Merge branch 'master_develop' into master_tishen_hw

dev_chengFeng
JieLing 2020-08-28 00:51:16 +08:00
commit 1a5cc2efdb
21 changed files with 647 additions and 137 deletions

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Util.GetGameObject(formationMask.transform, "formationImage"):SetActive(#heroData.formationList ~= 0)
formationMask:SetActive( LengthOfTable(heroData.formationList) ~= 0 or heroData.lockState == 1)--(heroData.isFormation ~= "" and heroData.isFormation ~= Language[11108])
Util.GetGameObject(formationMask.transform, "formationImage"):SetActive(LengthOfTable(heroData.formationList) ~= 0)
Util.GetGameObject(formationMask.transform, "lockImage"):SetActive( heroData.lockState == 1)
Util.GetGameObject(go.transform, "noumenon"):SetActive( heroData.id == curHeroData.Id )
local starGrid = Util.GetGameObject(go.transform, "star")
@ -163,9 +163,9 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
end)
Util.AddOnceClick(formationMask, function()
if #heroData.formationList ~= 0 then
if LengthOfTable(heroData.formationList) ~= 0 then
local text = ""
for index, value in ipairs(heroData.formationList) do
for index, value in pairs(heroData.formationList) do
text = HeroManager.GetHeroFormationStr(index)
end
PopupTipPanel.ShowTip(text)
@ -209,7 +209,7 @@ function CompoundHeroUpStarListPanel:AutoSelectHero()
LogGreen("sssssssssssssssssssss")
curSelectHeroList = {}
for i = 1, #heroDataList do
if LengthOfTable(curSelectHeroList) < curNeedRoleNum and #heroDataList[i].formationList == 0 and heroDataList[i].lockState == 0 then--
if LengthOfTable(curSelectHeroList) < curNeedRoleNum and LengthOfTable(heroDataList[i].formationList) == 0 and heroDataList[i].lockState == 0 then--
LogGreen("heroDataList[i].dynamicId "..heroDataList[i].dynamicId)
curSelectHeroList[heroDataList[i].dynamicId]=heroDataList[i]
end

View File

@ -287,7 +287,7 @@ function this.AutoSelectUpStarHeroList(_curUpStarData)
-- curSelectUpStarGo = needHeros[i + 1]
for j = 1, LengthOfTable(upStarHeroListData) do
if #curSelectHeroList < _curUpStarData.upStarData[i][4] then
if upStarHeroListData[j] and upStarHeroListData[j].dynamicId and upStarHeroListData[j].lockState == 0 and (curSelectHero.heroConfig and upStarHeroListData[j].dynamicId ~= curSelectHero.dynamicId) and upStarHeroListData[i].isFormation == "" then
if upStarHeroListData[j] and upStarHeroListData[j].dynamicId and upStarHeroListData[j].lockState == 0 and (curSelectHero.heroConfig and upStarHeroListData[j].dynamicId ~= curSelectHero.dynamicId) and upStarHeroListData[j].isFormation == "" then
table.insert(curSelectHeroList,upStarHeroListData[j])
end
end

View File

@ -202,6 +202,7 @@ function this.GetHeroDataByPosition(_position)
end
return heros
end
local oldChoose
--数据显示
function this.SingleHeroDataShow(_go,_heroData)
@ -217,6 +218,7 @@ function this.SingleHeroDataShow(_go,_heroData)
local formationMask = Util.GetGameObject(go.transform, "formationMask")
local formationImage = Util.GetGameObject(go.transform, "formationMask/formationImage/upImage"):GetComponent("Image")
if LengthOfTable(heroData.formationList) ~= 0 then
--if LengthOfTable(heroData.formationList) ~= 0 then
formationMask:SetActive(true)
formationImage.sprite = Util.LoadSprite("t_tongyong-yishangzheng")
elseif heroData.lockState == 1 then
@ -327,7 +329,7 @@ function this.SingleHeroDataShow(_go,_heroData)
if LengthOfTable(heroData.formationList) ~= 0 then
local text = ""
for key, value in pairs(heroData.formationList) do
text = Language[12317]..HeroManager.GetHeroFormationStr2(key)..Language[12318]
text = Language[12317]..HeroManager.GetHeroFormationStr2(value)..Language[12318]
end
PopupTipPanel.ShowTip(text)
return

