Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c

dev_chengFeng
wangzhenxing 2021-06-02 11:29:45 +08:00
commit 2de61d062d
50 changed files with 608 additions and 175 deletions

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externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -6152,7 +6152,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 393, y: -33}
m_AnchoredPosition: {x: 440, y: -33}
m_SizeDelta: {x: 137.2, y: 52.4}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &8833716866223761799

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@ -422,6 +422,7 @@ SubUIConfig = {
RoleUpStarLayout = { name = "RoleUpStarLayout",assetName = "RoleUpStarLayout",script = "Modules/RoleInfo/RoleUpStarLayout" },
SingleFightPlayerView = { name = "SingleFightPlayerView",assetName = "SingleFightPlayerView",script = "View/SingleFightPlayerView" }, -- 挂机界面一个人
SingleStoryPlayerView = { name = "SingleStoryPlayerView",assetName = "SingleStoryPlayerView",script = "View/SingleStoryPlayerView" } , --剧情界面一个对象
PlayerTitle = {name = "PlayerTitle",assetName = "PlayerTitle",script = "View/PlayerTitle"},
[1] = {name = "EveryDayGift",assetName = "EveryDayGift",script = "Modules/Recharge/View/EveryDayGift"},
[2] = {name = "GiftPre",assetName = "GiftPre",script = "Modules/Recharge/View/GiftPre"},
[3] = {name = "RechargeView",assetName = "RechargeView",script = "Modules/Recharge/View/RechargeView"},

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@ -101,6 +101,7 @@ function this.BackDataRefreshEnerny(msgItemInfo)
end
end
Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
CheckRedPointStatus(RedPointType.Recruit_Normal)
end
end
@ -1097,6 +1098,7 @@ function this.BagIndicationRefresh(msg)
--检测背包红点
CheckRedPointStatus(RedPointType.Bag_HeroDebris)
CheckRedPointStatus(RedPointType.Bag_BoxAndBlueprint)
CheckRedPointStatus(RedPointType.Recruit_Normal)
-- 超出最大数量限制提示
if msg.isMax and msg.isMax == 1 then

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@ -145,6 +145,9 @@ end
function this:OnSortingOrderChange()
orginLayer = self.sortingOrder
for k,v in pairs(subViewList) do
v.sub:OnSortingOrderChange(self.sortingOrder)
end
end
----==========================一级页签相关===========================================
-- tab按钮自定义显示设置

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@ -90,6 +90,9 @@ function LingShouBaoGe:OnOpen(_activityConfig,_index,parent)
self.parent = parent
end
function LingShouBaoGe:OnSortingOrderChange()
end
function LingShouBaoGe:OnShow(_sortingOrder)
self.gameObject:SetActive(true)
sortingOrder = _sortingOrder

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@ -54,6 +54,9 @@ function LingShowTeHui:OnOpen(_activityConfig,_index,parent)
self.parent = parent
end
function LingShowTeHui:OnSortingOrderChange()
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function LingShowTeHui:OnShow(_sortingOrder,_parent)
self.gameObject:SetActive(true)

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@ -85,6 +85,9 @@ function QianKunBox:OnOpen(_activityConfig,_index,parent)
self.parent = parent
end
function QianKunBox:OnSortingOrderChange()
end
-- 打开,重新打开时回调
function QianKunBox:OnShow(_sortingOrder)
self.gameObject:SetActive(true)

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@ -182,6 +182,9 @@ function SheJiDaDian:OnOpen(_activityConfig,_index,parent)
self.parent = parent
end
function SheJiDaDian:OnSortingOrderChange()
end
-- 打开,重新打开时回调
function SheJiDaDian:OnShow(_sortingOrder)
self.gameObject:SetActive(true)

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@ -66,6 +66,9 @@ function ShengYiTianJiang:OnOpen(_activityConfig,_index,parent)
self.parent = parent
end
function ShengYiTianJiang:OnSortingOrderChange()
end
-- 打开,重新打开时回调
function ShengYiTianJiang:OnShow(_sortingOrder)
self.gameObject:SetActive(true)

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@ -120,6 +120,9 @@ function TimeLimitUpHero:OnOpen(_activityConfig,_index,parent)
self.parent = parent
end
function TimeLimitUpHero:OnSortingOrderChange()
end
-- 打开,重新打开时回调
function TimeLimitUpHero:OnShow(_sortingOrder)
self.gameObject:SetActive(true)

