Merge branch '0优化/主题活动' into china/dev

dev_chengFeng
jiaoyangna 2021-07-07 11:57:31 +08:00
commit 2042f3ace8
30 changed files with 1685 additions and 1592 deletions

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View File

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View File

@ -1045,6 +1045,8 @@ JumpType = {
XingChenShangDian = 20059, --星辰商店
ChaoFanRuSheng = 20061,
zhenqibaoge = 20002,
xianshishangshi = 20001,
firstRecharge = 30001,
ZhiZunJiangShi = 30002,

View File

@ -71,5 +71,24 @@ function this.GetMoneyUnitNameWithMoney(money)
return string.format(formater, this.GetMoney(money))
end
-- 获取货币单位名称
local _t2n2 = {
[MoneyType.RMB] = "%s\n",
[MoneyType.USD] = "$\n%s",
}
function this.GetMoneyUnitName1(mt)
if not mt then
mt = this.MT
end
if _t2n2[mt] then
return _t2n2[mt]
end
return _t2n2[MoneyType.RMB]
end
function this.GetMoneyUnitNameWithMoney1(money)
local formater = this.GetMoneyUnitName1()
return string.format(formater, this.GetMoney(money))
end
return MoneyUtil

View File

@ -29,6 +29,8 @@ function QianKunBox:InitComponent()
self.rightUp = Util.GetGameObject(self.gameObject,"rightUp")
self.btnReward = Util.GetGameObject(self.rightUp,"reward")
self.btnStore = Util.GetGameObject(self.rightUp,"store")
self.zhenqibaogeBtn = Util.GetGameObject(self.rightUp,"zhenqibaogeBtn")
self.zhenqibaogeBtn:GetComponent("Image").sprite = self.spLoader:LoadSprite("r_zhenqibaohe_zh")
self.btns = {}
for i = 1 , 2 do
self.btns[i] = {}
@ -55,6 +57,9 @@ end
--绑定事件(用于子类重写)
function QianKunBox:BindEvent()
Util.AddOnceClick(self.zhenqibaogeBtn, function()
JumpManager.GoJump(40011)
end)
Util.AddOnceClick(self.btnHelp, function()
UIManager.OpenPanel(UIName.HelpPopup,self.actConfig.HelpId,self.helpPosition.x,self.helpPosition.y)
end)

View File

@ -47,7 +47,8 @@ function SheJiDaDian:InitComponent()
self.rightUp = Util.GetGameObject(self.gameObject,"rightUp")
self.btnStore = Util.GetGameObject(self.rightUp,"store")
self.btnRewardList = Util.GetGameObject(self.rightUp,"reward")
self.zhenqibaogeBtn = Util.GetGameObject(self.rightUp,"zhenqibaogeBtn")
self.zhenqibaogeBtn:GetComponent("Image").sprite = self.spLoader:LoadSprite("r_zhenqibaohe_zh")
--center
self.centerTime = Util.GetGameObject(self.gameObject,"center/time/num"):GetComponent("Text")
self.btnGet = Util.GetGameObject(self.gameObject,"center/btnGet")
@ -82,6 +83,8 @@ function SheJiDaDian:InitComponent()
self.itemData[i].trigger.onPointerDown = self.itemData[i].trigger.onPointerDown + self.itemData[i].OnPointerDo
self.itemData[i].trigger.onPointerUp = self.itemData[i].trigger.onPointerUp + self.itemData[i].OnPointerUp
end
end
function SheJiDaDian:OnPointerUp(Pointgo,data)--抬起
if PlayerManager.level < 50 or PlayerManager.familyId == 0 then
@ -114,6 +117,9 @@ end
--绑定事件(用于子类重写)
function SheJiDaDian:BindEvent()
Util.AddOnceClick(self.zhenqibaogeBtn, function()
JumpManager.GoJump(40011)
end)
Util.AddOnceClick(self.btnHelp,function()
UIManager.OpenPanel(UIName.HelpPopup,self.actConfig.HelpId,self.helpPosition.x,self.helpPosition.y)
end)