View File

@ -96,9 +96,9 @@ function DailyRechargePanel:RefreshPanel()
else
self.extraIcon.sprite = Util.LoadSprite(rechargeBgDef[4])
self.dollar:SetActive(true)
local remainValue = actRewardConfig.Values[1][1] - DailyRechargeManager.GetRechargeValue()
remainValue = remainValue < 0 and 0 or remainValue
self.desc.text = remainValue
-- local remainValue = actRewardConfig.Values[1][1] - DailyRechargeManager.GetRechargeValue()
-- remainValue = remainValue < 0 and 0 or remainValue
self.desc.text = actRewardConfig.Values[1][1]--remainValue
self.dealText.text = Language[10436]
end
end

View File

@ -112,6 +112,9 @@ function this.SingleHeroDataShow(_go, _heroData)
Util.GetGameObject(go, "yuanImage"):SetActive(heroData.createtype == 1)
--剩余血量 无尽副本才显示
local hpExp = Util.GetGameObject(go, "hpExp")
if not ExpeditionManager.heroInfo[heroData.dynamicId] then
ExpeditionManager.InitHeroHpValue(heroData.dynamicId)
end
local heroHp = ExpeditionManager.heroInfo[heroData.dynamicId].remainHp
local starGrid = Util.GetGameObject(go, "star")
SetHeroStars(starGrid, heroData.star)

View File

@ -158,7 +158,10 @@ function this.SingleHeroDataShow(_go, _heroData)
Util.GetGameObject(go, "yuanImage"):SetActive(heroData.createtype == 1)
--剩余血量 无尽副本才显示
local hpExp = Util.GetGameObject(go, "info/hpExp")
local heroHp = ExpeditionManager.heroInfo[heroData.dynamicId].remainHp
if not ExpeditionManager.heroInfo[heroData.dynamicId] then
ExpeditionManager.InitHeroHpValue(heroData.dynamicId)
end
local heroHp = ExpeditionManager.heroInfo[heroData.dynamicId].remainHp
local starGrid = Util.GetGameObject(go, "info/star")
SetHeroStars(starGrid, heroData.star)
this.SetHeroBlood(hpExp, heroHp, go)

View File

@ -189,8 +189,8 @@ end
--大闹天宫入口是否开启
function ExpeditionMainPanel:IsTreasureOpen()
self.Btn4:SetActive(TreasureOfHeavenManger.GetLimitTime() ~= -1)
Util.GetGameObject(self.parent, "upLeftGo/Image"):SetActive(TreasureOfHeavenManger.GetLimitTime() ~= -1)
self.Btn4:SetActive(TreasureOfHeavenManger.resetTime ~= -1)
Util.GetGameObject(self.parent, "upLeftGo/Image"):SetActive(TreasureOfHeavenManger.resetTime ~= -1)
end
--实例化层数信息

View File

@ -595,11 +595,11 @@ end
--获取所有英雄信息
function this.GetAllHeroDatas(heros,_lvLimit)
local lvLimit = 0
local allUpZhenHeroList = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_ENDLESS_MAP)
--local allUpZhenHeroList = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_ENDLESS_MAP)
if _lvLimit then lvLimit = _lvLimit end
--local heros = {}
for i, v in pairs(heroDatas) do
if v.lv >= lvLimit or allUpZhenHeroList[v.dynamicId] then
if v.lv >= lvLimit then--or allUpZhenHeroList[v.dynamicId] then
table.insert(heros,v)
end
end
@ -610,7 +610,7 @@ end
--通过属性筛选英雄
function this.GetHeroDataByProperty(heros,_property,_lvLimit)
local lvLimit = 0
local allUpZhenHeroList = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_ENDLESS_MAP)
--local allUpZhenHeroList = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_ENDLESS_MAP)
if _lvLimit then lvLimit = _lvLimit end
local index = 1
if heros and #heros > 0 then
@ -618,7 +618,7 @@ function this.GetHeroDataByProperty(heros,_property,_lvLimit)
end
for i, v in pairs(heroDatas) do
if v.property == _property then
if v.lv >= lvLimit or allUpZhenHeroList[v.dynamicId] then
if v.lv >= lvLimit then--or allUpZhenHeroList[v.dynamicId] then
heros[index] = v
index = index + 1
end
@ -626,6 +626,7 @@ function this.GetHeroDataByProperty(heros,_property,_lvLimit)
end
return heros
end
--获取单个英雄数据
function this.GetSingleHeroData(heroDId)
if heroDatas[heroDId] then