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@ -90,6 +90,9 @@ function TimeLimitedCall:OnOpen(_activityConfig,_index,parent)
self.parent = parent
end
function TimeLimitedCall:OnSortingOrderChange()
end
-- 打开,重新打开时回调
function TimeLimitedCall:OnShow(_sortingOrder)
self.gameObject:SetActive(true)

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@ -82,6 +82,9 @@ function XiangYaoDuoBao:BindEvent()
end)
end
function XiangYaoDuoBao:OnSortingOrderChange()
end
function XiangYaoDuoBao:OnShow(_sortingOrder,_parent)
local actId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.XiangYaoDuoBao)
if not actId or actId <= 0 then return end

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@ -111,6 +111,9 @@ function XinJiangLaiXi:OnOpen(_activityConfig,_index,parent)
self.parent = parent
end
function XinJiangLaiXi:OnSortingOrderChange()
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function XinJiangLaiXi:OnShow(_sortingOrder,_parent)
local actId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.XinJiangLaiXi)

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@ -83,6 +83,9 @@ function YiJingBaoKu:OnOpen(_activityConfig,_index,parent)
self.parent = parent
end
function YiJingBaoKu:OnSortingOrderChange()
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function YiJingBaoKu:OnShow(_sortingOrder)
self.gameObject:SetActive(true)

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@ -268,6 +268,7 @@ function this:OnClose()
if this.curFormationIndex == FormationTypeDef.FORMATION_ENDLESS_MAP then
EndLessMapManager.SetCanUseHeroNew()
CheckRedPointStatus(RedPointType.wujinBianDui)
CheckRedPointStatus(RedPointType.EndlessPanel)
end
end

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@ -673,7 +673,7 @@ end
function this.SubmitGameData()
local isNewRole = PlayerPrefs.GetString(tostring(PlayerManager.uid), "")
if isNewRole == "" then
if isNewRole == "" and PlayerManager.level == 1 then
PlayerPrefs.SetString(tostring(PlayerManager.uid), tostring(PlayerManager.uid))
SubmitExtraData({ type = SDKSubMitType.TYPE_CREATE_ROLE })
end

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@ -334,8 +334,8 @@ function this:BindEvent()
-- LogYellow("username:"..tostring( NPCList[i].userName).." name:"..tostring(NPCList[i].name).." lv:"..tostring(NPCList[i].lv).." level:"..tostring(NPCList[i].level).." practiceLevel:"..tostring(NPCList[i].practiceLevel))
local _lv = NPCList[i].lv or NPCList[i].level or NPCList[i].userLevel
if _lv and _lv >= GlobalSysConfig[108].OpenRules[2] then
view.ImprintImg:SetActive(true)
PracticeManager.SetPracticeIcon(view.ImprintImg,NPCList[i].practiceLevel)
view.ImprintImg2:SetActive(true)
PracticeManager.SetPracticeIcon(view.ImprintImg2,NPCList[i].practiceLevel)
end
view:SetAutoMove()
view.leader.transform.name = "MainPlayerView"..i
@ -707,6 +707,14 @@ function this:OnSortingOrderChange()
if this.playerInfoView then
this.playerInfoView:SetLayer(self.sortingOrder)
end
if curNPCList then
for _, mpv in pairs(curNPCList) do
if mpv.OnSortingOrderChange then
mpv:OnSortingOrderChange(self.sortingOrder)
end
end
end
end
function this:OnOpen()

