parent
0601b451d4
commit
1a34e08cd9
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@ -91,7 +91,7 @@ function FightPointPassMainPanel:InitComponent()
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this.RadarBGText = Util.GetGameObject(self.gameObject, "Bg/btnArea/RadarBGTextBg/RadarBGText"):GetComponent("Text")
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this.areaName = Util.GetGameObject(this.btnMap, "areaName"):GetComponent("Text")
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this.chapterName = Util.GetGameObject(this.btnMap, "chapterName"):GetComponent("Text")
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this.btnMap:SetActive(false)
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this.btnMap:SetActive(true)
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SetEnglishActive(this.chapterName)
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this.map = Util.GetGameObject(self.gameObject, "Bg/btnArea/MapMask/Map"):GetComponent("RectTransform")
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@ -143,9 +143,9 @@ function FightPointPassMainPanel:InitComponent()
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this.mainTask = Util.GetGameObject(self.gameObject, "Bg/RightDown/mainTask")
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this.goVipButton = Util.GetGameObject(self.gameObject, "Bg/RightDown/mainTask/progressLayout")
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this.titleText = Util.GetGameObject(self.gameObject, "Bg/RightDown/mainTask/progressLayout/titleText"):GetComponent(
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"Text")
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"Text")
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this.progressText = Util.GetGameObject(self.gameObject, "Bg/RightDown/mainTask/progressLayout/progressText")
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:GetComponent("Text")
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:GetComponent("Text")
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this.getRewardButton = Util.GetGameObject(self.gameObject, "Bg/RightDown/mainTask/getRewardButton")
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this.mainTaskGRewardImage = Util.GetGameObject(self.gameObject,
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"Bg/RightDown/mainTask/getRewardButton/getRewardImage")
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@ -226,9 +226,9 @@ function FightPointPassMainPanel:InitComponent()
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this.btnFindTreasure = Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/btnFindTreasure/Button")
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this.btnFindTreasure:GetComponent("Image").sprite = this.spLoader:LoadSprite("x_xb_quan_01_zh")
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this.btnFindTreasureImage = Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/btnFindTreasure/Button/RadarBG")
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:GetComponent("Image")
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:GetComponent("Image")
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this.btnFindTreasureText = Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/btnFindTreasure/Image/num")
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:GetComponent("Text")
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:GetComponent("Text")
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this.btnFindTreasureredPoint = Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/btnFindTreasure/redPoint")
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--逍遥游入口
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this.btnXiaoYao = Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/xiaoyaoBtn")
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@ -244,11 +244,11 @@ function FightPointPassMainPanel:InitComponent()
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this.btnXiaobing:SetActive(false)
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this.drawTipObj = Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/btnXiaobing/drawOpenTip")
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this.drawTipTxt = Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/btnXiaobing/drawOpenTip/Text")
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:GetComponent("Text")
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:GetComponent("Text")
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--解锁功能
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this.openFun = Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/openFun")
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this.openFunNeedInfo = Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/openFun/needInfo"):GetComponent(
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"Text")
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"Text")
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this.openFunFunInfo = Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/openFun/funInfo"):GetComponent("Text")
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--世界等级
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Util.GetGameObject(self.gameObject, "Bg/RightUpVertical/worldLv/Text"):GetComponent("Text").text = "世界等级:"
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@ -262,13 +262,13 @@ function FightPointPassMainPanel:InitComponent()
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this.firstRedPoint = Util.GetGameObject(this.btnFirstRechar, "redPoint")
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this.OpenSeverWelfare = Util.GetGameObject(self.gameObject, "Bg/LeftUp/box/btnOpenSeverWelfare/bg")
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this.OpenSeverWelfareicon = Util.GetGameObject(this.UI_Effect_MuBiaoJiangLi, "UI_MuBiaoJiangLi_Import_05")
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:GetComponent("Image")
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:GetComponent("Image")
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this.OpenSeverWelfareiconText = Util.GetGameObject(this.OpenSeverWelfare, "iconText"):GetComponent("Image")
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this.OpenSeverWelfareProgressBg = Util.GetGameObject(this.OpenSeverWelfare, "progressBg")
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this.OpenSeverWelfareProgressText = Util.GetGameObject(this.OpenSeverWelfare, "progressBg/progress"):GetComponent(
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"Text")
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"Text")
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this.OpenSeverWelfareProgressImage = Util.GetGameObject(this.OpenSeverWelfare, "progressBg/progressImage")
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:GetComponent("Image")
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:GetComponent("Image")
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this.OpenSeverWelfareTimeText = Util.GetGameObject(this.OpenSeverWelfare, "time"):GetComponent("Text")
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this.OpenSeverWelfareTimeText.gameObject:SetActive(false)
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this.OpenSeverWelfareInfoText = Util.GetGameObject(this.OpenSeverWelfare, "info"):GetComponent("Text")
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@ -386,13 +386,13 @@ function FightPointPassMainPanel:BindEvent()
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this:PlayerKillAllSkill()
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end)
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Util.AddClick(this.btnMap, function()
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if not FightPointPassManager.IsChapterClossState() then