View File

@ -164,7 +164,9 @@ end
function this.SetHeroFormationList(heroDid,teamId,isAddOrDel)
if heroDatas[heroDid] then
if isAddOrDel then
LogRed("this.heroResolveLicence[teamId]:"..tostring(this.heroResolveLicence[teamId]))
if isAddOrDel and this.heroResolveLicence[teamId] then
LogRed("添加了")
heroDatas[heroDid].formationList[teamId] = teamId
else
heroDatas[heroDid].formationList[teamId] = nil
@ -2915,15 +2917,16 @@ function this.ByCompoundHeroGetAllHeros()
local downSoryHeroList = {}
for i, v in pairs(heroDatas) do
if v.star == 4 or v.star == 5 or v.star == 3 then--四星 五星 才能加 3星 是狗粮
if #v.formationList ~= 0 then
if LengthOfTable(v.formationList) ~= 0 then
local text = ""
for index, value in ipairs(v.formationList) do
text = HeroManager.GetHeroFormationStr(index)
for index, value in pairs(v.formationList) do
text = HeroManager.GetHeroFormationStr(value)
end
LogRed("text:"..text)
v.isFormation = text
end
table.insert(upSortHeroList,v)
table.insert(downSoryHeroList,v)
table.insert(downSoryHeroList,v)
end
end
table.sort(downSoryHeroList, function(a,b)

View File

@ -59,7 +59,11 @@ end
--界面销毁时调用(用于子类重写)
function BuffChoosePanel:OnDestroy()
this.logic.Destroy()
for i, logic in pairs(_LogicConfig) do
if logic.Destroy then
logic.Destroy()
end
end
end
return BuffChoosePanel

View File

@ -765,11 +765,9 @@ function this.TreasureStateIndicaion(buffer)
local msg = Expedition_pb.TreasureStateIndicaion()--ExpeditionResetIndication()
msg:ParseFromString(data)
-- LogGreen("msg.score :"..msg.score.." msg.resetTime:"..msg.resetTime)
TreasureOfHeavenManger.SetScore(msg.score)
TreasureOfHeavenManger.SetLimitTime(msg.resetTime)
for i = 1, #msg.treasureRewardState do
TreasureOfHeavenManger. SetSingleRewardState(msg.treasureRewardState[i].id,msg.treasureRewardState[i].state)
end
TreasureOfHeavenManger.UpdateData(msg)
LogPink("推回来的数据长度"..#msg.treasureRewardState)
end
function this.GuildTranscriptIndication(buffer)
local data = buffer:DataByte()

View File

@ -101,7 +101,7 @@ function this.PlayerInfoRequest(func)
PlayerManager.gem = msg.player.gem
PlayerManager.chargeGem = msg.player.chargeGem
PlayerManager.curMapId = msg.player.curMapId
MapManager.isInMap = PlayerManager.curMapId ~= 0 and PlayerManager.curMapId > 100
MapManager.isInMap = false --PlayerManager.curMapId ~= 0 and PlayerManager.curMapId > 100
PlayerManager.maxForce = msg.player.maxForce
-- RecruitManager.randCount = msg.randCount % 100 --钻石抽卡已招募次数 用不上了 协议没删
RecruitManager.isTenRecruit = msg.firstTenth --首次十连
@ -4189,9 +4189,7 @@ function NetManager.TreasureOfHeavenScoreRequest(func)
local data = buffer:DataByte()
local msg = Expedition_pb.ExpeditionTreasureInfoResponse()
msg:ParseFromString(data)
TreasureOfHeavenManger.SetScore(msg.score)
TreasureOfHeavenManger.SetLimitTime(msg.resetTime)
TreasureOfHeavenManger.SetState(msg.treasureRewardState)
TreasureOfHeavenManger.UpdateData(msg)
if func then
func(msg)
end