View File

@ -32,9 +32,7 @@ function TimeLimitUpHero:InitComponent()
self.btnActivity = Util.GetGameObject(self.gameObject,"btngroup/btnActivity")
self.btnActivity:GetComponent("Image").sprite=self.spLoader:LoadSprite("r_shilian-jiangli_zh")
self.btnRewardBtn = Util.GetGameObject(self.gameObject,"btngroup/btnRewardBtn")
self.btnRewardBtn:SetActive(false)
self.btns = {}
self.bgs = {}
for i = 1 , 2 do
@ -74,6 +72,16 @@ function TimeLimitUpHero:InitComponent()
self.changeImg=Util.GetGameObject(self.gameObject,"btn_hero/InfoImg"):GetComponent("Image")
self.changeImg.sprite=self.spLoader:LoadSprite("x_xinjiangzhaohuan_icondi_ghwj_zh")
self.gailvImg.sprite=self.spLoader:LoadSprite("x_xinjiangzhaohuan_gailv")
self.xianshishangshiBtn = Util.GetGameObject(self.gameObject,"btngroup/xianshishangshiBtn")
self.xianshishangshiBtn:GetComponent("Image").sprite = self.spLoader:LoadSprite("r_xianshishangshi_zh")
end
--绑定事件(用于子类重写)
function TimeLimitUpHero:BindEvent()
Util.AddOnceClick(self.xianshishangshiBtn, function()
JumpManager.GoJump(40014)
end)
Util.AddClick(self.btn_hero.gameObject, function()
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.ChooseUpHero,self.actId,curHeroId)
end)
@ -81,11 +89,6 @@ function TimeLimitUpHero:InitComponent()
local SkeletonGraphic = heroLiveObj:GetComponent("SkeletonGraphic")
SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false)
end)
end
--绑定事件(用于子类重写)
function TimeLimitUpHero:BindEvent()
Util.AddOnceClick(self.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,Setting.QAId,self.helpPosition.x,self.helpPosition.y)
end)

View File

@ -42,6 +42,8 @@ function XiangYaoDuoBao:InitComponent()
self.helpBtn = Util.GetGameObject(self.gameObject,"help")
self.helpPosition=self.helpBtn:GetComponent("RectTransform").localPosition
self.detailBtn = Util.GetGameObject(self.gameObject,"rightUp/detailBtn")
self.xianshishangshiBtn = Util.GetGameObject(self.gameObject,"rightUp/xianshishangshiBtn")
self.xianshishangshiBtn:GetComponent("Image").sprite = self.spLoader:LoadSprite("r_xianshishangshi_zh")
self.btn = Util.GetGameObject(self.gameObject,"Btn")
self.upper=Util.GetGameObject(self.gameObject,"time/times"):GetComponent("Text") ---召唤上限
@ -64,7 +66,9 @@ function XiangYaoDuoBao:InitComponent()
end
function XiangYaoDuoBao:BindEvent()
Util.AddOnceClick(self.xianshishangshiBtn, function()
JumpManager.GoJump(40014)
end)
Util.AddOnceClick(self.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.XiangYaoDuoBao,self.helpPosition.x,self.helpPosition.y)
end)

