抽卡设置心愿修改提交

dev_chengFeng
PC-202302260912\Administrator 2023-06-20 17:14:48 +08:00
parent 71c005e068
commit 1b6b5ecdad
7 changed files with 85 additions and 30 deletions

View File

@ -144,7 +144,7 @@ function this:SetUpHero()
else
go:SetActive(false)
end
LogError("i==================="..i)
--LogError("i==================="..i)
if i>1 then
self.wishListObj[i]:SetActive(false)
LogError("false false")

View File

@ -95,7 +95,7 @@ function this:OnShow(_parent,_Data)
if args[1] then
self.curSelect = args[1]
else
self.curSelect = RecruitManager.CheckIndex()
self.curSelect = 1 -- RecruitManager.CheckIndex()
end
this:Refresh(true,false)
--end)
@ -123,7 +123,10 @@ function this:SetUpHero()
local proIcon = Util.GetGameObject(go, "proIcon"):GetComponent("Image")
local starGrid = Util.GetGameObject(go, "star")
local choosed = Util.GetGameObject(go, "choosed")
local heroId = RecruitManager.WishCardData[i].heroTid
local heroId =0
if RecruitManager.WishEquipData[i] then
heroId=RecruitManager.WishEquipData[i].heroTid
end
choosed:SetActive(false)
if heroId > 0 then
go:SetActive(true)
@ -133,12 +136,12 @@ function this:SetUpHero()
proIcon.gameObject:SetActive(false)
--proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.Name))
--SetHeroStars(self.spLoader,starGrid, heroData.Star)
choosed:SetActive(RecruitManager.WishCardData[i].status == 1)
choosed:SetActive(RecruitManager.WishEquipData[i].status == 1)
Util.AddOnceClick(go,function ()
if RecruitManager.WishCardData[i].status == 1 then
if RecruitManager.WishEquipData[i].status == 1 then
PopupTipPanel.ShowTip("同系神将每日只可选择一位获取一次概率提升~")
elseif RecruitManager.WishCardData[i].status == 0 then
RecruitManager.ChangeHero(2,heroId,function ()
elseif RecruitManager.WishEquipData[i].status == 0 then
RecruitManager.ChangeEquip(2,heroId,function ()
this:Refresh(false,false)
end)--英雄变更1增加、2卸下
end
@ -192,7 +195,7 @@ function this:ShowSingleHero(go,data,index)
elseif value == 1 then--上方存在自己
self.maskList[self.curSelect][index]:SetActive(true)
Util.AddOnceClick(go,function ()
RecruitManager.ChangeHero(2,data,function ()
RecruitManager.ChangeEquip(2,data,function ()
this:Refresh(false,false)
end)--英雄变更1增加、2卸下
end)
@ -203,7 +206,7 @@ function this:ShowSingleHero(go,data,index)
end)
elseif value == 3 then--可选
Util.AddOnceClick(go,function ()
RecruitManager.ChangeHero(1,data,function ()
RecruitManager.ChangeEquip(1,data,function ()
this:Refresh(false,false)
end)--英雄变更1增加、2卸下
end)

View File

@ -1062,7 +1062,7 @@ function this.WishDrawCardInfoIndication(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.wishDrawCardIndication()
msg:ParseFromString(data)
RecruitManager.GetWishCardData(msg)
--RecruitManager.GetWishCardData(msg)
end
--是否跨服推送

View File

@ -5826,8 +5826,14 @@ function NetManager.ChoiceWishHeroRequest(_type,func)
wishData.status=0
wishData.id=1
local list={}
table.insert(list,wishData)
RecruitManager.GetWishCardData(list)
if _type==1 then
RecruitManager.GetWishCardData(list)
elseif _type==4 then
LogError("設置心願裝備----------------------------")
RecruitManager.SetWishTalismanData(list)
end
RecruitManager.newWishList = msg.newList--新增的心愿神将list
--RecruitManager.openTime = msg.serverOpenTime--开服时间戳或是0用于判断心愿神将是否加入卡池
if func then
@ -5842,12 +5848,12 @@ function NetManager.DesireDrawCardRequest(_type,_id,func)
local data = PlayerInfoProto_pb.DesireDrawCardRequest()
data.type=_type
data.tempId=_id
LogError("_type==============".._type.." _id==".._id)
--LogError("_type==============".._type.." _id==".._id)
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.DESIRE_DRAW_CARD_REQUEST, MessageTypeProto_pb.DESIRE_DRAW_CARD_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.DesireDrawCardResponse()
LogError("设置心愿抽卡神将成功----------")
--LogError("设置心愿抽卡神将成功----------")
msg:ParseFromString(data)
-- RecruitManager.GetWishCardData(msg.infoList)
-- RecruitManager.newWishList = msg.heroList--新增的心愿神将list