View File

@ -101,7 +101,7 @@ end
-- 判断相应显示类型的礼包是否存在用于判断是否开启了相应的充值活动
function this.HasGoodsByShowType(showType)
local list = ConfigManager.GetConfigDataByKey(ConfigName.RechargeCommodityConfig, "ShowType", showType)
local list = ConfigManager.GetAllConfigsDataByKey(ConfigName.RechargeCommodityConfig, "ShowType", showType)
if not list then return false end
for _, goods in ipairs(list) do
if this.GetGiftGoodsInfo(goods.Type, goods.Id) then

View File

@ -54,7 +54,7 @@ function this:OnShow(_parent,...)
local temp = {...}
curType = temp[1]
if curType == 1 then
rewardStateData = TreasureOfHeavenManger.GetState()
rewardStateData = TreasureOfHeavenManger.rewardStateData
rewardData = TreasureOfHeavenManger.GetAllRewardData()
this:showRewardTianGong()
this.tip.text = Language[12366]
@ -84,8 +84,10 @@ function this:showRewardTianGong()
local direct = {}
local indirect ={}
local curScore = TreasureOfHeavenManger.GetScore()--当前分数
local curScore = TreasureOfHeavenManger.curScore--当前分数
LogPink("sssss"..#rewardData)
LogBlue("aaaaaa"..#rewardStateData)
for i = 1, #rewardData do
if curScore >= rewardData[i].Integral then
if rewardStateData[i].state == 1 or rewardStateData[i].state == 0 then--已达成但不能领取的

View File

@ -20,7 +20,7 @@ function this:InitComponent(gameObject)
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.upTip=Util.GetGameObject(gameObject,"UpTip"):GetComponent("Text")
this.bottomTip=Util.GetGameObject(gameObject,"BottomTip"):GetComponent("Text")
this.root=Util.GetGameObject(gameObject,"Root")
this.root=Util.GetGameObject(gameObject,"ScrollView/Viewport/Content")
this.pre=Util.GetGameObject(this.root,"Pre")
this.goBtn=Util.GetGameObject(gameObject,"GoBtn")
end