View File

@ -14,7 +14,9 @@ function XinJiangLaiXi:InitComponent()
self.time = Util.GetGameObject(self.gameObject, "time/times"):GetComponent("Text")
self.money = Util.GetGameObject(self.gameObject, "money/times"):GetComponent("Text")
self.fightBtn = Util.GetGameObject(self.gameObject, "layout/fightBtn")
self.storeBtn = Util.GetGameObject(self.gameObject, "storeBtn")
self.storeBtn = Util.GetGameObject(self.gameObject, "btnGroups/storeBtn")
self.zhenqibaogeBtn = Util.GetGameObject(self.gameObject,"btnGroups/zhenqibaogeBtn")
self.zhenqibaogeBtn:GetComponent("Image").sprite = self.spLoader:LoadSprite("r_zhenqibaohe_zh")
self.helpBtn = Util.GetGameObject(self.gameObject, "helpBtn")
self.helpPosition=self.helpBtn:GetComponent("RectTransform").localPosition
self.scrollItem = Util.GetGameObject(self.gameObject, "layout/scroller/grid")
@ -22,22 +24,15 @@ function XinJiangLaiXi:InitComponent()
self.tip1 = Util.GetGameObject(self.gameObject, "layout/Text1"):GetComponent("Text")
self.tip2 = Util.GetGameObject(self.gameObject, "layout/Text2"):GetComponent("Text")
self.addBtn = Util.GetGameObject(self.gameObject, "layout/addBtn")
--shop
self.tabList = Util.GetGameObject(self.mainPanel,"bg/tabbox")
self.btnBack = Util.GetGameObject(self.mainPanel,"bg/btnBack")
self.bottomBar = Util.GetGameObject(self.mainPanel,"bg/bottomBar")
-- self.shop = Util.GetGameObject(self.gameObject,"shop")
-- self.shopBack = Util.GetGameObject(self.shop,"shopBack/btnBack")
-- self.content = Util.GetGameObject(self.shop,"content")
self.allData={}
self.itemsGrid = {}--item重复利用
end
--绑定事件(用于子类重写)
function XinJiangLaiXi:BindEvent()
Util.AddOnceClick(self.zhenqibaogeBtn, function()
JumpManager.GoJump(40011)
end)
Util.AddOnceClick(self.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.XinJiangLaiXi,self.helpPosition.x,self.helpPosition.y)
end)

View File

@ -28,6 +28,9 @@ function YiJingBaoKu:InitComponent()
self.helpBtn = Util.GetGameObject(self.gameObject, "helpBtn")
self.helpPosition=self.helpBtn:GetComponent("RectTransform").localPosition
self.rewardPre = Util.GetGameObject(self.gameObject, "rightUp/rewardPre")
self.zhenqibaogeBtn = Util.GetGameObject(self.gameObject,"rightUp/zhenqibaogeBtn")
self.zhenqibaogeBtn:GetComponent("Image").sprite = self.spLoader:LoadSprite("r_zhenqibaohe_zh")
--mid
self.grid = Util.GetGameObject(self.gameObject, "mid/content/grid")
for i = 1, self.grid.transform.childCount do
@ -42,6 +45,9 @@ end
--绑定事件(用于子类重写)
function YiJingBaoKu:BindEvent()
Util.AddOnceClick(self.zhenqibaogeBtn, function()
JumpManager.GoJump(40011)
end)
Util.AddOnceClick(self.addBtn,function()
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.YiJingBaoKu,self.ActData,function()
self:SetFinalReward()

View File

@ -13,6 +13,7 @@ local endlessTreasure = ConfigManager.GetConfig(ConfigName.endlessTreasure)
this.limiteLevel = 0
this.EndlessDrop = {}
function this.Initialize()
this.JiuYaunLuId = 16
this.hungery = false -- 没有行动力了
this.leftEnergy = 0 -- 剩余行动力
this.totalEnergy = 0 -- 总行动力
@ -627,6 +628,16 @@ function this.IsAllDead()
return true
end
-- 是否所有都满血
function this.IsAllFullHp()
for i, v in pairs(this.allHeroBlood) do
if v.percentHp < 1 then
return false
end
end
return true
end
-- 判断队伍是否还有活着的人
function this.IsMapTeamAlive()
local curFormation = this.formation