View File

@ -141,6 +141,7 @@ function RecruitEquipPanelNew:OnShow(sortingOrder)
self.sortingOrder = sortingOrder
self:OnSortingOrderChange(sortingOrder)
self.gameObject:SetActive(true)
RecruitManager.curWishType=self.config.ShopData[1][1]
self.singleConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"LotteryType",self.config.ShopData[1][1],"PerCount",1)
self.tenConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"LotteryType",self.config.ShopData[1][1],"PerCount",10)
self.XianZhaoConfig = ConfigManager.GetConfigDataByKey(ConfigName.LotterySetting,"LotteryType",TableRecruitType.xianyuan)
@ -204,7 +205,6 @@ function RecruitEquipPanelNew:UpdataWishPanel()
self.tenTip.gameObject:SetActive(false)
--如果没有达到150抽按钮置灰
local data = tonumber(specialConfig[119].Value)
RecruitManager.curWishType=self.config.ShopData[1][1]
NetManager.ChoiceWishHeroRequest(self.config.ShopData[1][1],function ()
if RecruitManager.drawTimes[4] then
@ -219,8 +219,12 @@ function RecruitEquipPanelNew:UpdataWishPanel()
self.wishNoOpen.gameObject:SetActive(false)
self.wishOpen.gameObject:SetActive(true)
for i = 1,1 do
local data = RecruitManager.WishCardData[i]
local id = data.heroTid
local data = RecruitManager.WishEquipData[i]
local id =0
if data then
id=data.heroTid
end
LogError("id================================"..id)
if id > 0 then
self.upHeroPreList[i].item.gameObject:SetActive(true)
self.upHeroPreList[i].item:OnOpen(false, {id,0},1, false, false, false, self.sortingOrder)
@ -233,6 +237,7 @@ function RecruitEquipPanelNew:UpdataWishPanel()
Util.AddOnceClick(self.upHeroPreList[i].pos,function()
local tempdata = tonumber(specialConfig[119].Value)
if RecruitManager.drawTimes[4] then
RecruitManager.curWishType=self.config.ShopData[1][1]
if RecruitManager.drawTimes[4] >= tempdata then
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.WishEquipDraw)
else

