Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev

dev_chengFeng
ZhangBiao 2021-10-22 10:20:42 +08:00
commit 19d4f27f76
7 changed files with 435 additions and 8 deletions

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@ -974,8 +974,8 @@ RedPointType = {
Practice_Cultivation = 5004,--主角修为 Practice_Cultivation = 5004,--主角修为
playerSkill1 = 5100,--主角1技能 playerSkill1 = 5100,--主角1技能
playerSkill2 = 5200,--主角2技能 playerSkill2 = 5200,--主角2技能
playerSkill2 = 5300,--主角3技能 playerSkill3 = 5300,--主角3技能
playerSkill2 = 5400,--主角4技能 playerSkill4 = 5400,--主角4技能
wujinMission = 8500, wujinMission = 8500,
wujinTreasure = 8501, wujinTreasure = 8501,
wujinBianDui = 8502, wujinBianDui = 8502,

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@ -311,8 +311,11 @@ function this.InitRedPointAllRelate()
-- 山河社稷图 -- 山河社稷图
RPData:SetParent(RedPointType.FightLevelBoxReward, RedPointType.FightLevel) RPData:SetParent(RedPointType.FightLevelBoxReward, RedPointType.FightLevel)
RPData:SetParent(RedPointType.FightLevelDailyReward, RedPointType.FightLevel) RPData:SetParent(RedPointType.FightLevelDailyReward, RedPointType.FightLevel)
--主角技能
RPData:SetParent(RedPointType.playerSkill1,RedPointType.Practice)
RPData:SetParent(RedPointType.playerSkill2,RedPointType.Practice)
RPData:SetParent(RedPointType.playerSkill3,RedPointType.Practice)
RPData:SetParent(RedPointType.playerSkill4,RedPointType.Practice)
for k,v in ConfigPairs(ConfigManager.GetConfig(ConfigName.ActivityGroups)) do for k,v in ConfigPairs(ConfigManager.GetConfig(ConfigName.ActivityGroups)) do
if v.RpType > 0 and v.RpTypeParent > 0 then if v.RpType > 0 and v.RpTypeParent > 0 then
RPData:SetParent(v.RpType,v.RpTypeParent) RPData:SetParent(v.RpType,v.RpTypeParent)
@ -587,8 +590,10 @@ function this.RegisterRedCheckFunc()
RPData:AddCheckFunc(RedPointType.LikeabilityRed,LikabilityManager.CheckRedPot) RPData:AddCheckFunc(RedPointType.LikeabilityRed,LikabilityManager.CheckRedPot)
--御剑行 --御剑行
RPData:AddCheckFunc(RedPointType.YuJianXingMian,YuJianXingManager.CheckRedPoint) RPData:AddCheckFunc(RedPointType.YuJianXingMian,YuJianXingManager.CheckRedPoint)
--新百宝商会 RPData:AddCheckFunc(RedPointType.playerSkill1, PracticeManager.CheckPlayerSkillRed)
RPData:AddCheckFunc(RedPointType.TreasureStoreSeason2,ActivityGiftManager.TreasureStoreSeason2RedCheck) RPData:AddCheckFunc(RedPointType.playerSkill2, PracticeManager.CheckPlayerSkillRed)
RPData:AddCheckFunc(RedPointType.playerSkill3, PracticeManager.CheckPlayerSkillRed)
RPData:AddCheckFunc(RedPointType.playerSkill4, PracticeManager.CheckPlayerSkillRed)
end end
-- 向红点绑定物体 -- 向红点绑定物体