View File

@ -130,8 +130,6 @@ end
--界面打开时调用(用于子类重写)
function MapOptionPanel:OnOpen(...)
Log("MapOptionPanel:OnOpen")
--this.HideJumpBtn()
isFirstOpen = true
local data = {...}
if data then
@ -141,24 +139,26 @@ function MapOptionPanel:OnOpen(...)
if not showValues then return end
options = data[4]
-- 根据panelType 决定处理方式
if not panleType then return end
local isOptionPanel = panleType == 4
this.PanelInit(isOptionPanel)
if isFirstOpen then
this.SetBg()
end
jumpId = 0
nextOptId = 0
if panleType == 3 then
nextOptId = options[1]
jumpId = options[2]
this.RefreshPanel()
jumpId = options[2]
elseif panleType == 4 then
-- 初始化动画
this.InitAnimi()
elseif panleType == 11 then
nextOptId = options[1]
end
this.RefreshPanel()
else
Log("传入的参数为空!!")
return
@ -178,15 +178,18 @@ function this.OnInfoChange(_showType, _eventId, _showValues, _options)
local isOptionPanel = panleType == 4
this.PanelInit(isOptionPanel)
if isOptionPanel then
jumpId = 0
nextOptId = 0
if panleType == 3 then
nextOptId = options[1]
jumpId = options[2]
elseif panleType == 4 then
-- 初始化动画
this.InitAnimi()
else
elseif panleType == 11 then
nextOptId = options[1]
jumpId = options[2]
this.RefreshPanel()
end
this.RefreshPanel()
end
end
@ -204,14 +207,11 @@ end
-- 设置面板显示的初始状态
function this.PanelInit(isOptionPanel)
this.dialogueRoot:SetActive(not isOptionPanel)
this.optionRoot:SetActive(isOptionPanel)
this.btnNext:SetActive(not isOptionPanel)
this.nextRoot:SetActive(not isOptionPanel)
this.jumpRoot:SetActive(not isOptionPanel)
this.nameFrame:SetActive(not isOptionPanel)
if not isOptionPanel then
this.ReSetLive2d()
this.ResetBtnState()
end
end
@ -219,7 +219,6 @@ end
-- 设置背景图
function this.SetBg()
local id = MapManager.mapPointId
Log(string.format("当前地图点的ID%s", MapManager.mapPointId))
local resPath = mapEventPointConfig[id].EventPointBg
if not resPath then return end
this.bg.sprite = this.spLoader:LoadSprite(resPath)
@ -229,7 +228,7 @@ end
-- 打开面板的时候刷新一次数据
function this.RefreshPanel()
-- 判断是否是一次性界面
if not jumpId or jumpId == 0 or GuideManager.IsInMainGuide() then
if not jumpId or jumpId == 0 or GuideManager.IsInMainGuide() then
this.jumpRoot:SetActive(false)
else
this.jumpRoot:SetActive(true)
@ -279,6 +278,8 @@ function this.ShowLive2d(resId, live2dDir)
if not resId then Log(Language[11249] ) return end
if resId == 0 then
this.imgGap:SetActive(false)
this.nameFrame:SetActive(false)
this.dialogueRoot:SetActive(false)
this.RoleName.text = ""
this.ReSetLive2d()
lastLive2DId = 0
@ -287,7 +288,6 @@ function this.ShowLive2d(resId, live2dDir)
this.imgGap:SetActive(true)
end
Log("资源ID" .. resId)
local data = artResConfig[resId]
local roleSex = NameManager.roleSex
@ -310,6 +310,11 @@ function this.ShowLive2d(resId, live2dDir)
else
live2dRoot = this.left2dRoot
end
if not roleName or roleName == "" then
this.nameFrame:SetActive(false)
else
this.nameFrame:SetActive(true)
end
this.RoleName.text = string.gsub(roleName, Language[11252], NameManager.roleName)
end
@ -318,6 +323,7 @@ function this.ShowLive2d(resId, live2dDir)
StoryManager.InitEffect()
ClearChild(this.effectRoot)
this.mottoImg:SetActive(resId == 999)
this.dialogueRoot:SetActive(true)
if lastLive2DId ~= resId and resId ~= 999 then -- 动态加载一次立绘
this.ReSetLive2d()
if setId and setId ~= 0 then -- 优化版立绘表现
@ -343,9 +349,6 @@ end
function this.AsideSpeak(isDark)
this.mask:SetActive(isDark)
if isDark then
this.RoleName.text = ""
this.ReSetLive2d()
-- (this.effectRoClearChildot)
ClearChild(this.effectRoot)
ClearChild(this.scenceEffect)
StoryManager.InitEffect()
@ -442,7 +445,6 @@ function this.InitData()
this.textMask:SetActive(true)
this.btnRoot:SetActive(true)
this.RoleName.text = ""
-- 显示按钮
btnNum = #options

