【御剑行】增加投注滑动条
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@ -2211,6 +2211,7 @@ GENERAL_POPUP_TYPE={
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NewAddWishHero = 45, --新增的心愿神将提示框
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QiJieSingleTreasure = 47, --七界试炼单个遗物
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YuJianXingRecord = 51, --御剑行竞猜界面
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YuJianXingBetSelectNum = 53,--御剑行竞猜数量界面
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--大号通用弹窗
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YiJingBaoKu = 30,--易经宝库
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@ -75,11 +75,7 @@ function this:Refresh(func)
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end
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end
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Util.AddOnceClick(btnBet,function ()
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NetManager.RidingSwardBetRequest(i,100,function ()
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self:Refresh(function ()
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Game.GlobalEvent:DispatchEvent(GameEvent.YuJianXing.UpdateBetTime)
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end)
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end)
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.YuJianXingBetSelectNum,i)
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end)
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end
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self:SetTime()
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@ -81,6 +81,8 @@ local contentScripts = {
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[GENERAL_POPUP_TYPE.FourElementReturnLook] = {view = require("Modules/Popup/View/GeneralPopup_FightReturnLookFourEle"), panelName = "GeneralPopup_FightReturnLookFourEle"},
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--御剑行竞猜界面
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[GENERAL_POPUP_TYPE.YuJianXingRecord] = {view = require("Modules/Popup/View/GeneralPopup_YuJianXingRecord"), panelName = "GeneralPopup_YuJianXingRecord"},
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--御剑行竞猜调整数量界面
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[GENERAL_POPUP_TYPE.YuJianXingBetSelectNum] = {view = require("Modules/Popup/View/GeneralPopup_YuJianXingBetSelectNum"), panelName = "GeneralPopup_YuJianXingBetSelectNum"},
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}
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--子模块预设
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local contentPrefabs={}
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@ -0,0 +1,91 @@
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----- 御剑行选择精彩数量 -----
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local this = {}
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--传入父脚本模块
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local parent
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local configData = ConfigManager.GetConfigData(ConfigName.RidingSwardConfig,1)
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function this:InitComponent(gameObject)
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self.spLoader = SpriteLoader.New()
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self.slider = Util.GetGameObject(gameObject, "Slider"):GetComponent("Slider")
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self.leftBtn = Util.GetGameObject(self.slider.gameObject, "leftbtn")
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self.rightBtn = Util.GetGameObject(self.slider.gameObject, "rightbtn")
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self.buyNumLab = Util.GetGameObject(self.slider.gameObject, "count"):GetComponent("Text")
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self.icon = Util.GetGameObject(gameObject, "icon"):GetComponent("Image")
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self.icon1 = Util.GetGameObject(gameObject, "icon1"):GetComponent("Image")
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self.curNum = Util.GetGameObject(gameObject, "curNum"):GetComponent("Text")
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self.minNum = Util.GetGameObject(gameObject, "minNum"):GetComponent("Text")
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self.btnSure = Util.GetGameObject(gameObject, "BtnSure")
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end
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function this:BindEvent()
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Util.AddOnceClick(self.btnSure,function ()
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NetManager.RidingSwardBetRequest(self.args,self.slider.value,function ()
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Game.GlobalEvent:DispatchEvent(GameEvent.YuJianXing.UpdateBetTime)
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Game.GlobalEvent:DispatchEvent(GameEvent.YuJianXing.UpdateRank)
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self.parent:ClosePanel()
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end)
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end)
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Util.AddOnceClick(self.leftBtn,function ()
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if self.slider.value - 1 > configData.JoinCost[2] then
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self.slider.value = self.slider.value - 1
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self.buyNumLab.text = self.slider.value
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end
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end)
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Util.AddOnceClick(self.rightBtn,function ()
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if self.slider.value + 1 < configData.MaxRaiseNum[2] then
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self.slider.value = self.slider.value + 1
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self.buyNumLab.text = self.slider.value
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end
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end)
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Util.AddSlider(self.slider.gameObject, function(go, value)
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self.buyNumLab.text = self.slider.value
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end)
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end
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function this:AddListener()
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end
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function this:RemoveListener()
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end
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function this:OnShow(_parent,...)
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self.parent = _parent
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self.args = ...