View File

@ -1,23 +1,36 @@
TreasureOfHeavenManger = {}
local this = TreasureOfHeavenManger
local WorldBossTreasureConfig = ConfigManager.GetConfig(ConfigName.WorldBossTreasureConfig)
local ConfigData = ConfigManager.GetConfig(ConfigName.WorldBossTreasureConfig)
local curScore--当前分数
local limitTime--倒计时
local rewardStateData = {}--各个任务状态数据
local rewardData = {}--表内活动任务数据
this.curScore = 0--当前分数
this.resetTime = 0--倒计时
this.rewardStateData = {}--各个任务状态数据
-- local rewardData = {}--表内活动任务数据
this.TreasrueState = nil--礼包购买状态
function this.Initialize()
rewardData = {}
for i, v in ConfigPairs(WorldBossTreasureConfig) do
table.insert(rewardData, v)
function this.UpdateData(msg)
-- rewardData = {}
-- for i, v in ConfigPairs(ConfigData) do
-- table.insert(rewardData, v)
-- end
if msg.score then
this.curScore = msg.score
end
if msg.resetTime then
this.resetTime = msg.resetTime
end
if msg.treasureRewardState then
if #this.rewardStateData>0 then
for i = 1, #this.rewardStateData do
if this.rewardStateData[i].id == msg.treasureRewardState.id then
this.rewardStateData[i].state = msg.treasureRewardState.state
end
end
else
this.rewardStateData = msg.treasureRewardState
end
end
end
function this.GetTreasureState()
this.TreasrueState = OperatingManager.GetGoodsBuyTime(GoodsTypeDef.TreasureOfHeaven,106)
return this.TreasrueState
end
function this.SetTreasureState()
@ -25,51 +38,29 @@ function this.SetTreasureState()
return this.TreasrueState
end
function this.SetScore(score)
curScore = score
end
function this.GetScore()
return curScore
end
function this.SetLimitTime(time)
limitTime = time
end
function this.GetLimitTime()
return limitTime
end
function this.SetState(treasureRewardState)
rewardStateData = {}
for i, v in ipairs(treasureRewardState) do
table.insert(rewardStateData, v)
end
end
function this.GetState()
return rewardStateData
end
function this.SetSingleRewardState(id,state)
for i = 1, #rewardStateData do
if(rewardStateData[i].id == id)then
rewardStateData[i].state = state
for i = 1, #this.rewardStateData do
if(this.rewardStateData[i].id == id)then
this.rewardStateData[i].state = state
end
end
CheckRedPointStatus(RedPointType.Expedition_Treasure)
end
function this.GetAllRewardData()
local temp = {}
for k,v in ipairs(rewardData) do
if v.ActivityId == 1 then
table.insert(temp,v)
local data={}
for i = 1, #this.rewardStateData do
for k, v in ConfigPairs(ConfigData) do
if this.rewardStateData[i].id == v.Id then
table.insert(data, v)
end
end
end
return temp
return data
end
--红点检测
function this.RedPointState(singleRewardData,TreasrueState)
if curScore >= rewardData[singleRewardData.id].Integral then
if this.curScore >= ConfigData[singleRewardData.id].Integral then
if singleRewardData.state==0 and this.TreasrueState==1 or
singleRewardData.state==1 and this.TreasrueState==1 or
singleRewardData.state==0 and this.TreasrueState==0 then
@ -81,12 +72,16 @@ function this.RedPointState(singleRewardData,TreasrueState)
end
function this.RedPoint()
for i =1, #rewardStateData do
local data={}
for i, v in ConfigPairs(ConfigData) do
table.insert(data, v)
end
for i =1, #this.rewardStateData do
local curTreasrueState = OperatingManager.GetGoodsBuyTime(GoodsTypeDef.TreasureOfHeaven,106)
if curScore >= rewardData[rewardStateData[i].id].Integral then
if rewardStateData[i].state==0 and curTreasrueState==1 or
rewardStateData[i].state==1 and curTreasrueState==1 or
rewardStateData[i].state==0 and curTreasrueState==0 then
if this.curScore >= ConfigData[this.rewardStateData[i].id].Integral then
if this.rewardStateData[i].state==0 and curTreasrueState==1 or
this.rewardStateData[i].state==1 and curTreasrueState==1 or
this.rewardStateData[i].state==0 and curTreasrueState==0 then
return true
end
end