View File

@ -20,6 +20,7 @@ local _PointerDownList = {}
local _PointerUpList = {}
--初始化组件(用于子类重写)
function this:InitComponent()
this.spLoader = SpriteLoader.New()
this.effect = Util.GetGameObject(self.gameObject, "effect")
this.effect.gameObject:SetActive(false)
@ -49,7 +50,8 @@ function this:InitComponent()
this.btnReset=Util.GetGameObject(this.rightDown,"btnReset")
this.btnFormat=Util.GetGameObject(this.rightDown,"btnFormat")
this.btnNode=Util.GetGameObject(this.rightDown,"btnNote")
this.btnJiuYuanLu=Util.GetGameObject(this.rightDown,"btnJiuYuanLu")
this.btnJiuYuanLu:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_Map_JiuYuanLu")
this.centerDown = Util.GetGameObject(self.gameObject, "centerDown")
this.BtnBack = Util.GetGameObject(this.centerDown,"bg/btnBack")
this.selectHero = Util.GetGameObject(this.centerDown,"selectHero")
@ -90,7 +92,7 @@ function this:InitComponent()
ctrlView.InitComponent(self.gameObject, this, playerView)
trialPanel:InitComponent(self.gameObject, this)
endLessMapView:InitComponent(self.gameObject, this)
this.spLoader = SpriteLoader.New()
end
function this:OnSortingOrderChange()
@ -265,7 +267,6 @@ end
function this:SetActiveGameObj()
local isShow = MapManager.curCarbonType == CarBonTypeId.TRIAL
LogGreen("MapManager.curCarbonType:"..MapManager.curCarbonType)
this.helpBtn.gameObject:SetActive(true)
this.leftUp.gameObject:SetActive(isShow)
this.btnRightUpShop.gameObject:SetActive(not isShow)
@ -284,7 +285,7 @@ function this:SetActiveGameObj()
this.btnReset .gameObject:SetActive(false)
this.btnFormat.gameObject:SetActive(not isShow)
this.btnNode.gameObject:SetActive(not isShow)
this.btnJiuYuanLu.gameObject:SetActive(not isShow)
this.BtnBack.gameObject:SetActive(true)
this.selectHero.gameObject:SetActive(true)
this.selectHeroTip.gameObject:SetActive(isShow)

