【七界试炼】提交
parent
2925de34e8
commit
163950a4a1
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@ -14,12 +14,24 @@ function this.InitConfigData()
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if configInfo.Id then
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if configInfo.Id then
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local data = {}
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local data = {}
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data.Id = configInfo.Id
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data.Id = configInfo.Id
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data.Level = configInfo.Level
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if configInfo.Level then
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data.Integral = configInfo.Integral
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data.Level = configInfo.Level
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data.Reward = configInfo.Reward
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end
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data.TreasureReward = configInfo.TreasureReward
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if configInfo.Integral then
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data.Integral = configInfo.Integral
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end
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if configInfo.Reward then
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data.Reward = configInfo.Reward
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end
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if configInfo.TreasureReward then
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data.TreasureReward = configInfo.TreasureReward
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end
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if configInfo.Level then
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data.Level = configInfo.Level
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end
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data.State = -1
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data.State = -1
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data.Progress = -1
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data.Progress = -1
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data.oData = {}
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v.dataList[data.Id] = data
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v.dataList[data.Id] = data
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end
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end
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end
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end
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@ -34,26 +46,39 @@ function this.GetTreasureData(ActType)
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local curTypeData = this.TreasureList[ActType]
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local curTypeData = this.TreasureList[ActType]
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curTypeData.ActId = actInfo.activityId
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curTypeData.ActId = actInfo.activityId
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curTypeData.endTime = actInfo.endTime
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curTypeData.endTime = actInfo.endTime
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curTypeData.treasureState = actInfo.value
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curTypeData.value = actInfo.value
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-- curTypeData.treasureState = actInfo.treasureState
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curTypeData.treasureState = 0
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--4 未达成 3 可再次领取 2 可领取 1 已领取 -1 完美领取(充钱领取过的)
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for k,v in pairs(actInfo.mission) do
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for k,v in pairs(actInfo.mission) do
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if v.state == 0 then
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if v.missionId == -1 then
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if curTypeData.dataList[v.missionId].Integral <= v.progress then
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curTypeData.treasureState = v.state
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curTypeData.dataList[v.missionId].State = 2--未领取
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break
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else
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end
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curTypeData.dataList[v.missionId].State = 4--未达成
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end
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end
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elseif v.state == 1 then
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if ActType == 0 then
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if actInfo.value == 0 then
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-- body
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curTypeData.dataList[v.missionId].State = 1--不完美领取但不能领
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else--一般秘宝按钮状态
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else
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--4 未达成 3 可再次领取 2 可领取 1 已领取 -1 完美领取(充钱领取过的)
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curTypeData.dataList[v.missionId].State = 3--不完美领取可继续领
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for k,v in pairs(actInfo.mission) do
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end
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if v.missionId and v.missionId > 0 then
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elseif v.state == -1 then
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if v.state == 0 then
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curTypeData.dataList[v.missionId].State = -1--完美领取
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if curTypeData.dataList[v.missionId].Integral[1][2] <= curTypeData.value then
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curTypeData.dataList[v.missionId].State = 2--未领取
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else
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curTypeData.dataList[v.missionId].State = 4--未达成
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end
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elseif v.state == 1 then
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if curTypeData.treasureState == 0 then
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curTypeData.dataList[v.missionId].State = 1--不完美领取但不能领
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else
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curTypeData.dataList[v.missionId].State = 3--不完美领取可继续领
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end
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elseif v.state == -1 then
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curTypeData.dataList[v.missionId].State = -1--完美领取
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end
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curTypeData.dataList[v.missionId].Progress = v.progress
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end
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end
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end
