【神将来袭】代码完善
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@ -1080,6 +1080,7 @@ ActivityTypeDef = {
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ShenYiTianJiang = 71, --神衣天降
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LingShouBaoGe = 100,--灵兽宝阁
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LingShowTeHui = 101, --灵兽特惠
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XinJiangLaiXi = 200,--新将来袭
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--主题活动
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FindFairy=43,--限时招募
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@ -177,7 +177,8 @@ ConfigName = {
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HeroSkin = "HeroSkin",
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BlessingConfigNew = "BlessingConfigNew",
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BlessingRewardPoolNew = "BlessingRewardPoolNew",
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SpiritAnimalSummon = "SpiritAnimalSummon"
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SpiritAnimalSummon = "SpiritAnimalSummon",
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NewHeroConfig = "NewHeroConfig"
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}
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require "Framework/GameDataBase"
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@ -223,6 +223,7 @@ function this.LingShouBuildData()
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return rewardData,showData,curScore
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end
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--灵兽宝阁红点检测
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function this.LingShouUpCheckRed()
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local freeTime = 0
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local lotterySetting=ConfigManager.GetConfig(ConfigName.LotterySetting)
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@ -245,4 +246,20 @@ function this.LingShouUpCheckRed()
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return false
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end
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--新将来袭获取数据
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function this.XinJiangBuildData()
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local data={}
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local ActData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.XinJiangLaiXi)
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local newHeroData = ConfigManager.GetConfigData(ConfigName.NewHeroConfig,ActData.activityId)
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data.endTime = ActData.endTime
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data.fightTime = PrivilegeManager.GetPrivilegeRemainValue(2012)
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data.buyTime = PrivilegeManager.GetPrivilegeRemainValue(2013)
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data.money = BagManager.GetTotalItemNum(16)
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local rewardGroupId = newHeroData.DropList[#newHeroData.DropList][2]
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data.reward = ConfigManager.GetConfigData(ConfigName.RewardGroup,rewardGroupId).RewardItem
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data.activityId = ActData.activityId
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return data
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end
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return this
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@ -1,14 +1,14 @@
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local XinJiangLaiXi = quick_class("XinJiangLaiXi")
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-- local allData={}
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-- local itemsGrid = {}--item重复利用
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local allData={}
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local itemsGrid = {}--item重复利用
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local this=XinJiangLaiXi
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local sortingOrder = 0
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-- local parent = {}
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local parent = {}
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-- local properTypeConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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-- local rechargeConfigId = 0
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-- local rechargeData = {}
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-- local fakeId = 0
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-- this.LiveObj = nil
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this.LiveObj = nil
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function XinJiangLaiXi:ctor(mainPanel, gameObject)
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self.mainPanel = mainPanel
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self.gameObject = gameObject
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@ -26,33 +26,47 @@ function XinJiangLaiXi:InitComponent(gameObject)
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this.liveRoot = Util.GetGameObject(gameObject, "bg/liveRoot")
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this.tip1 = Util.GetGameObject(gameObject, "layout/Text1"):GetComponent("Text")
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this.tip2 = Util.GetGameObject(gameObject, "layout/Text2"):GetComponent("Text")
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this.addBtn = Util.GetGameObject(gameObject, "layout/addBtn")
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--shop
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this.tabList = Util.GetGameObject(this.mainPanel,"bg/tabbox")
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this.btnBack = Util.GetGameObject(this.mainPanel,"bg/btnBack")
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this.bottomBar = Util.GetGameObject(this.mainPanel,"bg/bottomBar")
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this.shop = Util.GetGameObject(this.gameObject,"shop")
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this.shopBack = Util.GetGameObject(this.shop,"shopBack/btnBack")
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this.content = Util.GetGameObject(this.shop,"content")
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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(this.buyBtn,function()
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-- if rechargeData.buyTimes >= rechargeData.dynamicBuyTimes then
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-- return
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-- end
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-- --直购商品
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-- PayManager.Pay(rechargeConfigId, function(id)
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-- this.RechargeSuccessFunc(id)
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-- end) end)
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-- Util.AddClick(this.reviewBtn,function()
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-- local fdata, fseed = BattleManager.GetFakeBattleData(fakeId)
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-- local testFightData = {
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-- fightData = fdata,
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-- fightSeed = fseed,
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-- fightType = 0,
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-- maxRound = 20
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-- }
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-- UIManager.OpenPanel(UIName.BattlePanel, testFightData, BATTLE_TYPE.Test)