View File

@ -43,9 +43,11 @@ function EndLessMapView:InitComponent(gameObject, mapPanel)
this.btnFormatRed = Util.GetGameObject(this.btnFormat, "redpot")
this.btnNote = Util.GetGameObject(gameObject, "rightDown/btnNote")
this.btnNoteRed = Util.GetGameObject(this.btnNote, "redPoint")
this.btnJiuYuanLu=Util.GetGameObject(gameObject,"rightDown/btnJiuYuanLu")
this.btnJiuYuanLuNum=Util.GetGameObject(this.btnJiuYuanLu,"num"):GetComponent("Text")
-- 谢置按钮
this.btnSet = Util.GetGameObject(gameObject, "rightUp/btnSetting")
-- 行动力显示
this.energyInfo = Util.GetGameObject(gameObject, "stepROot/bg/energyInfo"):GetComponent("Text")
this.totalEnergy = Util.GetGameObject(gameObject, "stepROot/bg/total"):GetComponent("Text")
@ -108,18 +110,29 @@ function EndLessMapView:BindEvent()
-- end
-- UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Sunro,this.helpPos.x,this.helpPos.y)
-- end)
-- -- 重置
-- Util.AddClick(this.btnReset, function ()
-- if ctrlView.GetCallListCount() > 1 then
-- PopupTipPanel.ShowTip(Language[11259])
-- return
-- end
-- if not this:CanClick() then return end
-- -- 复位角色的状态
-- MsgPanel.ShowTwo(Language[11277], nil, function()
-- this.ResetRoleState()
-- end)
-- end)
-- 重置
Util.AddClick(this.btnJiuYuanLu, function ()
if ctrlView.GetCallListCount() > 1 then
PopupTipPanel.ShowTip(Language[11259])
return
end
if not this:CanClick() then return end
if BagManager.GetItemCountById(EndLessMapManager.JiuYaunLuId) < 1 then
PopupTipPanel.ShowTip("九元露数量不足!")
return
end
local isFullHp = EndLessMapManager.IsAllFullHp()
if isFullHp then
PopupTipPanel.ShowTip("所有神将状态完好,无法使用!")
return
end
MsgPanel.ShowTwo("是否消耗一枚九元露复活所有神将并将血量恢复为100%", function()end, function()
NetManager.UseAddHpItemRequest(tostring(-1),function ()
PopupTipPanel.ShowTip("已将所有神将复活并恢复至满血!")
this:OnShow()
end)
end, "取消", "确认", "提示",false)
end)
Util.AddClick(this.shiQi, function ()
if ctrlView.GetCallListCount() > 1 then
@ -371,6 +384,7 @@ function EndLessMapView:OnShow()
EndLessMapManager.RrefreshFormation()
this:ShowHeroData()
end)
this.btnJiuYuanLuNum.text = BagManager.GetItemCountById(EndLessMapManager.JiuYaunLuId)
end
function EndLessMapView:ShowHeroData()

View File

@ -437,6 +437,7 @@ local funcList = {
[8] = noHandle,
[9] = noHandle,
[10] = createNamePanel,
[11] = mapDialoguePanel,
[13] = walkingShop,
[14] = elitePanel,
[15] = trailMapShop,
@ -449,7 +450,7 @@ local funcList = {
function this.EventPointTrigger(eventId)
Game.GlobalEvent:DispatchEvent(GameEvent.Map.RefreshHeroHp,false,nil,false)
MyPCall(function ()
--Log("EventPointTrigger中得到的事件ID " .. eventId)
Log("EventPointTrigger中得到的事件ID " .. eventId)
if eventId == 0 or eventId < 0 then
return
end