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@ -17,8 +17,11 @@ function MainPlayerView.New(isSelf, root, rect, pos,_NpvData,sortingOrder)
instance.leader.transform:SetParent(root.transform)
instance.leader.transform.localPosition = Vector3.zero
instance.leader.transform.localScale = Vector3.one
instance.ImprintImg = Util.GetGameObject(instance.leader, "name/Icon")--:GetComponent("Image")--修行标识
instance.ImprintImg:SetActive(false)
instance.ImprintImg1 = Util.GetGameObject(instance.leader, "name/text/Icon")--修行标识
instance.ImprintImg2 = Util.GetGameObject(instance.leader, "name/text2/Icon")--修行标识
instance.ImprintImg1:SetActive(false)
instance.ImprintImg2:SetActive(false)
local _sex, npc, scale
if isSelf then
@ -35,19 +38,14 @@ function MainPlayerView.New(isSelf, root, rect, pos,_NpvData,sortingOrder)
end
--如果修行开启设置修行标识
if ActTimeCtrlManager.SingleFuncState(108) then
instance.ImprintImg:SetActive(true)
PracticeManager.SetPracticeIcon(instance.ImprintImg,PracticeManager.PracticeLevel)
instance.ImprintImg1:SetActive(true)
PracticeManager.SetPracticeIcon(instance.ImprintImg1,PracticeManager.PracticeLevel)
end
else
instance.NameText = Util.GetGameObject(instance.leader, "name/text2"):GetComponent("Text")
Util.GetGameObject(instance.leader, "name/text"):SetActive(false)
Util.GetGameObject(instance.leader, "name/text2"):SetActive(true)
_sex = _NpvData.sex
-- --如果修行开启设置修行标识
-- if _NpvData.lv and _NpvData.lv >= GlobalSysConfig[108].OpenRules[2] then
-- instance.ImprintImg:SetActive(true)
-- PracticeManager.SetPracticeIcon(instance.ImprintImg,_NpvData.practiceLevel)
-- end
if _sex == 0 then zuoqi = 80008 end
local PlayerLiveViewData = {
skin = _NpvData.userSkin,
@ -96,6 +94,12 @@ function MainPlayerView:SetAutoMove()
self:SetAutoMove()
end)
end
function MainPlayerView:OnSortingOrderChange(sortingOrder)
if self.NpcGO and self.NpcGO.OnSortingOrderChange then
self.NpcGO:OnSortingOrderChange(sortingOrder)
end
end
function MainPlayerView:SetName()
self.NameText.text = PracticeManager.SetNameColor(PlayerManager.nickName,PracticeManager.PracticeLevel)

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@ -52,6 +52,7 @@ function this.RefreshItemData()
this.treasureData.curDataLevel = level
this.SetTreasureState()
CheckRedPointStatus(RedPointType.wujinTreasure)
CheckRedPointStatus(RedPointType.EndlessPanel)
end
local count = BagManager.GetItemCountById(this.shiQiValue)
@ -525,6 +526,7 @@ function this.SetCanUseHeroNew()
LogGreen("v.isNew:"..v.isNew)
end
CheckRedPointStatus(RedPointType.wujinBianDui)
CheckRedPointStatus(RedPointType.EndlessPanel)
end
function this.GetHeroDataByProperty(_proId)

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@ -61,6 +61,9 @@ function CommonActPage:OnOpen(_activityConfig,_index,parent)
PlayerPrefs.SetInt(PlayerManager.uid.."CommonActPage"..self.actConfig.ActiveType,1)
end
function CommonActPage:OnSortingOrderChange()
end
-- 打开,重新打开时回调
function CommonActPage:OnShow(_sortingOrder)
self.gameObject:SetActive(true)

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@ -64,6 +64,9 @@ function ConRechargePage:OnOpen(_activityConfig,_index,parent)
self.gameObject.name = "ConRechargePage"..self.actConfig.Id
end
function ConRechargePage:OnSortingOrderChange()
end
-- 打开,重新打开时回调
function ConRechargePage:OnShow(_sortingOrder)
self.gameObject:SetActive(true)

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@ -71,6 +71,9 @@ function ExChangePage:OnOpen(_activityConfig,_index,parent)
self.parent = parent
end
function ExChangePage:OnSortingOrderChange()
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function ExChangePage:OnShow(_sortingOrder)
self.gameObject:SetActive(true)

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@ -59,6 +59,9 @@ function ExpertPage:OnOpen(_activityConfig,_index,parent)
self.gameObject.name = "ExpertPage"..self.actConfig.Id
end
function ExpertPage:OnSortingOrderChange()
end
-- 打开,重新打开时回调
function ExpertPage:OnShow(_sortingOrder)
self.gameObject:SetActive(true)

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@ -94,6 +94,9 @@ function CumulativeSignInPage:OnOpen(_activityConfig,_index,parent)
self.parent = parent
end
function CumulativeSignInPage:OnSortingOrderChange()
end
-- 打开,重新打开时回调
function CumulativeSignInPage:OnShow(_sortingOrder)
self.gameObject:SetActive(true)

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@ -67,6 +67,9 @@ function GrowthGiftPage:OnOpen(_activityConfig,_index,parent)
self.parent = parent
end
function GrowthGiftPage:OnSortingOrderChange()
end
-- 打开,重新打开时回调
function GrowthGiftPage:OnShow(_sortingOrder)
VipManager.SetGrowthPackagePointStatus()--成长礼包