View File

@ -1,10 +1,11 @@
require("Base/BasePanel")
local TreasureOfHeavenPanel = Inherit(BasePanel)
local this = TreasureOfHeavenPanel
local curScore = 0--当前分数
local rewardStateData = {}
-- local curScore = 0--当前分数
-- local rewardStateData = {}
local treasureState = nil
local rewardData--表内活动数据
local rewardData--后端活动数据
local ConfigData = ConfigManager.GetConfig(ConfigName.WorldBossTreasureConfig)
--初始化组件(用于子类重写)
function TreasureOfHeavenPanel:InitComponent()
@ -67,23 +68,19 @@ end
-- 打开,重新打开时回调
function TreasureOfHeavenPanel:OnShow()
this.tips.text = Language[11988]
this.time.text=TimeToDHMS(TreasureOfHeavenManger.GetLimitTime()-GetTimeStamp())
this.time.text=TimeToDHMS(TreasureOfHeavenManger.resetTime - GetTimeStamp())
TreasureOfHeavenPanel:ShowTime()
TreasureOfHeavenPanel:refresh()
end
function TreasureOfHeavenPanel:refresh()
rewardData = TreasureOfHeavenManger.GetAllRewardData()
treasureState = TreasureOfHeavenManger.GetTreasureState()--秘宝礼包状态 0:可购买 1:已购买
rewardStateData = TreasureOfHeavenManger.GetState()--任务状态
if #rewardStateData <= 0 then
curScore = TreasureOfHeavenManger.GetScore()--当前分数
rewardStateData = TreasureOfHeavenManger.GetState()--任务状态
treasureState = TreasureOfHeavenManger.TreasrueState
rewardData = TreasureOfHeavenManger.rewardStateData
LogGreen("#rewardData长度"..#rewardData)
if #TreasureOfHeavenManger.rewardStateData <= 0 then
TreasureOfHeavenPanel:topBar()
TreasureOfHeavenPanel:showTaskList()
else
curScore = TreasureOfHeavenManger.GetScore()--当前分数
TreasureOfHeavenPanel:topBar()
TreasureOfHeavenPanel:showTaskList()
end
@ -101,8 +98,7 @@ function TreasureOfHeavenPanel:topBar()
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel,1)
end)
end
this.scoreText.text = curScore
this.scoreText.text = TreasureOfHeavenManger.curScore
end
@ -114,16 +110,16 @@ function TreasureOfHeavenPanel:showTaskList()
--定位打开界面时位置
local t = 0
if treasureState == 0 then
for i = 1, #rewardStateData do
if rewardStateData[i].state == 0 then
if TreasureOfHeavenManger.TreasrueState == 0 then
for i = 1, #rewardData do
if rewardData[i].state == 0 then
t = i
break
end
end
elseif treasureState == 1 then
for i = 1, #rewardStateData do
if rewardStateData[i].state == 1 or rewardStateData[i].state == 0 then
elseif TreasureOfHeavenManger.TreasrueState == 1 then
for i = 1, #rewardData do
if rewardData[i].state == 1 or rewardData[i].state == 0 then
t = i
break
end
@ -134,7 +130,7 @@ end
local itemsList={}
--单个任务
function TreasureOfHeavenPanel:SingleTask(rewardItem, rewardSingleData)
function TreasureOfHeavenPanel:SingleTask(rewardItem, singleData)
local scoreLevel = Util.GetGameObject(rewardItem, "scoreLevel"):GetComponent("Text")
local pos1 = Util.GetGameObject(rewardItem, "itemPos_1")
local pos3 = Util.GetGameObject(rewardItem, "itemPos_3")
@ -147,16 +143,16 @@ function TreasureOfHeavenPanel:SingleTask(rewardItem, rewardSingleData)
itemsList[rewardItem] ={item1,item3,item4}
end
scoreLevel.text = rewardSingleData.Integral
itemsList[rewardItem][1]:OnOpen(false, {rewardSingleData.Reward[1][1], rewardSingleData.Reward[1][2]}, 0.8, false)
itemsList[rewardItem][2]:OnOpen(false, {rewardSingleData.TreasureReward[1][1], rewardSingleData.TreasureReward[1][2]}, 0.8, false)
itemsList[rewardItem][3]:OnOpen(false, {rewardSingleData.TreasureReward[2][1], rewardSingleData.TreasureReward[2][2]}, 0.8, false)
scoreLevel.text = ConfigData[singleData.id].Integral
itemsList[rewardItem][1]:OnOpen(false, {ConfigData[singleData.id].Reward[1][1], ConfigData[singleData.id].Reward[1][2]}, 0.8, false)
itemsList[rewardItem][2]:OnOpen(false, {ConfigData[singleData.id].TreasureReward[1][1], ConfigData[singleData.id].TreasureReward[1][2]}, 0.8, false)
itemsList[rewardItem][3]:OnOpen(false, {ConfigData[singleData.id].TreasureReward[2][1], ConfigData[singleData.id].TreasureReward[2][2]}, 0.8, false)
--初始化按钮状态
TreasureOfHeavenPanel:InitButtonState(rewardItem, rewardSingleData)
TreasureOfHeavenPanel:InitButtonState(rewardItem, singleData)
end
