parent
5817146b6f
commit
20b5ded8e9
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@ -59,7 +59,7 @@ function ServerConfigManager.GetConfigInfo(key)
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ConfigMgr=App.ConfigMgr
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end
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local s = ConfigMgr:GetConfigInfo(key)
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LogYellow(key.."|"..tostring(s))
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--LogYellow(key.."|"..tostring(s))
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return s
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end
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end
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@ -142,7 +142,7 @@ function DailyRechargePanel:OnDealBtnClicked()
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if self.missionInfo.state == 1 then
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PopupTipPanel.ShowTip(Language[10421])
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else
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if DailyRechargeManager.ReceivedEnabled() then
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if DailyRechargeManager.ReceivedEnabled(self.missionInfo.missionId) then
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NetManager.GetActivityRewardRequest(self.missionInfo.missionId, self.activityId, function(_drop)
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UIManager.OpenPanel(UIName.RewardItemPopup, _drop, 1)
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DailyRechargeManager.SetRechargeState(1)
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@ -157,8 +157,8 @@ function DailyRechargePanel:OnDealBtnClicked()
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return
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end
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JumpManager.GoJump(36008)
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self:ClosePanel()
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end
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self:ClosePanel()
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end
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end
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@ -52,19 +52,19 @@ end
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function LingShouBaoGe:BindEvent()
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Util.AddClick(self.helpBtn, function()
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Util.AddOnceClick(self.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.LingShouBaoGe,self.helpPosition.x,self.helpPosition.y)
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end)
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Util.AddClick(self.detailBtn, function()
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Util.AddOnceClick(self.detailBtn, function()
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.RecrutDetail,self.actConfig.HelpId,self.actType,PRE_REWARD_POOL_TYPE.LING_SHOU_UP,PRE_REWARD_POOL_TYPE.LING_SHOU)
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end)
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Util.AddClick(self.change, function()
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Util.AddOnceClick(self.change, function()
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.LingShouBaoGe,self.actData,self.showData.monsterId,function()
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self:Refresh()
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end)
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end)
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Util.AddClick(self.preview, function()
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Util.AddOnceClick(self.preview, function()
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local battleId = tonumber(gloAcivity[self.activityId].ExpertDec)
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local fdata, fseed = BattleManager.GetFakeBattleData(battleId)
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local testFightData = {
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@ -23,7 +23,7 @@ end
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--绑定事件(用于子类重写)
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function LingShowTeHui:BindEvent()
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Util.AddClick(self.buyBtn,function()
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Util.AddOnceClick(self.buyBtn,function()
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if self.rechargeData.buyTimes >= self.rechargeData.dynamicBuyTimes then
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return
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end
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@ -54,15 +54,15 @@ end
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--绑定事件(用于子类重写)
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function QianKunBox:BindEvent()
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Util.AddClick(self.btnHelp, function()
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Util.AddOnceClick(self.btnHelp, function()
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UIManager.OpenPanel(UIName.HelpPopup,self.actConfig.HelpId,self.helpPosition.x,self.helpPosition.y)
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end)
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Util.AddClick(self.btnReward, function()
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Util.AddOnceClick(self.btnReward, function()
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.RecrutDetail,self.actConfig.HelpId,self.actType,PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP,PRE_REWARD_POOL_TYPE.LOTTERY_SOUL)
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end)
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Util.AddClick(self.btnStore, function()
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Util.AddOnceClick(self.btnStore, function()
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JumpManager.GoJump(40017)
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end)
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end
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@ -25,7 +25,7 @@ end
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--绑定事件(用于子类重写)
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function ShengYiTianJiang:BindEvent()
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Util.AddClick(self.buyBtn,function()
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Util.AddOnceClick(self.buyBtn,function()
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if self.rechargeData.buyTimes >= self.rechargeData.dynamicBuyTimes then
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return
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end
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@ -33,7 +33,7 @@ function ShengYiTianJiang:BindEvent()
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PayManager.Pay(self.rechargeConfigId, function(id)
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self:RechargeSuccessFunc(id)
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end) end)
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Util.AddClick(self.reviewBtn,function()
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Util.AddOnceClick(self.reviewBtn,function()
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local fdata, fseed = BattleManager.GetFakeBattleData(self.fakeId)
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local testFightData = {