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@ -81,6 +81,9 @@ function MonthCardPage:OnOpen(_activityConfig,_index,parent)
self.parent = parent
end
function MonthCardPage:OnSortingOrderChange()
end
-- 打开,重新打开时回调
function MonthCardPage:OnShow(_sortingOrder)
self.gameObject:SetActive(true)

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@ -109,6 +109,9 @@ function UpperMonthCard:OnOpen(_activityConfig,_index,parent)
self.parent = parent
end
function UpperMonthCard:OnSortingOrderChange()
end
-- 打开,重新打开时回调
function UpperMonthCard:OnShow(_sortingOrder)
self.gameObject:SetActive(true)

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@ -185,7 +185,7 @@ function this.InitRedPointAllRelate()
--秘盒红点
RPData:SetParent(RedPointType.SecretBox_Red1, RedPointType.SecretBox)
--角色招募红点
RPData:SetParent(RedPointType.Recruit_Red, RedPointType.Recruit)
-- RPData:SetParent(RedPointType.Recruit_Red, RedPointType.Recruit)
--普通召唤红点
RPData:SetParent(RedPointType.Recruit_Normal, RedPointType.Recruit)
-- --运营红点
@ -382,9 +382,9 @@ function this.RegisterRedCheckFunc()
--秘盒红点
RPData:AddCheckFunc(RedPointType.SecretBox_Red1, SecretBoxManager.CheckSecretRedPoint,FUNCTION_OPEN_TYPE.SECRETBOX)
--角色招募红点
RPData:AddCheckFunc(RedPointType.Recruit_Red, RecruitManager.CheckRecuritRedPoint,FUNCTION_OPEN_TYPE.RECURITY)
-- RPData:AddCheckFunc(RedPointType.Recruit_Red, RecruitManager.CheckRecuritRedPoint,FUNCTION_OPEN_TYPE.RECURITY)
--普通召唤红点
RPData:AddCheckFunc(RedPointType.Recruit_Normal, RecruitManager.CheckRecuritNormalPoint,FUNCTION_OPEN_TYPE.RECURITY)
RPData:AddCheckFunc(RedPointType.Recruit_Normal, RecruitManager.GetAllRecruitBtnRedpoint)--RecruitManager.CheckRecuritNormalPoint,FUNCTION_OPEN_TYPE.RECURITY)
--七日狂欢红点
RPData:AddCheckFunc(RedPointType.SevenDayCarnival, SevenDayCarnivalManager.GetSevenDayCarnivalRedPoint)
--每日首充

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@ -104,6 +104,11 @@ function EveryDayGift:OnOpen(_activityConfig,_index,parent)
self.gameObject.name = "EveryDayGift"..self.actConfig.Id
end
function EveryDayGift:OnSortingOrderChange(_sortingOrder)
Util.SetParticleSortLayer(self.UI_Effect_jinkuang_Yuan, _sortingOrder+1)
self.sortingOrder = _sortingOrder
end
-- 打开,重新打开时回调
function EveryDayGift:OnShow(_sortingOrder)
self.gameObject:SetActive(true)

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@ -57,6 +57,9 @@ function RechargeView:OnOpen(_activityConfig,_index,parent)
self.parent = parent
end
function RechargeView:OnSortingOrderChange()
end
function RechargeView:OnShow(_sortingOrder)
self.gameObject:SetActive(true)
self.sortingOrder = _sortingOrder