View File

@ -21,19 +21,13 @@ end
function this.UpdateEventPoint(msg, optionId, func)
-- 下一个事件ID
this.nextEventId = msg.eventId
-- 行为类型
LogGreen("msg.EventBehaviorCommon.behaviorType:"..msg.EventBehaviorCommon.behaviorType)
local behaviorType = msg.EventBehaviorCommon.behaviorType
-- 推任务专用消息
-- --LogGreen("msg中返回的事件ID是 ".. (msg.eventId or "无事件id"))
-- --LogGreen("msg中得到的行为类型是 ".. behaviorType)
-- --LogGreen("msg中返回的剩余时间 " .. (msg.leftTime or "无时间"))
local beArgs = {}
for i=1, #msg.EventBehaviorCommon.eventBehaviorValues do
local item = msg.EventBehaviorCommon.eventBehaviorValues[i]
local args = {}
for j=1, #item.behaviorValues do
--Log("item id:"..item.behaviorValues[j])
----Log("item id:"..item.behaviorValues[j])
args[j] = item.behaviorValues[j]
end
beArgs[i] = args
@ -54,7 +48,6 @@ function this.UpdateEventPoint(msg, optionId, func)
elseif behaviorType == 3 then -- 侦查
elseif behaviorType == 4 then
elseif behaviorType == 5 then
Log("服务器收到的地图ID")
behaviorNodeList = {
{"MoveTo", {mapID = beArgs[1][1], u = beArgs[1][2], v = beArgs[1][3] }},
@ -147,7 +140,7 @@ function this.UpdateEventPoint(msg, optionId, func)
}
elseif behaviorType == 23 then --第一次触发时,完成任务往下推一步。
elseif behaviorType == 24 then --服务器跳转地图点到指定状态,客户端不读取新事件
Log("服务器执行行为")
--Log("服务器执行行为")
elseif behaviorType == 25 then --完成任务往下推一步,销毁当前地图点,服务器跳转地图点到指定状态,客户端不读取新事件 4#103018#103019 任务id#地图点id#新事件id
behaviorNodeList = {
{"ParseMission", {mission = msg.mission, isInit = false, drop = msg.missionDrop}},
@ -157,7 +150,7 @@ function this.UpdateEventPoint(msg, optionId, func)
elseif behaviorType == 27 then -- 服务器推送下一个任务
elseif behaviorType == 28 then -- 扣除行动力
local num = beArgs[1][1]
Log("28 ------------事件点扣除行动力------------- MapManager.leftStep-num ".. MapManager.leftStep.." "..num)
--Log("28 ------------事件点扣除行动力------------- MapManager.leftStep-num ".. MapManager.leftStep.." "..num)
Game.GlobalEvent:DispatchEvent(GameEvent.Map.ProgressChange, 6, 0, 0, num, false)
elseif behaviorType == 29 then -- 消耗道具并销毁当前位置
@ -274,7 +267,6 @@ function this.UpdateEventPoint(msg, optionId, func)
}
elseif behaviorType == 49 then -- 事件点开始倒计时
Log("事件点开始倒计时在Indication中执行")
behaviorNodeList = {
{"ShowReward", {drop = msg.drop}},
}
@ -327,7 +319,7 @@ function this.UpdateEventPoint(msg, optionId, func)
table.insert(behaviorNodeList, {"ShowReward", {drop = msg.drop}})
end
-- 执行行为节点
Log("执行事件behaviorType = ".. behaviorType)
--Log("执行事件behaviorType = ".. behaviorType)
BHController.SeqExcuteNodeArray(behaviorNodeList, function()
if func then func(this.nextEventId) end
end)
@ -353,10 +345,10 @@ function this.JumpEventPoint(eventId, optionId, panel, func)
Game.GlobalEvent:DispatchEvent(GameEvent.Map.ProgressChange, 1, optionId)
end)
elseif jumpType == 1 or jumpType == 2 or jumpType == 3 then --读取,刷新事件点
elseif jumpType == 1 or jumpType == 2 or jumpType == 3 or jumpType == 11 then --读取,刷新事件点
NetManager.EventUpdateRequest(eventId, optionId, function (e)
MissionManager.EventPointTrigger(e)
Log(" 后端返回事件点ID " .. e)
--Log(" 后端返回事件点ID " .. e)
Game.GlobalEvent:DispatchEvent(GameEvent.Map.ProgressChange, 1, optionId)
end)
elseif jumpType == 5 or jumpType == 7 or jumpType == 8 then --关闭界面,读取,刷新事件点

View File

@ -1,5 +1,5 @@
local ExChangePage = {}
local GlobalActivity = ConfigManager.GetConfig(ConfigName.GlobalActivity)
function ExChangePage:New(gameObject)
local b = {}
b.gameObject = gameObject
@ -41,11 +41,16 @@ function ExChangePage:InitComponent()
self.liveNode=nil
self.liveName=nil
self.zhenqibaogeBtn = Util.GetGameObject(self.gameObject,"rightUp/zhenqibaogeBtn")
self.zhenqibaogeBtn:GetComponent("Image").sprite = self.spLoader:LoadSprite("r_zhenqibaohe_zh")
end
--绑定事件(用于子类重写)
function ExChangePage:BindEvent()
Util.AddOnceClick(self.zhenqibaogeBtn, function()
JumpManager.GoJump(40011)
end)
Util.AddClick(self.click, function()
UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, self.heroConfig.Id, self.heroConfig.Star)
end)
@ -79,6 +84,15 @@ function ExChangePage:OnShow(_sortingOrder)
self.gameObject:SetActive(true)
self.cursortingOrder = _sortingOrder or self.cursortingOrder
local id = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.LimitExchange)
if id and id > 0 then
if GlobalActivity[id].ShowArt == ActivityTypeDef.DynamicAct then
self.zhenqibaogeBtn.gameObject:SetActive(true)
else
self.zhenqibaogeBtn.gameObject:SetActive(false)
end
end
self:ExChangeShow()
end
function ExChangePage:OnSortingOrderChange(_cursortingOrder)