--初始化按钮状态
function TreasureOfHeavenPanel:InitButtonState(rewardItem, rewardSingleData)
function TreasureOfHeavenPanel:InitButtonState(rewardItem, singleData)
local btnDeal = Util.GetGameObject(rewardItem, "btnDeal")
local get = Util.GetGameObject(rewardItem, "btnDeal/get")
@ -165,9 +161,9 @@ function TreasureOfHeavenPanel:InitButtonState(rewardItem, rewardSingleData)
local finished = Util.GetGameObject(rewardItem, "finished")
local redPoint = Util.GetGameObject(rewardItem, "btnDeal/redPoint")
--当前任务领取情况
local state = rewardStateData[rewardSingleData.Id].state
local state = singleData.state
--判断
if curScore >= rewardSingleData.Integral then
if TreasureOfHeavenManger.curScore >= ConfigData[singleData.id].Integral then
if (state == -1) then
btnDeal.gameObject:SetActive(false)
get.gameObject:SetActive(false)
@ -196,17 +192,17 @@ function TreasureOfHeavenPanel:InitButtonState(rewardItem, rewardSingleData)
end
--添加点击事件
Util.AddOnceClick(btnDeal,function()
TreasureOfHeavenPanel:OnBtnDealClicked(rewardItem,rewardSingleData)
TreasureOfHeavenPanel:OnBtnDealClicked(rewardItem,singleData)
end)
--红点状态
redPoint:SetActive(TreasureOfHeavenManger.RedPointState(rewardStateData[rewardSingleData.Id],treasureState))
redPoint:SetActive(TreasureOfHeavenManger.RedPointState(singleData,treasureState))
end
--按钮事件
function TreasureOfHeavenPanel:OnBtnDealClicked(rewardItem,rewardSingleData)
function TreasureOfHeavenPanel:OnBtnDealClicked(rewardItem,singleData)
local btnDeal = Util.GetGameObject(rewardItem, "btnDeal")
local get = Util.GetGameObject(rewardItem, "btnDeal/get")
@ -214,21 +210,21 @@ function TreasureOfHeavenPanel:OnBtnDealClicked(rewardItem,rewardSingleData)
local unfinished = Util.GetGameObject(rewardItem, "btnDeal/unfinished")
local finished = Util.GetGameObject(rewardItem, "btnDeal/finished")
if curScore >= rewardSingleData.Integral then--分数达到要求
if (rewardStateData[rewardSingleData.Id].state == 0 and treasureState == 0) or--任务未领取+礼包未购买
(rewardStateData[rewardSingleData.Id].state == 1 and treasureState == 1) or--任务已领取+礼包已购买
(rewardStateData[rewardSingleData.Id].state == 0 and treasureState == 1)then--任务未领取+礼包已购买
NetManager.GetTreasureOfHeavenRewardRequest(rewardStateData[rewardSingleData.Id].id,function(msg)
if TreasureOfHeavenManger.curScore >= ConfigData[singleData.id].Integral then--分数达到要求
if (singleData.state == 0 and treasureState == 0) or--任务未领取+礼包未购买
(singleData.state == 1 and treasureState == 1) or--任务已领取+礼包已购买
(singleData.state == 0 and treasureState == 1)then--任务未领取+礼包已购买
NetManager.GetTreasureOfHeavenRewardRequest(singleData.id,function(msg)
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1)
--需要刷新界面
if treasureState == 0 then--判断是否已经购买了礼包
TreasureOfHeavenManger.SetSingleRewardState(rewardStateData[rewardSingleData.Id].id,1)
TreasureOfHeavenManger.SetSingleRewardState(singleData.id,1)
else
TreasureOfHeavenManger.SetSingleRewardState(rewardStateData[rewardSingleData.Id].id,-1)
TreasureOfHeavenManger.SetSingleRewardState(singleData.id,-1)
end
TreasureOfHeavenPanel:refresh()--刷新界面
end)
elseif rewardStateData[rewardSingleData.Id].state == 1 and treasureState == 0 then----任务已领取+礼包未购买(弹出购买界面)
elseif singleData.state == 1 and treasureState == 0 then----任务已领取+礼包未购买(弹出购买界面)
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel,1)
end
else--分数未达到要求
@ -241,13 +237,13 @@ function TreasureOfHeavenPanel:ShowTime()
self.localTimer:Stop()
self.localTimer = nil
end
local t = TreasureOfHeavenManger.GetLimitTime()
local t = TreasureOfHeavenManger.resetTime
local time
self.localTimer = Timer.New(function()
time = t-GetTimeStamp()
if t-GetTimeStamp() <= 0 then
time = t - GetTimeStamp()
if t - GetTimeStamp() <= 0 then
time = 0
t = TreasureOfHeavenManger.GetLimitTime()
t = TreasureOfHeavenManger.resetTime
treasureState = nil
TreasureOfHeavenPanel:refresh()
end
@ -266,7 +262,7 @@ end
--界面销毁时调用(用于子类重写)
function TreasureOfHeavenPanel:OnDestroy()
rewardStateData = {}
rewardData = {}
end
return TreasureOfHeavenPanel