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fightData = fdata,
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@ -63,11 +63,11 @@ end
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--绑定事件(用于子类重写)
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function TimeLimitedCall:BindEvent()
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Util.AddClick(self.helpBtn, function()
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Util.AddOnceClick(self.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup,self.actConfig.HelpId,self.helpPosition.x,self.helpPosition.y)
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end)
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Util.AddClick(self.btnActivity, function()
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Util.AddOnceClick(self.btnActivity, function()
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.RecrutDetail,self.actConfig.HelpId,self.actType,PRE_REWARD_POOL_TYPE.TIME_LIMITED_UP,PRE_REWARD_POOL_TYPE.TIME_LIMITED)
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end)
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end
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@ -64,13 +64,13 @@ end
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function XiangYaoDuoBao:BindEvent()
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Util.AddClick(self.helpBtn, function()
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Util.AddOnceClick(self.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.XiangYaoDuoBao,self.helpPosition.x,self.helpPosition.y)
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end)
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Util.AddClick(self.detailBtn, function()
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Util.AddOnceClick(self.detailBtn, function()
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.RecrutDetail,self.actConfig.HelpId,self.actType,PRE_REWARD_POOL_TYPE.XIANG_YAO_UP)
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end)
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Util.AddClick(self.btn,function ()
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Util.AddOnceClick(self.btn,function ()
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local thread=coroutine.start(function()
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RoleLiveGOGraphic.AnimationState:SetAnimation(0, "shuajian", true)
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self.btn:SetActive(false)
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@ -37,11 +37,11 @@ end
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--绑定事件(用于子类重写)
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function XinJiangLaiXi:BindEvent()
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Util.AddClick(self.helpBtn, function()
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Util.AddOnceClick(self.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.XinJiangLaiXi,self.helpPosition.x,self.helpPosition.y)
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end)
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Util.AddClick(self.addBtn, function()
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Util.AddOnceClick(self.addBtn, function()
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--购买特权
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if self.allData.buyTime > 0 then
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local costId, finalNum, oriCostNum = ShopManager.calculateBuyCost(SHOP_TYPE.FUNCTION_SHOP,10036, 1)
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end
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end)
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Util.AddClick(self.fightBtn,function()
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Util.AddOnceClick(self.fightBtn,function()
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--开始战斗
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if self.allData.fightTime > 0 then
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NetManager.NewGeneralAttackRequest(self.allData.activityId,2012,function(msg)
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end
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end)
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Util.AddClick(self.storeBtn,function()
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Util.AddOnceClick(self.storeBtn,function()
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JumpManager.GoJump(40019)
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end)
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@ -41,7 +41,7 @@ end
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--绑定事件(用于子类重写)
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function YiJingBaoKu:BindEvent()
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Util.AddClick(self.addBtn,function()
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Util.AddOnceClick(self.addBtn,function()
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.YiJingBaoKu,self.ActData,function()
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self:SetFinalReward()
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self:FrontToBack()
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@ -49,17 +49,17 @@ function YiJingBaoKu:BindEvent()
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end)
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end)
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Util.AddClick(self.refrashBtn,function()
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Util.AddOnceClick(self.refrashBtn,function()
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.YiJingBaoKu,self.ActData,function()
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self:SetFinalReward()
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end)
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end)
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Util.AddClick(self.helpBtn,function()
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Util.AddOnceClick(self.helpBtn,function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.YiJingBaoKu,self.helpPosition.x,self.helpPosition.y)
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end)
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Util.AddClick(self.rewardPre,function()
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Util.AddOnceClick(self.rewardPre,function()
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if self.ActData.selectId == 0 then
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PopupTipPanel.ShowTip(Language[10522])
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return
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@ -65,7 +65,7 @@ function EveryDayGift:InitComponent()
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end
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function EveryDayGift:BindEvent()
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Util.AddClick(self.buyAllBtn,function ()
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Util.AddOnceClick(self.buyAllBtn,function ()
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PayManager.Pay(1004, function(id)
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FirstRechargeManager.RefreshAccumRechargeValue(1004)
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PlayerPrefs.SetInt(PlayerManager.uid.."czlb", 0)
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self:RefreshData(nil,false,false)
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end)
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end)
