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---- !u!222 &7528002335678841124 -CanvasRenderer: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 8796505717569668688} - m_CullTransparentMesh: 0 --- !u!1 &8928638864674883989 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_WishDraw.lua b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_WishDraw.lua index 247f7f7992..95fb67f111 100644 --- a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_WishDraw.lua +++ b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_WishDraw.lua @@ -1,5 +1,7 @@ ----- 心愿抽卡弹窗 ----- local this = {} +local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) +local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig) function this:InitComponent(gameObject) self.spLoader = SpriteLoader.New() @@ -10,10 +12,12 @@ function this:InitComponent(gameObject) local rootHight = self.scroll.transform.rect.height local width = self.scroll.transform.rect.width self.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scroll.transform, - self.itemPre, nil, Vector2.New(width, rootHight), 1, 5, Vector2.New(20, 35)) + self.itemPre, nil, Vector2.New(width, rootHight), 1, 5, Vector2.New(20, 45)) self.scrollView.moveTween.MomentumAmount = 1 self.scrollView.moveTween.Strength = 2 + self.itemList = {} + self.maskList = {} --wishList self.wishListObj = {} for i = 1, 3 do @@ -23,21 +27,18 @@ function this:InitComponent(gameObject) self.tabListObj = {} self.selectBtn = Util.GetGameObject(gameObject,"Tabs/grid/selectBtn") for j = 1, 4 do + self.maskList[j] = {} + self.itemList[j] = {} self.tabListObj[j] = Util.GetGameObject(gameObject,"Tabs/grid/Btn"..j) end -end -local data222 = { - [1] = {id = 1,heroTid = 10023}, - [2] = {id=2,heroTid=10034} -} +end function this:BindEvent() for i = 1, 4 do Util.AddOnceClick(self.tabListObj[i],function () self.curSelect = i this:Refresh(false,false) - NetManager.ChoiceWishHeroRequest(data222) end) end end @@ -51,21 +52,103 @@ end function this:OnShow(_parent,...) self.parent=_parent self.sortingOrder = _parent.sortingOrder - self.curSelect = 1 - NetManager.ChoiceWishHeroRequest(nil) - this:Refresh(true,true) + NetManager.ChoiceWishHeroRequest(nil,function () + this:Refresh(true,true) + end) end function this:Refresh(isTop,isAni) self.selectBtn:GetComponent("RectTransform").localPosition = self.tabListObj[self.curSelect]:GetComponent("RectTransform").localPosition - this:SetHeroList() + this:SetHeroList(isTop,isAni) + this:SetUpHero() end -function this:SetHeroList() - local heroList = RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.RECRUIT) - -- body +function this:SetUpHero() + for i = 1, 3 do + local go = self.wishListObj[i] + local frame = Util.GetGameObject(go, "frame"):GetComponent("Image") + local icon = Util.GetGameObject(go, "icon"):GetComponent("Image") + 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 + frame.gameObject:SetActive(true) + proIcon.gameObject:SetActive(true) + starGrid:SetActive(true) + choosed:SetActive(false) + if heroId > 0 then + local heroData = heroConfig[heroId] + frame.sprite = self.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.Quality,heroData.Star)) + icon.sprite = self.spLoader:LoadSprite(GetResourcePath(heroData.Icon)) + proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.PropertyName)) + SetHeroStars(self.spLoader,starGrid, heroData.Star) + choosed:SetActive(RecruitManager.WishCardData[i].status == 1) + Util.AddOnceClick(go,function () + if RecruitManager.WishCardData[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 () + this:Refresh(false,false) + end)--英雄变更:1增加、2卸下 + end + end) + else + frame.gameObject:SetActive(false) + proIcon.gameObject:SetActive(false) + starGrid:SetActive(false) + icon.sprite = self.spLoader:LoadSprite("lingshou_jiahao") + end + end +end + +function this:SetHeroList(isTop,isAni) + local heroList = RecruitManager.GetCurHeroList(self.curSelect) + self.scrollView:SetData(heroList, function (index, item) + this:ShowSingleHero(item, heroList[index],index) + end,not