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@ -4,7 +4,6 @@ local XiuXianConfig = ConfigManager.GetConfig(ConfigName.XiuXianConfig)
local PropertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig) local PropertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local XiuXianSkillConfig = ConfigManager.GetConfig(ConfigName.XiuXianSkillConfig) local XiuXianSkillConfig = ConfigManager.GetConfig(ConfigName.XiuXianSkillConfig)
local SkillBaseConfig= ConfigManager.GetConfig(ConfigName.PlayerSkillBasicTable) local SkillBaseConfig= ConfigManager.GetConfig(ConfigName.PlayerSkillBasicTable)
function this.Initialize() function this.Initialize()
this.PracticeLevel = 1--小境界id this.PracticeLevel = 1--小境界id
this.PracticeBigLevel = 1--大境界数 this.PracticeBigLevel = 1--大境界数
@ -36,7 +35,6 @@ function this.UpdataPlayerSkill(msg)
LogError("msg id=="..msg[i].skillId.." vlaue =="..msg[i].skillLv) LogError("msg id=="..msg[i].skillId.." vlaue =="..msg[i].skillLv)
if this.playerSkillList[msg[i].skillId] then if this.playerSkillList[msg[i].skillId] then
this.playerSkillList[msg[i].skillId]=msg[i].skillLv this.playerSkillList[msg[i].skillId]=msg[i].skillLv
LogError("////////////")
end end
end end
-- for key, value in pairs(msg) do -- for key, value in pairs(msg) do
@ -63,10 +61,41 @@ function this.AddPlayerSkill(lv)
for i = 1, #XiuXianConfig[lv].PlayerSkill do for i = 1, #XiuXianConfig[lv].PlayerSkill do
LogError("add=========="..XiuXianConfig[lv].PlayerSkill[i]) LogError("add=========="..XiuXianConfig[lv].PlayerSkill[i])
this.playerSkillList[XiuXianConfig[lv].PlayerSkill[i]]=1 this.playerSkillList[XiuXianConfig[lv].PlayerSkill[i]]=1
PlayerPrefs.SetInt(PlayerManager.uid.."playerSkillRed",XiuXianConfig[lv].PlayerSkill[i])
end end
end end
end end
--检测主角技能红点
function this.CheckPlayerSkillRed(redType)
local id=redType-5000
local lv=this.playerSkillList[id]
local openId=PlayerPrefs.GetInt(PlayerManager.uid.."playerSkillRed")
if openId==id then
return true
end
if lv~=0 then
local currData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PlayerSkill,"SkillID",id,"Level",lv)
local nextData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PlayerSkill,"SkillID",id,"Level",lv+1)
if nextData then
local isShow=true
for i = 1, #currData.LvupCost do
if BagManager.GetItemCountById(currData.LvupCost[i][1])<currData.LvupCost[i][2] then
isShow=false
end
end
LogError(" "..tostring(isShow))
return isShow
else
LogError(" 111111111111111111111111")
return false
end
end
LogError(" 222222222")
return false
end
--从服务器更新当前修行等级 --从服务器更新当前修行等级

View File

@ -70,6 +70,7 @@ function Practice:InitComponent()
self.skillList={} self.skillList={}
for i = 1, 4 do for i = 1, 4 do
table.insert(self.skillList,Util.GetGameObject(self.gameObject, "SkillObj/skill"..i)) table.insert(self.skillList,Util.GetGameObject(self.gameObject, "SkillObj/skill"..i))
BindRedPointObject(5000+i*100,Util.GetGameObject(self.gameObject, "SkillObj/skill"..i.."/red"))
end end
end end
@ -223,11 +224,16 @@ function Practice:OnOpen()
end end
--设置技能信息显示 --设置技能信息显示
function Practice:SetSkillInfo() function Practice:SetSkillInfo()
CheckRedPointStatus(RedPointType.playerSkill1)
CheckRedPointStatus(RedPointType.playerSkill2)
CheckRedPointStatus(RedPointType.playerSkill3)
CheckRedPointStatus(RedPointType.playerSkill4)
local list=PracticeManager.GetSkillInfo() local list=PracticeManager.GetSkillInfo()
local index=1 local index=1
for i = 100, 400,100 do for i = 100, 400,100 do
local item=self.skillList[index] local item=self.skillList[index]
Util.GetGameObject(item, "icon"):GetComponent("Image").sprite=self.spLoader:LoadSprite(GetResourcePath(tonumber(SkillBaseConfig[i].Icon))) Util.GetGameObject(item, "icon"):GetComponent("Image").sprite=self.spLoader:LoadSprite(GetResourcePath(tonumber(SkillBaseConfig[i].Icon)))
--Util.GetGameObject(item, "red"):SetActive(false)
if list[i] and list[i]~=0 then if list[i] and list[i]~=0 then
Util.GetGameObject(item, "mask"):SetActive(false) Util.GetGameObject(item, "mask"):SetActive(false)
Util.GetGameObject(item, "Text"):SetActive(true) Util.GetGameObject(item, "Text"):SetActive(true)
@ -265,6 +271,7 @@ end
function Practice:OnShow() function Practice:OnShow()
self.treeBtn:SetActive(ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.SACREDTREE)) self.treeBtn:SetActive(ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.SACREDTREE))
self.playerInfoView:OnShow() self.playerInfoView:OnShow()
CheckRedPointStatus(RedPointType.Practice_imprint) CheckRedPointStatus(RedPointType.Practice_imprint)
CheckRedPointStatus(RedPointType.Practice_upgrade) CheckRedPointStatus(RedPointType.Practice_upgrade)
CheckRedPointStatus(RedPointType.Practice_fourQua) CheckRedPointStatus(RedPointType.Practice_fourQua)
@ -439,6 +446,10 @@ function Practice:OnDestroy()
ClearRedPointObject(RedPointType.Practice_imprint,self.imprintRedPoint) ClearRedPointObject(RedPointType.Practice_imprint,self.imprintRedPoint)
ClearRedPointObject(RedPointType.Practice_fourQua,self.fourQuadrantRedPoint) ClearRedPointObject(RedPointType.Practice_fourQua,self.fourQuadrantRedPoint)
ClearRedPointObject(RedPointType.Practice_Cultivation,self.cultivationRed) ClearRedPointObject(RedPointType.Practice_Cultivation,self.cultivationRed)
for i = 1, 4 do
-- table.insert(self.skillList,Util.GetGameObject(self.gameObject, "SkillObj/skill"..i))
ClearRedPointObject(500+i*100,Util.GetGameObject(self.gameObject, "SkillObj/skill"..i.."/red"))
end
self.itemList = {} self.itemList = {}
self.skillList={} self.skillList={}
self.pointList = {} self.pointList = {}