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Util.AddOnceClick(self.store,function()
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JumpManager.GoJump(40020)
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end)
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end
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--界面打开时调用(用于子类重写)
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@ -255,7 +255,7 @@ end
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--界面打开时调用(用于子类重写)
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function ScrollCycleView:OnOpen(itemGO, scrollBar, scrollSizeDeltaV2, dragType, fixedCount, spacingV2)
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self.gameObject:SetActive(true)
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self.item = itemGO --关联的预设
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self.scrollBar = scrollBar --关联scrollBar组件
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self.rectTransform.sizeDelta = scrollSizeDeltaV2 --滚动界面大小
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@ -1,18 +1,18 @@
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local _ShopTypeConfig = ConfigManager.GetConfig(ConfigName.StoreTypeConfig)
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-- 通用得商店逻辑
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local ShopView = {}
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local ShopViewNew = {}
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local sortingOrder = 0
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---===============================生命周期函数================================
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function ShopView:New(gameObject)
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function ShopViewNew:New(gameObject)
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local b = {}
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b.gameObject = gameObject
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b.transform = gameObject.transform
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setmetatable(b, { __index = ShopView })
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setmetatable(b, { __index = ShopViewNew })
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return b
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end
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--初始化组件(用于子类重写)
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function ShopView:InitComponent()
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function ShopViewNew:InitComponent()
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self.live = Util.GetGameObject(self.gameObject, "live")
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self.liveRoot = Util.GetGameObject(self.gameObject, "live/root")
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self.liveImg = Util.GetGameObject(self.gameObject, "live/img")
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end
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--绑定事件(用于子类重写)
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function ShopView:BindEvent()
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function ShopViewNew:BindEvent()
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Util.AddOnceClick(self.refreshBtn, function()
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PlaySoundWithoutClick("UI_refresh")
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local isPopUp = RedPointManager.PlayerPrefsGetStr(PlayerManager.uid .. self.ShopType)
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ShopManager.SetShopRefreshBtnClickStatus(self.ShopType, true)
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end)
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--帮助按钮
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Util.AddOnceClick(ShopView.helpBtn, function()
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Util.AddOnceClick(ShopViewNew.helpBtn, function()
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if self.ShopConfig.HelpId==0 then
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return
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end
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UIManager.OpenPanel(UIName.HelpPopup, self.ShopConfig.HelpId , ShopView.helpPosition.x,ShopView.helpPosition.y+372)--因层级锚点原因,需手动调整高度
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UIManager.OpenPanel(UIName.HelpPopup, self.ShopConfig.HelpId , ShopViewNew.helpPosition.x,ShopViewNew.helpPosition.y+372)--因层级锚点原因,需手动调整高度
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end)
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end
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--界面打开时调用(用于子类重写)
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function ShopView:OnOpen(_activityConfig,_index,parent)
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function ShopViewNew:OnOpen(_activityConfig,_index,parent)
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self.actConfig = _activityConfig
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self.pageIndex = _index
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self.parent = parent
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end
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function ShopView:OnShow(_sortingOrder)
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function ShopViewNew:OnShow(_sortingOrder)
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self.gameObject:SetActive(true)
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sortingOrder = _sortingOrder
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self.actId = self.actConfig.ActId
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end
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-- 设置要显示的商店类型
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function ShopView:ShowShop()
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function ShopViewNew:ShowShop()
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self.ScrollView:ForeachItemGO(function (index, go)
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go.gameObject:SetActive(false)
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end)
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self.tip:SetActive(isSSSHop)
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end
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-- 刷新商店内容显示
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function ShopView:RefreshShopInfo(isRefresh, isTop)
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function ShopViewNew:RefreshShopInfo(isRefresh, isTop)
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if self.ShopType == SHOP_TYPE.SOUL_STONE_SHOP then
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self.RechargeShopData = OperatingManager.GetGiftGoodsInfoList(GoodsTypeDef.DemonCrystal)
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else
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end
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-- 刷新立绘显示
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function ShopView:RefreshLive()
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function ShopViewNew:RefreshLive()
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if not self.ShopConfig.LiveName or self.ShopConfig.LiveName == "" then
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self.live:SetActive(false)
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return
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end
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-- 刷新时间及刷新按钮
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function ShopView:RefreshBase()