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@ -46,13 +46,13 @@ function this.RecruitRequest(recruitType, func, privilegeId,_itemId,_itemNum)
if this.freeUseTimeList[privilegeId] and this.freeUseTimeList[privilegeId] >= 1 then
PrivilegeManager.RefreshPrivilegeUsedTimes(privilegeId, 1)
this.freeUseTimeList[privilegeId] = PrivilegeManager.GetPrivilegeRemainValue(privilegeId)
CheckRedPointStatus(RedPointType.Recruit_Red)
CheckRedPointStatus(RedPointType.Recruit_Normal)
-- CheckRedPointStatus(RedPointType.Recruit_Red)
CheckRedPointStatus(RedPointType.TimeLimited)
CheckRedPointStatus(RedPointType.QianKunBox)
CheckRedPointStatus(RedPointType.Pokemon_Recruit)
end
end
CheckRedPointStatus(RedPointType.Recruit_Normal)
if func then
func(msg)
end
@ -68,7 +68,7 @@ function this.RefreshFreeTime()
this.freeUseTimeList[99] = PrivilegeManager.GetPrivilegeRemainValue(99)
this.freeUseTimeList[2005] = PrivilegeManager.GetPrivilegeRemainValue(2005)
if (ActTimeCtrlManager.SingleFuncState(1)) then
CheckRedPointStatus(RedPointType.Recruit_Red)
-- CheckRedPointStatus(RedPointType.Recruit_Red)
CheckRedPointStatus(RedPointType.Recruit_Normal)
CheckRedPointStatus(RedPointType.TimeLimited)
CheckRedPointStatus(RedPointType.QianKunBox)
@ -358,6 +358,57 @@ function this.GetExpendDataByCostItem(str,type,LimitNum)
return cost
end
--抽卡类型
local rType={
Normal=1,--普通
Friend=2,--友情
Hero=3--神将
}
--按钮类型
local bType={
Btn1=1,
Btn10=2
}
--抽卡配置
local preConfigure={
[1] = {type=RecruitType.NormalSingle,privilegeId=38},
[2] = {type=RecruitType.NormalTen,privilegeId=38},
[3] = {type=RecruitType.FriendSingle},
[4] = {type=RecruitType.FriendTen},
[5] = {type=RecruitType.Single,privilegeId=14},
[6] = {type=RecruitType.Ten,privilegeId=14}
}
--点将台红点状态
function this.GetAllRecruitBtnRedpoint()
for i = 1, #preConfigure do
local redPoint = false
if preConfigure[i].privilegeId then
redPoint = this.GetRecruitBtnRedpoint(preConfigure[i].type,preConfigure[i].privilegeId)
else
redPoint = this.GetRecruitBtnRedpoint(preConfigure[i].type)
end
if redPoint then
return true
end
end
return false
end
--点将台六个按钮各自红点状态
function this.GetRecruitBtnRedpoint(recruitType,privilegeId)--privilegeId 单抽免费特权次数
if recruitType == RecruitType.NormalSingle or recruitType == RecruitType.Single then--普通召唤单抽 神将召唤单抽
if privilegeId then
return PrivilegeManager.GetPrivilegeRemainValue(privilegeId) >= 1
end
elseif recruitType == RecruitType.FriendTen or recruitType == RecruitType.NormalTen or recruitType == RecruitType.Ten then--所有召唤十连
local data = RecruitManager.GetExpendData(recruitType)
local itemId = data[1]
local itemNum = data[2]
if itemId ~= 16 and BagManager.GetItemCountById(itemId) >= itemNum then--itemId ~= 16 妖精不算
return true
end
end
return false
end
return this

View File

@ -182,7 +182,13 @@ function this.UpdatePanelData()
local itemId=0
local itemNum=0
local d=RecruitManager.GetExpendData(m.type)
redPot:SetActive(isFree)
local redPoint = false
if v.privilegeId then
redPoint = RecruitManager.GetRecruitBtnRedpoint(m.type,v.privilegeId)
else
redPoint = RecruitManager.GetRecruitBtnRedpoint(m.type)
end
redPot:SetActive(redPoint)
if isFree then --若1按钮有免费次数 后面逻辑不走了
info.text=Language[10489]
else