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-- end)
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Util.AddClick(this.fightBtn,function()
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local fdata, fseed = BattleManager.GetFakeBattleData(1006)
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local testFightData = {
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fightData = fdata,
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fightSeed = fseed,
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fightType = 0,
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maxRound = 20
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}
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UIManager.OpenPanel(UIName.BattlePanel, testFightData, BATTLE_TYPE.Test)
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end)
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Util.AddClick(this.storeBtn,function()
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this.shop:SetActive(true)
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this.btnBack:SetActive(false)
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this.tabList:SetActive(false)
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this.bottomBar:SetActive(false)
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this:StoreShow()--商店
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end)
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Util.AddClick(this.shopBack,function()
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this.shop:SetActive(false)
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this.btnBack:SetActive(true)
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this.tabList:SetActive(true)
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this.bottomBar:SetActive(true)
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end)
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end
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-- function this.RechargeSuccessFunc(id)
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-- FirstRechargeManager.RefreshAccumRechargeValue(id)
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-- this.OnShowData()
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-- end
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--添加事件监听(用于子类重写)
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function XinJiangLaiXi:AddListener()
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end
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@ -68,94 +82,69 @@ end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function XinJiangLaiXi:OnShow(_sortingOrder,_parent)
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-- parent = _parent
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-- sortingOrder = _sortingOrder
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-- this:OnShowData()
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-- XinJiangLaiXi:SetTime()
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parent = _parent
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sortingOrder = _sortingOrder
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allData = DynamicActivityManager.XinJiangBuildData()
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XinJiangLaiXi:OnShowData()
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XinJiangLaiXi:SetTime()
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end
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-- function XinJiangLaiXi:OnShowData()
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-- local activityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.ShenYiTianJiang)
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-- local activityConfig = ConfigManager.GetConfigData(ConfigName.GlobalActivity,activityId)
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-- rechargeConfigId = activityConfig.CanBuyRechargeId[1]
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-- allData = ConfigManager.GetConfigData(ConfigName.RechargeCommodityConfig,rechargeConfigId)
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-- if not itemsGrid then
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-- itemsGrid = {}
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-- end
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-- for k,v in ipairs(itemsGrid) do
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-- v.gameObject:SetActive(false)
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-- end
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-- for k,v in ipairs(allData.RewardShow) do
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-- if not itemsGrid[k] then
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-- itemsGrid[k] = SubUIManager.Open(SubUIConfig.ItemView,this.scrollItem.transform)
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-- end
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-- itemsGrid[k].gameObject:SetActive(true)
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-- itemsGrid[k]:OnOpen(false, {v[1],v[2]}, 1,false,false,false,sortingOrder)
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-- end
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-- local strs = string.split(activityConfig.ExpertDec,'#')
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-- local skinId = tonumber(strs[1])
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-- fakeId = tonumber(strs[2])
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-- local skinConfig = ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Type",skinId)
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-- if this.LiveObj then
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-- poolManager:UnLoadLive(this.LiveObj.name,this.LiveObj)
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-- this.LiveObj = nil
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-- end
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-- this.proPertyText.text = "属性加成:"
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-- if not skinConfig then
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-- else
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-- LogGreen(skinConfig.Live.." name:"..GetResourcePath(skinConfig.Live))
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-- this.LiveObj = poolManager:LoadLive(GetResourcePath(skinConfig.Live),this.liveRoot.transform, Vector3.one * skinConfig.Scale, Vector3.New(skinConfig.Position[1], skinConfig.Position[2], 0))
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-- this.skinName.text = ConfigManager.GetConfigData(ConfigName.HeroConfig,skinConfig.HeroId).ReadingName
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-- local heroSkinSingleProVal = {}
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-- for _,v in ipairs(skinConfig.MonomerProperty) do
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-- if not heroSkinSingleProVal[v[1]] then
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-- heroSkinSingleProVal[v[1]] = 0
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-- end
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-- heroSkinSingleProVal[v[1]] = heroSkinSingleProVal[v[1]] + v[2]
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-- end
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-- for k,v in pairs(heroSkinSingleProVal) do
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-- this.proPertyText.text = this.proPertyText.text..properTypeConfig[k].Info.."+"..GetPropertyFormatStr(properTypeConfig[k].Style,v)
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-- end
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-- end
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function XinJiangLaiXi:OnShowData()
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if not itemsGrid then
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itemsGrid = {}