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curTypeData.dataList[v.missionId].Progress = v.progress
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end
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end
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return curTypeData
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return curTypeData
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end
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end
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@ -60,13 +60,14 @@ end
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-- 打开,重新打开时回调
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-- 打开,重新打开时回调
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function GeneralTreasurePanel:OnShow()
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function GeneralTreasurePanel:OnShow()
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--暂时注释
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--暂时注释
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-- self.treasureData = GeneralTreasureMangaer.GetTreasureData(self.curType)
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self.treasureData = GeneralTreasureMangaer.GetTreasureData(self.curType)
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-- self:ShowTime()
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self:ShowTime()
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-- self:topBar()
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self:topBar()
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-- self:showTaskList(true,true)
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self:showTaskList(true,true)
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end
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end
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function GeneralTreasurePanel:refresh(isTop,isAni)
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function GeneralTreasurePanel:refresh(isTop,isAni)
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self.treasureData = GeneralTreasureMangaer.GetTreasureData(self.curType)
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self:topBar()
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self:topBar()
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self:showTaskList(isTop,isAni)
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self:showTaskList(isTop,isAni)
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end
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end
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@ -77,15 +78,13 @@ function GeneralTreasurePanel:topBar()
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self.buyBtn:GetComponent("Button").interactable = self.treasureData.treasureState == 0
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self.buyBtn:GetComponent("Button").interactable = self.treasureData.treasureState == 0
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self.Text1.text = self.treasureData.treasureState == 0 and "激活秘宝" or "已激活"
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self.Text1.text = self.treasureData.treasureState == 0 and "激活秘宝" or "已激活"
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Util.AddOnceClick(self.buyBtn,function()
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Util.AddOnceClick(self.buyBtn,function()
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-- UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel,3)
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PopupTipPanel.ShowTip("天宫秘宝")
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PopupTipPanel.ShowTip("天宫秘宝")
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end)
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end)
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end
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end
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--任务列表
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--任务列表
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function GeneralTreasurePanel:showTaskList(isTop,isAni)
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function GeneralTreasurePanel:showTaskList(isTop,isAni)
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-- itemnum = BagManager.GetItemCountById(EndLessMapManager.scoreValueId) or 0
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self.scoreText.text = self.treasureData.value
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self.scoreText.text = self.treasureData.dataList[1].Progress
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if not self.itemsList then
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if not self.itemsList then
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self.itemsList = {}
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self.itemsList = {}
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end
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end
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@ -98,9 +97,9 @@ function GeneralTreasurePanel:showTaskList(isTop,isAni)
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--4 未达成 3 可再次领取 2 可领取 1 已领取 -1 完美领取(充钱领取过的)
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--4 未达成 3 可再次领取 2 可领取 1 已领取 -1 完美领取(充钱领取过的)
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--定位打开界面时位置
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--定位打开界面时位置
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local t = 0
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local t = 0
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local state = self.treasureData.treasureState == 0 and 1 or -1
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local State = self.treasureData.treasureState == 0 and 1 or -1
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for i = 1, #self.treasureData.dataList do
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for i = 1, #self.treasureData.dataList do
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if self.treasureData.dataList[i].State == state then
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if self.treasureData.dataList[i].State == State then
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t = i
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t = i
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break
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break
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end
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end
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@ -127,7 +126,7 @@ function GeneralTreasurePanel:SingleTask(rewardItem, singleData)
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self.itemsList[rewardItem][i].transform.localScale = Vector3.one
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self.itemsList[rewardItem][i].transform.localScale = Vector3.one
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self.itemsList[rewardItem][i].transform.localPosition = Vector3.zero
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self.itemsList[rewardItem][i].transform.localPosition = Vector3.zero
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self.itemsList[rewardItem][i].gameObject:SetActive(true)
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self.itemsList[rewardItem][i].gameObject:SetActive(true)
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self.itemsList[rewardItem][i]:OnOpen(false, {singleData.Reward[i].id, singleData.Reward[i].num}, 0.8, false)
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self.itemsList[rewardItem][i]:OnOpen(false, {singleData.Reward[i][1], singleData.Reward[i][2]}, 0.8, false)