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function ShopViewNew:RefreshBase()
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-- 自动刷新时间倒计时
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local leftTime = ShopManager.GetShopRefreshLeftTime(self.ShopType)
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self.isShowRefreshTime = leftTime >= 0
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end
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-- 开始倒计时
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function ShopView:StartTimeCount()
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function ShopViewNew:StartTimeCount()
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local self = self
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local function _TimeUpdate()
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-- 检测计时器是否已销毁,避免计时器销毁后仍然会执行一次,导致报错的问题
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@ -353,7 +353,7 @@ function ShopView:StartTimeCount()
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end
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-- 刷新物品列表
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function ShopView:RefreshItemList(isTop)
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function ShopViewNew:RefreshItemList(isTop)
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if self.ShopType == SHOP_TYPE.SOUL_STONE_SHOP then
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self.ScrollView.gameObject:SetActive(false)
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self.RechargeScrollView.gameObject:SetActive(true)
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end
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-- 妖晶商店物品数据匹配
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function ShopView:RechargeShopItemAdapter(shopItem, itemData)
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function ShopViewNew:RechargeShopItemAdapter(shopItem, itemData)
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-- 获取对象
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local first = Util.GetGameObject(shopItem, "first")
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local firstNum = Util.GetGameObject(shopItem, "first/Text"):GetComponent("Text")
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end
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-- 商店物品数据匹配
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function ShopView:ShopItemAdapter(shopItem, itemData)
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function ShopViewNew:ShopItemAdapter(shopItem, itemData)
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-- 获取对象
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local bg = Util.GetGameObject(shopItem, "bg")
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local item = Util.GetGameObject(bg, "item")
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if isEmpty or not _IsUnLock then -- 物品空或者未解锁不现实物品特效
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self._GoodsItemList[shopItem]:OnOpen(false, goods[1],1,false,false,false)
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else
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self._GoodsItemList[shopItem]:OnOpen(false, goods[1],1,false,false,false,ShopView.sortingOrder)
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self._GoodsItemList[shopItem]:OnOpen(false, goods[1],1,false,false,false,ShopViewNew.sortingOrder)
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end
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-- 商品颜色显示
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end
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-- 充值成功回调
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function ShopView:RechargeSuccessFunc(id)
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function ShopViewNew:RechargeSuccessFunc(id)
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FirstRechargeManager.RefreshAccumRechargeValue(id)
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OperatingManager.RefreshGiftGoodsBuyTimes(GoodsTypeDef.DemonCrystal, id)
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self:RefreshShopInfo(false, false)
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end
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--界面关闭时调用(用于子类重写)
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function ShopView:OnClose()
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self.gameObject:SetActive(false)
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function ShopViewNew:OnClose()
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if self._TimeCounter then
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self._TimeCounter:Stop()
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self._TimeCounter = nil
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@ -532,7 +531,7 @@ function ShopView:OnClose()
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end
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--界面销毁时调用(用于子类重写)
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function ShopView:OnDestroy()
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function ShopViewNew:OnDestroy()
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-- 物品节点回收
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if self._GoodsItemList then
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for _, item in pairs(self._GoodsItemList) do
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@ -560,7 +559,7 @@ end
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---=================================工具函数==========================================
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-- 设置文本透明度
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function ShopView:SetAlpha(text, a)
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function ShopViewNew:SetAlpha(text, a)
|
||||
local color = text.color
|
||||
color.a = a
|
||||
text.color = color
|
||||
|
@ -569,7 +568,7 @@ end
|
|||
---=====================================对外接口=============================----
|
||||
|
||||
-- 设置立绘位置
|
||||
function ShopView:SetLivePosition(pos)
|
||||
function ShopViewNew:SetLivePosition(pos)
|
||||
-- 计算位置
|
||||
if not pos then
|
||||
return
|
||||
|
@ -581,7 +580,7 @@ function ShopView:SetLivePosition(pos)
|
|||
end
|
||||
|
||||
-- 设置商店物品栏位置
|
||||
function ShopView:SetItemContentPosition(pos)
|
||||
function ShopViewNew:SetItemContentPosition(pos)
|
||||
-- 计算位置
|
||||
if not pos then
|
||||
return
|
||||
|
@ -591,25 +590,25 @@ function ShopView:SetItemContentPosition(pos)
|
|||
end
|
||||
|
||||
-- 设置基础信息位置
|
||||
function ShopView:SetBasePanelPostion(pos)
|
||||
function ShopViewNew:SetBasePanelPostion(pos)
|
||||
self.basePanel:GetComponent("RectTransform").anchoredPosition = pos
|
||||
end
|
||||
|
||||
-- 设置层级
|
||||
function ShopView:SetSortLayer(sortLayer)
|
||||
function ShopViewNew:SetSortLayer(sortLayer)
|
||||
if not self._GoodsItemList then
|
||||
self._GoodsItemList = {}
|
||||
end
|
||||
--
|
||||
-- Log("sortLayer _GoodsItemList "..sortLayer.." "..LengthOfTable(self._GoodsItemList))
|
||||
for _, item in pairs(self._GoodsItemList) do
|
||||
item:SetEffectLayer(sortLayer)--ShopView.sortingOrder)
|
||||
item:SetEffectLayer(sortLayer)--ShopViewNew.sortingOrder)
|
||||
end
|
||||
|
||||
-- self.titleBg:GetComponent("Canvas").sortingOrder = sortLayer + 1
|
||||
|
||||
-- 保存层级
|
||||
ShopView.sortingOrder = sortLayer
|
||||
ShopViewNew.sortingOrder = sortLayer
|
||||
end
|
||||
|
||||
return ShopView
|
||||
return ShopViewNew
|
Loading…
Reference in New Issue