isTop,not isAni) +end + +function this:ShowSingleHero(go,data,index) + local heroData = heroConfig[data.Reward[1]] + self.itemList[self.curSelect][index] = go + Util.GetGameObject(go, "frame"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.Quality,heroData.Star)) + Util.GetGameObject(go, "icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetResourcePath(heroData.Icon)) + Util.GetGameObject(go, "proIcon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.PropertyName)) + Util.GetGameObject(go, "name"):GetComponent("Text").text = heroData.ReadingName + local starGrid = Util.GetGameObject(go, "star") + SetHeroStars(self.spLoader,starGrid, heroData.Star) + + self.maskList[self.curSelect][index] = Util.GetGameObject(go, "choosed") + self.maskList[self.curSelect][index]:SetActive(false) + Util.SetGray(self.itemList[self.curSelect][index],false) + + local value = RecruitManager.CheckCurHeroState(data.Reward[1]) + if value == 0 then--上方存在相同阵营 + Util.SetGray(self.itemList[self.curSelect][index],true) + Util.AddOnceClick(go,function () + PopupTipPanel.ShowTip("同系神将只可选择一位~") + end) + elseif value == 2 then--上方选满 + Util.SetGray(self.itemList[self.curSelect][index],true) + Util.AddOnceClick(go,function () + PopupTipPanel.ShowTip("心愿神将已满~") + end) + 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.Reward[1],function () + this:Refresh(false,false) + end)--英雄变更:1增加、2卸下 + end) + elseif value == 3 then--可选 + Util.AddOnceClick(go,function () + RecruitManager.ChangeHero(1,data.Reward[1],function () + this:Refresh(false,false) + end)--英雄变更:1增加、2卸下 + end) + end end function this:OnClose() diff --git a/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitManager.lua b/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitManager.lua index cdc7891fbf..8912e14d6b 100644 --- a/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitManager.lua @@ -4,6 +4,7 @@ local this = RecruitManager local lotterySetting = ConfigManager.GetConfig(ConfigName.LotterySetting) local lotteryRewardConfig = ConfigManager.GetConfig(ConfigName.LotteryRewardConfig) local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) +local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig) local dailyRewardConfig = ConfigManager.GetConfig(ConfigName.DialRewardConfig) --活动抽卡类型(动态的数据) @@ -27,6 +28,7 @@ function this.Initialize() this.boxReward = {} 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.isFirstEnterElementScroll=true this.isFirstEnterHeroScroll=true @@ -423,10 +425,74 @@ end --===================心愿抽卡界面逻辑=================== function this.GetWishCardData(infoList) - LogYellow("infoList:"..tostring(#infoList)) for i = 1, #infoList do LogPink("Id:"..tostring(infoList[i].id).." heroIid:"..tostring(infoList[i].heroTid).." status:"..tostring(infoList[i].status)) end + this.WishCardData = infoList +end + +function this.GetCurHeroList(curIndex) + local heroList = {} + 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 then + table.insert(heroList,v) + end + end + return heroList +end + +--检测当前英雄状态 +function this.CheckCurHeroState(_heroTid) + for i = 1, #this.WishCardData do + if this.WishCardData[i].heroTid == _heroTid then + --如果上方存在自己就✔ + return 1 + end + end + for i = 1, #this.WishCardData do + if this.WishCardData[i].heroTid > 0 and heroConfig[this.WishCardData[i].heroTid].PropertyName == heroConfig[_heroTid].PropertyName 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 + num = num + 1 + end + end + if num == 3 then + --如果上方神将满则其他全部置灰 + return 2 + end + --都没有就亮着 + return 3 +end + +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 + this.WishCardData[i].heroTid = _heroTid + break + end + end + elseif type == 2 then --卸下神将 + for i = 1, #this.WishCardData do + if this.WishCardData[i].heroTid == _heroTid then + this.WishCardData[i].heroTid = 0 + break + else + Log("未找到需要卸下的神将") + end + end + end + NetManager.ChoiceWishHeroRequest(this.WishCardData,function () + if func then + func() + end + end) end return this \ No newline at end of file