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end
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end
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if not self.itemsList2[rewardItem] then
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if not self.itemsList2[rewardItem] then
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@ -144,7 +143,7 @@ function GeneralTreasurePanel:SingleTask(rewardItem, singleData)
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self.itemsList2[rewardItem][i].transform.localScale = Vector3.one
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self.itemsList2[rewardItem][i].transform.localScale = Vector3.one
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self.itemsList2[rewardItem][i].transform.localPosition = Vector3.zero
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self.itemsList2[rewardItem][i].transform.localPosition = Vector3.zero
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self.itemsList2[rewardItem][i].gameObject:SetActive(true)
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self.itemsList2[rewardItem][i].gameObject:SetActive(true)
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self.itemsList2[rewardItem][i]:OnOpen(false, {singleData.TreasureReward[i].id, singleData.TreasureReward[i].num}, 0.8, false)
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self.itemsList2[rewardItem][i]:OnOpen(false, {singleData.TreasureReward[i][1], singleData.TreasureReward[i][2]}, 0.8, false)
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end
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end
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scoreLevel.text = singleData.Level
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scoreLevel.text = singleData.Level
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@ -160,38 +159,38 @@ function GeneralTreasurePanel:InitButtonState(rewardItem, singleData)
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local finished = Util.GetGameObject(rewardItem, "finished")
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local finished = Util.GetGameObject(rewardItem, "finished")
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local redPoint = Util.GetGameObject(rewardItem, "btnDeal/redPoint")
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local redPoint = Util.GetGameObject(rewardItem, "btnDeal/redPoint")
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--当前任务领取情况
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--当前任务领取情况
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local state = singleData.state
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local State = singleData.State
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--4 未达成 3 可再次领取 2 可领取 1 已领取 -1 完美领取(充钱领取过的)
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--4 未达成 3 可再次领取 2 可领取 1 已领取 -1 完美领取(充钱领取过的)
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--判断
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--判断
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if state == 4 then
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if State == 4 then
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btnDeal.gameObject:SetActive(true)
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btnDeal.gameObject:SetActive(true)
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get.gameObject:SetActive(false)
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get.gameObject:SetActive(false)
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getAgain.gameObject:SetActive(false)
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getAgain.gameObject:SetActive(false)
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unfinished.gameObject:SetActive(true)
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unfinished.gameObject:SetActive(true)
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finished.gameObject:SetActive(false)
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finished.gameObject:SetActive(false)
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redPoint:SetActive(false)
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redPoint:SetActive(false)
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elseif state == 3 then
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elseif State == 3 then
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btnDeal.gameObject:SetActive(true)
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btnDeal.gameObject:SetActive(true)
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get.gameObject:SetActive(false)
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get.gameObject:SetActive(false)
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getAgain.gameObject:SetActive(true)
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getAgain.gameObject:SetActive(true)
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unfinished.gameObject:SetActive(false)
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unfinished.gameObject:SetActive(false)
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finished.gameObject:SetActive(false)
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finished.gameObject:SetActive(false)
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redPoint:SetActive(true)
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redPoint:SetActive(true)
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elseif state == 2 then
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elseif State == 2 then
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btnDeal.gameObject:SetActive(true)
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btnDeal.gameObject:SetActive(true)
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get.gameObject:SetActive(true)
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get.gameObject:SetActive(true)
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getAgain.gameObject:SetActive(false)
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getAgain.gameObject:SetActive(false)
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unfinished.gameObject:SetActive(false)
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unfinished.gameObject:SetActive(false)
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finished.gameObject:SetActive(false)
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finished.gameObject:SetActive(false)
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redPoint:SetActive(true)
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redPoint:SetActive(true)
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elseif state == 1 then
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elseif State == 1 then
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btnDeal.gameObject:SetActive(true)
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btnDeal.gameObject:SetActive(true)
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get.gameObject:SetActive(false)
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get.gameObject:SetActive(false)
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getAgain.gameObject:SetActive(true)
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getAgain.gameObject:SetActive(true)
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unfinished.gameObject:SetActive(false)
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unfinished.gameObject:SetActive(false)
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finished.gameObject:SetActive(false)
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finished.gameObject:SetActive(false)
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redPoint:SetActive(false)