View File

@ -19,6 +19,7 @@ function PracticeSkillInfoPanel:InitComponent()
self.btn_up=Util.GetGameObject(self.gameObject, "bg/btn") self.btn_up=Util.GetGameObject(self.gameObject, "bg/btn")
self.btn_close=Util.GetGameObject(self.gameObject, "bg/btnBack") self.btn_close=Util.GetGameObject(self.gameObject, "bg/btnBack")
self.btn_info=Util.GetGameObject(self.gameObject, "bg/btn/Text"):GetComponent("Text") self.btn_info=Util.GetGameObject(self.gameObject, "bg/btn/Text"):GetComponent("Text")
self.redPoint=Util.GetGameObject(self.gameObject, "bg/btn/Image")
end end
function PracticeSkillInfoPanel:BindEvent() function PracticeSkillInfoPanel:BindEvent()
@ -49,6 +50,10 @@ end
local currLv=0 local currLv=0
function PracticeSkillInfoPanel:OnOpen(id,lv) function PracticeSkillInfoPanel:OnOpen(id,lv)
local setId=PlayerPrefs.GetInt(PlayerManager.uid.."playerSkillRed",0)
if setId==id then
PlayerPrefs.SetInt(PlayerManager.uid.."playerSkillRed",0)
end
PracticeSkillInfoPanel:RefreshShow(id,lv) PracticeSkillInfoPanel:RefreshShow(id,lv)
end end
@ -68,6 +73,7 @@ function PracticeSkillInfoPanel:RefreshShow(id,lv)
self.skillIcon.sprite=self.spLoader:LoadSprite(GetResourcePath(currData.Icon)) self.skillIcon.sprite=self.spLoader:LoadSprite(GetResourcePath(currData.Icon))
self.titleTxt.text=currData.Name self.titleTxt.text=currData.Name
self.skillLv.text=currLv self.skillLv.text=currLv
self.redPoint:SetActive(false)
--没有下一等级 --没有下一等级
if not nextData then if not nextData then
self.nextInfo.gameObject:SetActive(false) self.nextInfo.gameObject:SetActive(false)
@ -105,6 +111,7 @@ function PracticeSkillInfoPanel:RefreshShow(id,lv)
if BagManager.GetItemCountById(currData.LvupCost[1][1])>=currData.LvupCost[1][2] then if BagManager.GetItemCountById(currData.LvupCost[1][1])>=currData.LvupCost[1][2] then
self.costNum.color=UIColor.WRITE self.costNum.color=UIColor.WRITE
btnState=3 --可以点击 btnState=3 --可以点击
self.redPoint:SetActive(true)
else else
self.costNum.color=UIColor.RED self.costNum.color=UIColor.RED
btnState=4 --货币不足 btnState=4 --货币不足