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end
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for k,v in ipairs(itemsGrid) do
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v.gameObject:SetActive(false)
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end
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for k,v in ipairs(allData.reward) do
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if not itemsGrid[k] then
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itemsGrid[k] = SubUIManager.Open(SubUIConfig.ItemView,this.scrollItem.transform)
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end
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itemsGrid[k].gameObject:SetActive(true)
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itemsGrid[k]:OnOpen(false, v, 1,false,false,false,sortingOrder)
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end
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-- rechargeData = OperatingManager.GetGiftGoodsInfo(GoodsTypeDef.DirectPurchaseGift, rechargeConfigId)
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-- if rechargeData then
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-- this.buytimes.text = "剩余次数:"..(rechargeData.dynamicBuyTimes - rechargeData.buyTimes)
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-- else
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-- LogGreen("找不到数据了:"..rechargeConfigId)
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-- end
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-- end
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if this.LiveObj then
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poolManager:UnLoadLive(this.LiveObj.name,this.LiveObj)
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this.LiveObj = nil
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end
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this.LiveObj = poolManager:LoadLive("l_lingshou_fenghuang",this.liveRoot.transform, Vector3.one, Vector3.zero)
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-- function XinJiangLaiXi:SetTime()
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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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-- local endTime = ActivityGiftManager.GetTaskEndTime(ActivityTypeDef.ShenYiTianJiang)
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-- local timeDown = endTime - GetTimeStamp()
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-- this.time.text = Language[12321]..TimeToDHMS(timeDown)
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-- self.timer = Timer.New(function()
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-- timeDown = timeDown - 1
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-- if timeDown < 1 then
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-- self.timer:Stop()
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-- self.timer = nil
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-- this.time.text = Language[12321]..TimeToDHMS(0)
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-- end
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-- this.time.text = Language[12321]..TimeToDHMS(timeDown)
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-- end, 1, -1, true)
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-- self.timer:Start()
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-- end
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this.tip1.text = "剩余挑战次数:".."<color=green>"..allData.fightTime.."</color>"
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this.tip1.text = "剩余购买次数:".."<color=green>"..allData.buyTime.."</color>"
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end
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function XinJiangLaiXi:SetTime()
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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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local timeDown = allData.endTime - GetTimeStamp()
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this.time.text = Language[12321]..TimeToDHMS(timeDown)
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self.timer = Timer.New(function()
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timeDown = timeDown - 1
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if timeDown < 1 then
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self.timer:Stop()
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self.timer = nil
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parent:ClosePanel()
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return
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end
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this.time.text = Language[12321]..TimeToDHMS(timeDown)
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end, 1, -1, true)
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self.timer:Start()
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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 XinJiangLaiXi:OnOpen()
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end
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-- function this.RechargeSuccessFunc(id)
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-- FirstRechargeManager.RefreshAccumRechargeValue(id)
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-- --OperatingManager.RefreshGiftGoodsBuyTimes(GoodsTypeDef.GiftBuy, id)
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-- this.OnShowData()
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-- end
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--商店
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function this:StoreShow()
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if not this.shopView then
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this.shopView = SubUIManager.Open(SubUIConfig.ShopView, this.content.transform)
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end
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this.shopView:ShowShop(SHOP_TYPE.CELEBRATION_SHOP,sortingOrder)
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end
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function XinJiangLaiXi:OnClose()
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@ -163,24 +152,24 @@ end
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--界面销毁时调用(用于子类重写)
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function XinJiangLaiXi:OnDestroy()
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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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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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-- if this.LiveObj then
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-- poolManager:UnLoadLive(this.LiveObj.name,this.LiveObj)
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-- this.LiveObj = nil
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-- end
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-- sortingOrder = 0
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sortingOrder = 0
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-- itemsGrid = {}
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end
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function XinJiangLaiXi:OnHide()
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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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-- sortingOrder = 0
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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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sortingOrder = 0
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end
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return XinJiangLaiXi
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