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redPoint:SetActive(false)
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elseif state == -1 then
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elseif State == -1 then
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btnDeal.gameObject:SetActive(false)
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btnDeal.gameObject:SetActive(false)
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get.gameObject:SetActive(false)
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get.gameObject:SetActive(false)
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getAgain.gameObject:SetActive(false)
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getAgain.gameObject:SetActive(false)
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@ -203,9 +202,6 @@ function GeneralTreasurePanel:InitButtonState(rewardItem, singleData)
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Util.AddOnceClick(btnDeal,function()
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Util.AddOnceClick(btnDeal,function()
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self:OnBtnDealClicked(rewardItem,singleData)
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self:OnBtnDealClicked(rewardItem,singleData)
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end)
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end)
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--红点状态
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--redPoint:SetActive(TreasureOfHeavenManger.RedPointState(singleData,self.treasureData.treasureState))
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end
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end
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@ -217,24 +213,15 @@ function GeneralTreasurePanel:OnBtnDealClicked(rewardItem,singleData)
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local getAgain = Util.GetGameObject(rewardItem, "btnDeal/getAgain")
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local getAgain = Util.GetGameObject(rewardItem, "btnDeal/getAgain")
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local unfinished = Util.GetGameObject(rewardItem, "btnDeal/unfinished")
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local unfinished = Util.GetGameObject(rewardItem, "btnDeal/unfinished")
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local finished = Util.GetGameObject(rewardItem, "btnDeal/finished")
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local finished = Util.GetGameObject(rewardItem, "btnDeal/finished")
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if singleData.state == 4 then
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if singleData.State == 4 then
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PopupTipPanel.ShowTip(Language[11330])
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PopupTipPanel.ShowTip(Language[11330])
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elseif singleData.state == 3 or singleData.state == 2 then
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elseif singleData.State == 3 or singleData.State == 2 then
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NetManager.EndlessTakeTreasureRequest(singleData.Id,function(msg)
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NetManager.GetActivityRewardRequest(singleData.Id,self.treasureData.ActId,function (drop)
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UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function()
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UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
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self:refresh(false,false)
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--需要刷新界面
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if self.treasureData.treasureState == 0 then--判断是否已经购买了礼包
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EndLessMapManager.SetTreasureState(singleData.Id,1)
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else
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EndLessMapManager.SetTreasureState(singleData.Id,-1)
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end
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-- CheckRedPointStatus(RedPointType.wujinTreasure)
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-- CheckRedPointStatus(RedPointType.EndlessPanel)
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self:refresh()--刷新界面
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end)
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end)
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end)
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end)
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elseif singleData.state == 1 then
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elseif singleData.State == 1 then
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-- UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel,3)
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-- UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel,3)
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end
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end
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end
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end
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@ -247,7 +234,7 @@ function GeneralTreasurePanel:ShowTime()
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self.time.text = "重置时间:"..TimeToDHMS(self.treasureData.endTime - GetTimeStamp())
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self.time.text = "重置时间:"..TimeToDHMS(self.treasureData.endTime - GetTimeStamp())
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local time = self.treasureData.endTime - GetTimeStamp()
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local time = self.treasureData.endTime - GetTimeStamp()
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if time <= 0 then
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if time <= 0 then
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return
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return
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end
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end
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self.localTimer = Timer.New(function()
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self.localTimer = Timer.New(function()
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time = time - 1
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time = time - 1
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@ -123,6 +123,7 @@ function this.ShowBattleResultByQiJie()
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
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-- 打开关卡奖励界面
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup, QiJieShiLianManager.battleResult.drop, 1,function(isBackBattle)
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UIManager.OpenPanel(UIName.RewardItemPopup, QiJieShiLianManager.battleResult.drop, 1,function(isBackBattle)
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PrivilegeManager.RefreshPrivilegeUsedTimes(3201, 1)--更新特权
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if not isBackBattle then
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if not isBackBattle then
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if _BattleBestPopup then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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_BattleBestPopup:ClosePanel()
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