View File

@ -30,6 +30,7 @@ function this.Initialize()
this.recruitFreeUseTime = 0 --现在只剩下秘盒招募在用了
this.isTenRecruit = 0 --首次十连
this.WishCardData = {}
this.WishEquipData = {}
this.wishSoulData={}
this.isFirstEnterElementScroll=true
this.isFirstEnterHeroScroll=true
@ -535,6 +536,18 @@ function this.GetWishCardData(infoList)
end
end
function this.SetWishTalismanData(infoList)
this.WishEquipData = {}
for i = 1, #infoList do
this.WishEquipData[i] = {}
this.WishEquipData[i].id = infoList[i].id
this.WishEquipData[i].heroTid = infoList[i].heroTid
this.WishEquipData[i].status = infoList[i].status
LogPink("Id:"..tostring(infoList[i].id).." heroIid:"..tostring(infoList[i].heroTid).." status:"..tostring(infoList[i].status))
this.WishEquipData[i].PropertyName = infoList[i].heroTid > 0 and heroConfig[infoList[i].heroTid] and heroConfig[infoList[i].heroTid].PropertyName or nil
end
end
--心愿魂印
function this.SetWishEquipData(infoList)
this.wishSoulData={}
@ -561,7 +574,7 @@ end
function this.GetCurHeroList(curIndex)
local heroList = {}
local time = (GetTimeStamp() - RecruitManager.openTime)/(60*60*24)--开服时间戳或是0用于判断心愿神将是否加入卡池
local time = (GetTimeStamp() - PlayerManager.GetServerOpenTime())/(60*60*24)--开服时间戳或是0用于判断心愿神将是否加入卡池
for index, v in ipairs(RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.RECRUIT)) do
if heroConfig[v.Reward[1]].Star == 5
and heroConfig[v.Reward[1]].PropertyName == curIndex
@ -577,7 +590,7 @@ end
--获取当前神将法宝
function this.GetCurHeroTalismanaList(curIndex)
local heroList = {}
local time = (GetTimeStamp() - RecruitManager.openTime)/(60*60*24)--开服时间戳或是0用于判断心愿神将是否加入卡池
local time = (GetTimeStamp() - PlayerManager.GetServerOpenTime())/(60*60*24)--开服时间戳或是0用于判断心愿神将是否加入卡池
for index, v in ipairs(RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.RECRUIT)) do
if heroConfig[v.Reward[1]].Star == 5
and (curIndex==0 or heroConfig[v.Reward[1]].PropertyName == curIndex)
@ -626,26 +639,26 @@ function this.CheckCurHeroState(_heroTid)
end
--检测当前法宝状态
function this.CheckCurTalismanaState(_heroTid)
for i = 1, #this.WishCardData do
if this.WishCardData[i].heroTid == _heroTid then
for i = 1, #this.WishEquipData do
if this.WishEquipData[i].heroTid == _heroTid then
--如果上方存在自己就✔
if this.WishCardData[i].status == 0 then
if this.WishEquipData[i].status == 0 then
return 1
elseif this.WishCardData[i].status == 1 then
elseif this.WishEquipData[i].status == 1 then
return 4
end
end
end
for i = 1, #this.WishCardData do
if this.WishCardData[i].heroTid > 0 then
for i = 1, #this.WishEquipData do
if this.WishEquipData[i].heroTid > 0 then
--如果上方存在和当前英雄相同阵营的就置灰
return 0
end
end
local num = 0
for i = 1, #this.WishCardData do
if this.WishCardData[i].heroTid > 0 then
for i = 1, #this.WishEquipData do
if this.WishEquipData[i].heroTid > 0 then
num = num + 1
end
end
@ -661,7 +674,6 @@ function this.ChangeHero(type,_heroTid,func)
if type == 1 then --增加神将
for i = 1, #this.WishCardData do
if this.WishCardData[i].heroTid == 0 then
LogError("111111111111111111111111111111111")
this.WishCardData[i].heroTid = _heroTid
break
end
@ -675,7 +687,7 @@ function this.ChangeHero(type,_heroTid,func)
end
end
end
LogError("RecruitManager.curWishType=="..RecruitManager.curWishType.." _heroid==".._heroTid)
--LogError("RecruitManager.curWishType=="..RecruitManager.curWishType.." _heroid==".._heroTid)
NetManager.DesireDrawCardRequest(RecruitManager.curWishType,_heroTid,function ()
Game.GlobalEvent:DispatchEvent(GameEvent.Recruit.OnRecruitRefreshData)
if func then
@ -684,6 +696,34 @@ function this.ChangeHero(type,_heroTid,func)
end)
end
--添加和卸下法宝
function this.ChangeEquip(type,_heroTid,func)
if type == 1 then --增加神将
for i = 1, #this.WishEquipData do
if this.WishEquipData[i].heroTid == 0 then
this.WishEquipData[i].heroTid = _heroTid
break
end
end
elseif type == 2 then --卸下神将
for i = 1, #this.WishEquipData do
if this.WishEquipData[i].heroTid == _heroTid then
this.WishEquipData[i].heroTid = 0
_heroTid=0
break
end
end
end
--LogError("RecruitManager.curWishType=="..RecruitManager.curWishType.." _heroid==".._heroTid)
NetManager.DesireDrawCardRequest(RecruitManager.curWishType,_heroTid,function ()
Game.GlobalEvent:DispatchEvent(GameEvent.Recruit.OnRecruitRefreshData)
if func then
func()
end
end)
end
--检查该跳转的页签
function this.CheckIndex()
local num = 0

View File

@ -153,6 +153,7 @@ function RecruitPanelNew:OnShow(sortingOrder)
self.sortingOrder = sortingOrder
self:OnSortingOrderChange(sortingOrder)
self.gameObject:SetActive(true)
RecruitManager.curWishType=self.config.ShopData[1][1]
self.singleConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"LotteryType",self.config.ShopData[1][1],"PerCount",1)
self.tenConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"LotteryType",self.config.ShopData[1][1],"PerCount",10)
self.XianZhaoConfig = ConfigManager.GetConfigDataByKey(ConfigName.LotterySetting,"LotteryType",TableRecruitType.xianyuan)
@ -218,11 +219,10 @@ function RecruitPanelNew:UpdataWishPanel()
end
--如果没有达到150抽按钮置灰
local data = tonumber(specialConfig[119].Value)
RecruitManager.curWishType=self.config.ShopData[1][1]
NetManager.ChoiceWishHeroRequest(self.config.ShopData[1][1],function ()
if RecruitManager.drawTimes[1] then
LogError(" RecruitManager.drawTimes[1]===".. RecruitManager.drawTimes[1])
--LogError(" RecruitManager.drawTimes[1]===".. RecruitManager.drawTimes[1])
if wishLv < data then
self.wishNoOpen.gameObject:SetActive(true)
self.wishOpen.gameObject:SetActive(false)
@ -248,6 +248,7 @@ function RecruitPanelNew:UpdataWishPanel()
local tempdata = tonumber(specialConfig[119].Value)
if RecruitManager.drawTimes[1] then
if RecruitManager.drawTimes[1] >= tempdata then
RecruitManager.curWishType=self.config.ShopData[1][1]
if id > 0 then
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.WishDraw,ConfigManager.GetConfigData(ConfigName.HeroConfig,id).PropertyName)
else