View File

@ -711,6 +711,12 @@ local jumpDic = {
this.isOpen = false
end
end,
[JumpType.zhenqibaoge] = function(data)
this.JumpActivity(JumpType.zhenqibaoge,data[1])
end,
[JumpType.xianshishangshi] = function(data)
this.JumpActivity(JumpType.xianshishangshi,data[1])
end,
}
function this.JumpActivity(data,skipfactor)

View File

@ -129,6 +129,13 @@ function EveryDayGift:OnShow(_sortingOrder)
end
end
end
if self.actType == ActivityTypeDef.DynamicAct_Treasure or self.actType == ActivityTypeDef.DynamicAct_TimeLimitShop then
self.parent.tabbox.gameObject:SetActive(false)
else
self.parent.tabbox.gameObject:SetActive(true)
end
if self.actConfig.Icon[3] and self.actConfig.Icon[3] ~= "" and self.actConfig.Icon[3] ~= "0" then
self.titleBgIma.enabled = true
self.titleBgIma.sprite = self.spLoader:LoadSprite(self.actConfig.Icon[3])
@ -368,6 +375,7 @@ function EveryDayGift:OnClose()
self.gameObject:SetActive(false)
self.curObjPar.gameObject:SetActive(false)
self.rectMask.gameObject:SetActive(false)
self.parent.tabbox.gameObject:SetActive(true)
end
function EveryDayGift:OnDestroy()

View File

@ -170,13 +170,7 @@ function this.SortData(allData)
return
end
table.sort(allData, function(a,b)
-- local aboughtNum = a.Limit - OperatingManager.GetGoodsBuyTime(GoodsTypeDef.DirectPurchaseGift, a.Id) > 0 and 2 or 1
-- local bboughtNum = b.Limit - OperatingManager.GetGoodsBuyTime(GoodsTypeDef.DirectPurchaseGift, b.Id) > 0 and 2 or 1
-- if aboughtNum == bboughtNum then
return a.Id < b.Id
-- else
-- return aboughtNum > bboughtNum
-- end
return a.Sequence < b.Sequence
end)
return allData
end
@ -201,7 +195,7 @@ function this:SetScrollPre(root,data)
itemList[i].Name = Util.GetGameObject(itemList[i].go,"Name"):GetComponent("Text")
end
local config = ConfigManager.GetConfigData(ConfigName.RechargeCommodityConfig,data.Id)
title.text = string.format("\n\n%s\n\n\n\n%s",MoneyUtil.GetMoneyUnitNameWithMoney(config.Rebate),MoneyUtil.GetMoneyUnitNameWithMoney(config.Price))
title.text = string.format("\n\n%s\n\n\n\n%s",MoneyUtil.GetMoneyUnitNameWithMoney1(config.Rebate),MoneyUtil.GetMoneyUnitNameWithMoney1(config.Price))
local rewardArray = data.RewardShow
if not itemsGrid then
itemsGrid = {}
@ -240,6 +234,7 @@ function this:SetScrollPre(root,data)
end
local boughtNum = OperatingManager.GetGoodsBuyTime(GoodsTypeDef.DirectPurchaseGift, data.Id) or 0
LogGreen("boughtNum:"..boughtNum)
tip.text =Language[10580].. (data.Limit-boughtNum) ..Language[10048]
buyNum.text =string.format(MoneyUtil.GetMoneyUnitName(), MoneyUtil.GetMoney(data.Price))--shopItemData.Price..MoneyUtil.GetMoneyUnitName()
if data.Limit - boughtNum > 0 then