View File

@ -12,14 +12,8 @@ function SettingPlayerTitle:ctor(mainPanel, gameObject)
self:InitComponent(gameObject)
self:BindEvent()
end
local titleLive
local titleLive2
local titleLiveCanvas
local titleLiveCanvas2
local _sortingorder = 0
local titleLiveStr
local titleLiveStr2
local _sortingorder = 0
local curUserRideId
--初始化组件(用于子类重写)
function SettingPlayerTitle:InitComponent(gameObject,rootPanel)
@ -59,6 +53,11 @@ function SettingPlayerTitle:InitComponent(gameObject,rootPanel)
this.scrollViewPro.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
this.scrollViewPro.moveTween.MomentumAmount = 1
this.scrollViewPro.moveTween.Strength = 2
this.titleLive = SubUIManager.Open(SubUIConfig.PlayerTitle, this.live2dRootParent.transform)
this.titleLive2 = SubUIManager.Open(SubUIConfig.PlayerTitle, this.live2dRootParent2.transform)
end
--绑定事件(用于子类重写)
@ -202,50 +201,15 @@ function this.SingleRideClickShowInfo(data,go)
sex = NameManager.roleSex,
ride =0,
}
if titleLive then
-- 特效大小修改后无法还原,所以直接删除
destroy(titleLive)
titleLive = nil
end
if titleLive2 then
-- 特效大小修改后无法还原,所以直接删除
destroy(titleLive2)
titleLive2 = nil
end
live2dRoot = PlayerLiveView:New(this.live2dRootParent,2, curPlayerLiveViewData)
live2dRoot:OnOpen(GetPlayerRoleSingleConFig().Scale7,nil,WALK_DIR.IDLE_LEFT)
local curPlayerRole = ConfigManager.GetConfigData(ConfigName.PlayerRole,data.ItemId)
local curArtResourcesConfig = ConfigManager.GetConfigData(ConfigName.ArtResourcesConfig,curPlayerRole.LiveAnimName)
this.name.text = curArtResourcesConfig.Desc
titleLiveStr = curArtResourcesConfig.Name
titleLive = poolManager:LoadAsset(titleLiveStr, PoolManager.AssetType.GameObject)
titleLive.transform:SetParent(this.live2dRootParent.transform)
titleLive.transform.localPosition = Vector3.New(0,150,0)
titleLive.transform.localScale = Vector3.New(0.5,0.5,0.5)
Util.SetParticleScale(titleLive, 0.5)
Util.AddParticleSortLayer(titleLive, _sortingorder)
titleLiveCanvas = titleLive:GetComponent("Canvas")
if titleLiveCanvas then
titleLiveCanvas.overrideSorting = true
titleLiveCanvas.sortingOrder = _sortingorder
end
local curPlayerRole = ConfigManager.GetConfigData(ConfigName.PlayerRole,data.ItemId)
local curArtResourcesConfig = ConfigManager.GetConfigData(ConfigName.ArtResourcesConfig,curPlayerRole.LiveAnimName)
titleLiveStr2 = curArtResourcesConfig.Name
titleLive2 = poolManager:LoadAsset(titleLiveStr, PoolManager.AssetType.GameObject)
titleLive2.transform:SetParent(this.live2dRootParent2.transform)
titleLive2.transform.localPosition = Vector3.New(0,0,0)
titleLive2.transform.localScale = Vector3.New(1,1,1)
Util.SetParticleScale(titleLive2, 1)
Util.AddParticleSortLayer(titleLive2, _sortingorder)
titleLiveCanvas2 = titleLive2:GetComponent("Canvas")
if titleLiveCanvas2 then
titleLiveCanvas2.overrideSorting = true
titleLiveCanvas2.sortingOrder = _sortingorder
end
-- 设置称号显示
this.titleLive:SetShow(data.ItemId, Vector3.New(0,150,0), 0.5, 0.5, _sortingorder)
this.titleLive2:SetShow(data.ItemId, Vector3.New(0,0,0), 1, 1, _sortingorder)
Util.AddOnceClick(this.goToBtn, function()
if not isGet and not isUser then
@ -270,20 +234,13 @@ end
-- 界面层级变动
function SettingPlayerTitle:OnSortingOrderChange(sortingOrder)
local titleSort = sortingOrder + 10
if titleLive then
Util.AddParticleSortLayer(titleLive, titleSort - _sortingorder)
if this.titleLive then
this.titleLive:SetLayer(sortingOrder)
end
if titleLive2 then
Util.AddParticleSortLayer(titleLive2, titleSort - _sortingorder)
if this.titleLive2 then
this.titleLive2:SetLayer(sortingOrder)
end
if titleLiveCanvas then
titleLiveCanvas.sortingOrder = titleSort
end
if titleLiveCanvas2 then
titleLiveCanvas2.sortingOrder = titleSort
end
_sortingorder = titleSort
_sortingorder = sortingOrder
end
--界面关闭时调用(用于子类重写)
@ -300,12 +257,8 @@ end
function SettingPlayerTitle:OnDestroy()
_sortingorder = 0
this.spLoader:Destroy()
titleLive=nil
titleLive2=nil
titleLiveCanvas = nil
titleLiveCanvas2 = nil
titleLiveStr=nil
titleLiveStr2=nil
SubUIManager.Close(this.titleLive)
SubUIManager.Close(this.titleLive2)
end
return SettingPlayerTitle

View File

@ -743,6 +743,10 @@ end
local allSoulPrintUpHeros = {}-- soulPrintSid = {heroDid,heroDid,heroDid}
--增加魂印装备的英雄did
function this.AddSoulPrintUpHeroDynamicId(soulPrintSid, heroDid)
if not equipConfig[soulPrintSid] then
LogYellow("魂印表里不存在,需要策划君! "..soulPrintSid)
return
end
if allSoulPrintUpHeros[soulPrintSid] then
table.insert(allSoulPrintUpHeros[soulPrintSid],heroDid)
else

