xianshishangshi_anniu_02",
-- rpType = RedPointType.Shop_SoulBox_Check,
-- },
}
this._MainShopPageList = {}