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UIManager.OpenPanel(UIName.FightSmallChoosePanel, FightPointPassManager.lastPassFightId)
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else
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UIManager.OpenPanel(UIName.FightSmallChoosePanel, FightPointPassManager.curOpenFight)
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end
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end)
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--Util.AddClick(this.btnMap, function()
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--if not FightPointPassManager.IsChapterClossState() then
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--UIManager.OpenPanel(UIName.FightSmallChoosePanel, FightPointPassManager.lastPassFightId)
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--else
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--UIManager.OpenPanel(UIName.FightSmallChoosePanel, FightPointPassManager.curOpenFight)
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--end
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--end)
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--通关豪礼
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Util.AddClick(this.pgBtn, function()
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@ -761,7 +761,7 @@ function FightPointPassMainPanel:OnShow()
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if openFunConFig then
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this.openFun:SetActive(true)
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this.openFunNeedInfo.text = ConfigManager.GetConfigData(ConfigName.MainLevelConfig, openFunConFig.OpenRules[2])
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.Name
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.Name
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this.openFunFunInfo.text = Language[12163] .. openFunConFig.Name
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else
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this.openFun:SetActive(false)
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@ -827,7 +827,7 @@ function this.refreshVipTask()
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-- 避免显示的太长
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if tonumber(taskConfigInfo.TaskValue[2][1]) < 10000 then
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this.titleText.text = this.titleText.text ..
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string.format("<color=%s>(%s/%s)</color>", color, task.progress, taskConfigInfo.TaskValue[2][1])
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string.format("<color=%s>(%s/%s)</color>", color, task.progress, taskConfigInfo.TaskValue[2][1])
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end
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this.progressText.text = ""
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this.mainTaskGRewardImage:SetActive(task.state ~= VipTaskStatusDef.NotFinished)
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@ -850,9 +850,9 @@ end
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--寻宝显示
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function this.UpdateFindTreasureMaterialNum()
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local mazeTreasureMax = ConfigManager.GetConfigData(ConfigName.PlayerLevelConfig, PlayerManager.level)
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.MazeTreasureMax
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.MazeTreasureMax
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this.btnFindTreasureImage.fillAmount = BagManager.GetItemCountById(FindTreasureManager.materialItemId) /
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mazeTreasureMax
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mazeTreasureMax
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this.btnFindTreasureText.text = BagManager.GetItemCountById(FindTreasureManager.materialItemId)
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this.RefreshFindTreasureRedPoint()
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end
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@ -1196,7 +1196,7 @@ function this.RefreshLittleMap()
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this.integer, this.decimal = math.modf(FightPointPassManager.curOpenFight / 1000)
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end
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local data = ConfigManager.GetConfigData(ConfigName.MainLevelSettingConfig, this.integer) --获取这一区域所有数据
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local difficulty = FightPointPassManager.curOpenFight % 10 --确定当前区域难度
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local difficulty = FightPointPassManager.curOpenFight % 10 --确定当前区域难度
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local curAllLevelNum = 0
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--根据当前难度 检查对应区域数据
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if difficulty == 1 then
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@ -1290,7 +1290,7 @@ end
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function this.GetNextFightOpenFun()
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local nextFightId = 0
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local nextFightSortId = ConfigManager.GetConfigData(ConfigName.MainLevelConfig, FightPointPassManager.curOpenFight)
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.SortId - 1
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.SortId - 1
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for i, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.GlobalSystemConfig)) do
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if v.OpenRules then
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if v.OpenRules[1] == 1 then --1关卡开启
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@ -1367,7 +1367,7 @@ function this.UpdateOpenSeverWelfare()
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-- 奖励图
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this.OpenSeverWelfareicon.sprite = this.spLoader:LoadSprite(OpenSeverWelfareRewardShow
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[curMissionConfig.Reward[1][1]].image1)
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[curMissionConfig.Reward[1][1]].image1)
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this.OpenSeverWelfareicon:SetNativeSize()
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-- 文字
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local imgName2 = OpenSeverWelfareRewardShow[curMissionConfig.Reward[1][1]].image2
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@ -1380,7 +1380,7 @@ function this.UpdateOpenSeverWelfare()
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end
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LogError("FightPointPassManager.lastPassFightId==" .. FightPointPassManager.lastPassFightId)
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local curPassLevelSortId = FightPointPassManager.lastPassFightId ~= FightPointPassManager.curOpenFight and
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mainLevelConfig[FightPointPassManager.lastPassFightId].SortId or 0
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mainLevelConfig[FightPointPassManager.lastPassFightId].SortId or 0
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local getRewardLevelSortId = mainLevelConfig[curMissionConfig.Values[2][1]].SortId
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this.OpenSeverWelfareRed:SetActive(isShowRed)
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if isAll then
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