Merge branch 'master_develop' into master_tishen_hw
commit
1a5cc2efdb
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@ -24467,7 +24798,7 @@ RectTransform:
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m_Father: {fileID: 3877862887809483861}
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m_RootOrder: 4
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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@ -26412,6 +26743,101 @@ Animator:
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m_HasTransformHierarchy: 1
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m_AllowConstantClipSamplingOptimization: 1
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 25, y: -45}
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m_SizeDelta: {x: 50, y: 50}
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--- !u!222 &8940696677417228165
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--- !u!1 &8935471697483570858
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|
|
@ -139,8 +139,8 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
|
|||
Util.GetGameObject(go.transform, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
|
||||
local formationMask = Util.GetGameObject(go.transform, "formationMask")
|
||||
-- formationMask:SetActive(false)
|
||||
formationMask:SetActive( #heroData.formationList ~= 0 or heroData.lockState == 1)--(heroData.isFormation ~= "" and heroData.isFormation ~= Language[11108])
|
||||
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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
@ -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()
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
Loading…
Reference in New Issue