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self:Refresh()
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end
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function this:Refresh()
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local curGetNum = BagManager.GetTotalItemNum(configData.JoinCost[1]) > configData.MaxRaiseNum[2] and configData.MaxRaiseNum[2] or BagManager.GetTotalItemNum(configData.JoinCost[1])
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self.slider.value = configData.JoinCost[2]
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self.slider.maxValue = curGetNum
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self.buyNumLab.text = self.slider.value
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self:SetTime()
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end
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function this:SetTime()
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local roundTime = YuJianXingManager.nextTimeCount- GetTimeStamp()
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if self.timer then
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self.timer:Stop()
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self.timer = nil
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end
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self.timer = Timer.New(function ()
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roundTime = roundTime - 1
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if roundTime <= 0 then
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self.parent:ClosePanel()
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end
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end,1,-1)
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self.timer:Start()
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end
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function this:OnClose()
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end
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function this:OnDestroy()
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this.spLoader:Destroy()
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end
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return this
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@ -1,15 +1,15 @@
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----- YiJingBaoKuConfirm二次确认弹窗 -----
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----- 御剑行竞猜纪录 -----
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local this = {}
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--传入父脚本模块
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local parent
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--传入特效层级
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local sortingOrder=0
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local configData = ConfigManager.GetConfigData(ConfigName.RidingSwardConfig,1)
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local swardName = {
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[1] = "清风剑",
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[1] = "清风剑",
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[1] = "清风剑",
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local SWARDNAMES = {
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[1] = "清风剑",
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[2] = "夏禹剑",
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[3] = "赤霄剑",
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[4] = "幻夜剑",
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}
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function this:InitComponent(gameObject)
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@ -30,9 +30,11 @@ function this:BindEvent()
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end
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function this:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.YuJianXing.UpdateRank, self.Refresh,self)
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end
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function this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.YuJianXing.UpdateRank, self.Refresh,self)
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end
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function this:OnShow(_parent)
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@ -57,7 +59,7 @@ function this:SingleDataShow(go,data)
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local btnGet = Util.GetGameObject(go,"btnGet")
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local btnGetText = Util.GetGameObject(btnGet,"Text"):GetComponent("Text")
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local roundInfo = Util.GetGameObject(go,"RoundInfo")
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local playerName = Util.GetGameObject(roundInfo,"Name"):GetComponent("Text")
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local swardName = Util.GetGameObject(roundInfo,"Name"):GetComponent("Text")
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local Result = Util.GetGameObject(roundInfo,"Result"):GetComponent("Text")
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local ResultNum = Util.GetGameObject(roundInfo,"Num"):GetComponent("Text")
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local ResultIcon = Util.GetGameObject(roundInfo,"Icon/Image"):GetComponent("Image")
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@ -75,8 +77,14 @@ function this:SingleDataShow(go,data)
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btnGetText.text = "已领取"
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btnGet:GetComponent("Button").interactable = false
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end
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swardName.text = string.format("【%s】",SWARDNAMES[data.betSwardId])
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Result.text = data.result == 0 and "失败" or "获胜"
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ResultNum.text = data.costNum
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ResultIcon.sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(configData.JoinCost[1]))
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betValue.text = configData.RateList[data.betSwardId]/10000
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-- LogPink("时间:"..tostring(TimeStampToDateStr4(data.time/1000)).." 结果:"..tostring(data.result).." 状态:"..tostring(data.state))
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Util.AddOnceClick(btnGet,function ()
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LogRed("data.time:"..tostring(data.time))
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NetManager.RidingSwardRewardRequest(data.time,data.betSwardId,function (msg)
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UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1)
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self:Refresh(false,false)
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@ -5,6 +5,12 @@ local speedValue = {
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[1] = 1.2,
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[2] = 0.9
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}
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local SwardName = {
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[1] = "y_yujianxing_jian01",
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[2] = "y_yujianxing_jian02",
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[3] = "y_yujianxing_jian03",
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[4] = "y_yujianxing_jian04",
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}
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local RidingSwardSence = ConfigManager.GetConfig(ConfigName.RidingSwardSence)
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function RiceSinglePlayerView:New(gameObject)
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@ -137,7 +143,7 @@ function RiceSinglePlayerView:SetPlayerAndSword()
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self.liveNode:OnOpen(25,Vector3.zero,WALK_DIR.IDLE_RIGHT)
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self.liveNode:SetTitleHide()
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self.swordRoot:GetComponent("Image").sprite = self.spLoader:LoadSprite("y_yujianxing_jian0"..self.index)
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self.swordRoot:GetComponent("Image").sprite = self.spLoader:LoadSprite(SwardName[self.index])
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end
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--设置单个玩家上下飘动
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@ -73,6 +73,13 @@ function this.UpdataServerData(msg,func)
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this.curRecordList = msg.recordLsit
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this.curBetList = {}
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this.curBetList = msg.betList
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table.sort( this.curRecordList, function (a,b)
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if a.state == b.state then
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return a.time > b.time
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else
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return a.state < b.state
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end
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end )
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this.joinCount = msg.betCount--参与投注的轮数
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if func then
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func()
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