View File

@ -177,7 +177,7 @@ function this.RefreshPanel(eventId, isFirstOpen)
local contexts =(contents[2])
--contexts = string.gsub(contexts, "【此处为玩家名】", PlayerManager.nickName)
contexts = string.gsub(contexts, Language[11248], NameManager.roleName)
contexts = string.gsub(contexts, "{ta}", NameManager.roleSex == ROLE_SEX.BOY and "" or "")
-- 配音资源名
-- local voice = chapterEventPointData[eventId].VoiceRes
-- if voice then

View File

@ -512,6 +512,7 @@ function this:ShowDialog()
local resId = tonumber(contents[1])
local contexts =(contents[2])
contexts = string.gsub(contexts, Language[11248], NameManager.roleName)
contexts = string.gsub(contexts, "{ta}", NameManager.roleSex == ROLE_SEX.BOY and "" or "")
--this.diaLogNameText.text = ""
ShowText(this.diaLogContent.transform, contexts, 1)
this.SetList2d(resId,setId,live2dRoot)

View File

@ -258,6 +258,7 @@ function this.ChangeVipRedPointState()
CheckRedPointStatus(RedPointType.QinglongSerectTreasure)
CheckRedPointStatus(RedPointType.pozhenzhuxianTask)
CheckRedPointStatus(RedPointType.wujinMission)
CheckRedPointStatus(RedPointType.EndlessPanel)
--CheckRedPointStatus(RedPointType.Achievement_One)
--CheckRedPointStatus(RedPointType.Achievement_Two)
--CheckRedPointStatus(RedPointType.Achievement_Three)

View File

@ -222,6 +222,7 @@ function EndLessTreasurePanel:OnBtnDealClicked(rewardItem,singleData)
EndLessMapManager.SetTreasureState(singleData.Id,-1)
end
CheckRedPointStatus(RedPointType.wujinTreasure)
CheckRedPointStatus(RedPointType.EndlessPanel)
self:refresh()--刷新界面
end)
end)

View File

@ -43,7 +43,7 @@ function PlayerLiveView:New(gameObject,_Type, PlayerLiveViewData,orginLayer)
--立绘对象
instance.rideLive = nil
instance.playerLive = nil
instance.titleLive = nil
instance.titleLive = SubUIManager.Open(SubUIConfig.PlayerTitle, instance.titleLiveGo.transform)
--立绘资源名字
instance.rideLiveStr = ""
instance.playerLiveStr = ""
@ -64,7 +64,6 @@ function PlayerLiveView:New(gameObject,_Type, PlayerLiveViewData,orginLayer)
end
--初始化组件(用于子类重写)
function PlayerLiveView:InitComponent()
end
--绑定事件(用于子类重写)
@ -96,6 +95,14 @@ function PlayerLiveView:OnOpen(scale,pos,dir)
end
end
local sortingorder=0
function PlayerLiveView:OnSortingOrderChange(sortingOrder)
if self.titleLive then
self.titleLive:SetLayer(sortingOrder)
end
end
--加载三个立绘(称号 坐骑 皮肤)
function PlayerLiveView:OnShowLive()
-- LogBlue("self.rideLiveGo "..self.rideLiveGo.name)
@ -110,10 +117,6 @@ function PlayerLiveView:OnShowLive()
poolManager:UnLoadLive(self.playerLiveStr, self.playerLive, PoolManager.AssetType.GameObject)
self.playerLive = nil
end
if self.titleLive then
poolManager:UnLoadAsset(self.titleLiveStr, self.titleLive, PoolManager.AssetType.GameObject)
self.titleLive = nil
end
--时装
if self.PlayerLiveViewData.skin and self.PlayerLiveViewData.skin > 0 then
self.playerLiveGo:SetActive(true)
@ -161,17 +164,7 @@ function PlayerLiveView:OnShowLive()
y=y+3
end
local curLocalPosition = Vector3.New(curArtResourcesConfig.Position[1],y,0)
self.titleLiveStr = curArtResourcesConfig.Name--GetResourcePath(ConfigManager.GetConfigData(ConfigName.PlayerAppearance,PlayerManager.designation).Live)
self.titleLive = poolManager:LoadAsset(self.titleLiveStr, PoolManager.AssetType.GameObject)
self.titleLive.transform:SetParent(self.titleLiveGo.transform)
self.titleLive.transform.localPosition = curLocalPosition
self.titleLive.transform.localScale = curLocalScale
if self.orginLayer then
LogError("self.orginlayer "..self.orginLayer.."sortingOrder "..sortingorder)
Util.SetParticleSortLayer(self.titleLive,self.orginLayer)
--sortingorder = self.orginLayer
end
self.titleLive:SetShow(self.PlayerLiveViewData.designation, curLocalPosition, curArtResourcesConfig.Scale, curArtResourcesConfig.Scale* self.transform.localScale.x, self.orginLayer)
end
end
function PlayerLiveView:SetNameHeight(hei)
@ -311,15 +304,13 @@ function PlayerLiveView:OnClose()
poolManager:UnLoadLive(self.playerLiveStr, self.playerLive, PoolManager.AssetType.GameObject)
self.playerLive = nil
end
if self.titleLive then
poolManager:UnLoadAsset(self.titleLiveStr, self.titleLive, PoolManager.AssetType.GameObject)
self.titleLive = nil
end
if self.leader then
poolManager:UnLoadAsset("PlayerLiveView",self.leader, PoolManager.AssetType.GameObject)
self.leader = nil
end
if self.titleLive then
SubUIManager.Close(self.titleLive)
end
end
--判断动画是否存在

View File

@ -0,0 +1,108 @@
PlayerTitle = {}
local this=PlayerTitle
local mapNpcOp = "PlayerTitle"
function PlayerTitle:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = PlayerTitle })
return b
end
--初始化组件(用于子类重写)
function PlayerTitle:InitComponent()
self.layer = 0
self.canvas = self.gameObject:GetComponent("Canvas")
end
--绑定事件(用于子类重写)
function PlayerTitle:BindEvent()
end
--添加事件监听(用于子类重写)
function PlayerTitle:AddListener()
end
--移除事件监听(用于子类重写)
function PlayerTitle:RemoveListener()
end
--界面打开时调用(用于子类重写)
function PlayerTitle:OnOpen(itemId, position, scale, layer)
if itemId then
self:SetShow(itemId, position, scale, layer)
end
end
function PlayerTitle:SetShow(itemId, position, scale, effectScale, layer)
self:ClearTitle()
local curPlayerRole = ConfigManager.GetConfigData(ConfigName.PlayerRole,itemId)
local curArtResourcesConfig = ConfigManager.GetConfigData(ConfigName.ArtResourcesConfig,curPlayerRole.LiveAnimName)
self.curTitleName = curArtResourcesConfig.Name
self.titleLive = poolManager:LoadAsset(self.curTitleName, PoolManager.AssetType.GameObject)
self.titleLive.transform:SetParent(self.canvas.transform)
if position then
self:SetPostion(position)
end
if scale then
self:SetScale(scale)
end
if effectScale then
self:SetEffectScale(effectScale)
end
if layer then
self:SetLayer(layer)
end
end
function PlayerTitle:SetPostion(position)
if self.titleLive then
self.titleLive.transform.localPosition = position
end
end
function PlayerTitle:SetScale(scale)
if self.titleLive then
self.titleLive.transform.localScale = Vector3.one * scale
end
end
function PlayerTitle:SetEffectScale(effectScale)
if self.titleLive then
Util.SetParticleScale(self.titleLive, effectScale)
end
end
function PlayerTitle:SetLayer(layer)
local _layer = layer + 10
if self.titleLive then
Util.AddParticleSortLayer(self.titleLive, _layer - self.layer)
end
if self.canvas then
self.canvas.overrideSorting = true
self.canvas.sortingOrder = _layer
end
self.layer = _layer
end
function PlayerTitle:ClearTitle()
if self.titleLive then
destroy(self.titleLive)
end
self.titleLive = nil
self.curTitleName = nil
self.layer = 0
end
--界面销毁时调用(用于子类重写)
function PlayerTitle:OnClose()
self:ClearTitle()
end
return PlayerTitle

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: e31794c072cdb5e4bba6a0ce30c47286
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -127,7 +127,8 @@ function ShopViewNew:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Shop.RefreshItem,RefreshData,self)
end
function ShopViewNew:OnSortingOrderChange()
end
--界面打开时调用(用于子类重写)
function ShopViewNew:OnOpen(_activityConfig,_index,parent)