【云游商人】提交
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11ea817c16
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3005d9bf30
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@ -1969,6 +1969,7 @@ GENERAL_POPUP_TYPE={
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SheJiCheckGuild = 29, --社稷大典检查是否加入公会
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YiJingBaoKuConfirm = 31,--易经宝库奖励确认
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LingShouBaoGe = 33,--灵兽宝阁选择神兽
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YunYouMan = 34,--云游商人选择装备
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--大号通用弹窗
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YiJingBaoKu = 30,--易经宝库
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@ -194,7 +194,6 @@ function ActivityMainPanel:OnClose()
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redPointTypeList = {}
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--关闭弹窗界面
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for k,v in pairs(subViewList) do
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LogPink("v.sub:"..tostring(v.sub))
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v.sub:OnDestroy()
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SubUIManager.Close(v.sub)
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end
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@ -51,7 +51,7 @@ function this.UpdateSingleTypeData(actType)
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dataList[actType].rewards[i].missionId = data.mission[i].missionId or 0--应该无变化
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dataList[actType].rewards[i].progress = data.mission[i].progress or 0
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dataList[actType].rewards[i].state = data.mission[i].state or 0
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LogGreen("i:"..tostring(i).." missionId:"..tostring(dataList[actType].rewards[i].missionId).." progress:"..tostring(dataList[actType].rewards[i].progress).." state:"..tostring(dataList[actType].rewards[i].state).." NeedItems:"..tostring(dataList[actType].rewards[i].NeedItems).." Count:"..tostring(dataList[actType].rewards[i].Count).." ComposeType:"..tostring(dataList[actType].rewards[i].ComposeType))
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LogGreen("i:"..tostring(i).." missionId:"..tostring(dataList[actType].rewards[i].missionId).." progress:"..tostring(dataList[actType].rewards[i].progress).." state:"..tostring(dataList[actType].rewards[i].state))
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end
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end
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end
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@ -1,4 +1,4 @@
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ItemUpstarPre = {}
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local ItemUpstarPre = {}
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local parent
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local curSelectId = 0
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@ -25,16 +25,21 @@ function ItemUpstarPre:InitComponent()
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self.itemList = {}
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self.btnMaskNeed = Util.GetGameObject(self.midLayout,"itemNeed/mask")
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self.btnMaskGet = Util.GetGameObject(self.midLayout,"itemGet/mask")
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self.btnMaskNeedAdd = Util.GetGameObject(self.midLayout,"itemNeed/mask/Image")
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end
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--绑定事件(用于子类重写)
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function ItemUpstarPre:BindEvent()
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Util.AddClick(self.btnMaskNeed,function ()
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LogGreen("打开选择框")
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.YunYouMan,self.data,function (itemId)
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curSelectId = itemId
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self:Refresh()
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end)
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end)
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Util.AddClick(self.btnExchange,function ()
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if curSelectId == 0 then
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PopupTipPanel.ShowTips("请选择想要升级的装备!")
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PopupTipPanel.ShowTip("请选择想要升级的装备!")
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return
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end
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LogGreen("兑换")
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@ -60,7 +65,7 @@ function ItemUpstarPre:SetData(_data,_parent,_sortingOrder)
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end
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function ItemUpstarPre:Refresh()
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local needItemId = curSelectId == 0 and self.data.needItems[1] or curSelectId
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local needItemId = (curSelectId == 0 or curSelectId == nil) and self.data.needItems[1] or curSelectId
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local configData = ConfigManager.GetConfigData(ConfigName.ComposeBook,needItemId)
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local rewardList = {configData.NeedItems[1],configData.NeedCost[1],configData.GoalItems[1]}
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--设置内容
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@ -78,14 +83,14 @@ end
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function ItemUpstarPre:SetMask()
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if curSelectId == 0 then
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self.btnMaskNeed:SetActive(true)
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self.btnMaskNeedAdd:SetActive(true)
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self.btnMaskGet:SetActive(true)
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Util.GetGameObject(self.itemList[1].gameObject,"effects"):SetActive(false)
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Util.GetGameObject(self.itemList[1].gameObject,"item/icon"):SetActive(false)
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Util.GetGameObject(self.itemList[3].gameObject,"effects"):SetActive(false)
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Util.GetGameObject(self.itemList[3].gameObject,"item/icon"):SetActive(false)
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else
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self.btnMaskNeed:SetActive(false)
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self.btnMaskNeedAdd:SetActive(false)
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self.btnMaskGet:SetActive(false)
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Util.GetGameObject(self.itemList[1].gameObject,"effects"):SetActive(true)
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Util.GetGameObject(self.itemList[1].gameObject,"item/icon"):SetActive(true)
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@ -63,6 +63,8 @@ local contentScripts = {
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[30] = {view = require("Modules/Popup/View/GeneralPopup_YiJingBaoKuConfirm"), panelName = "GeneralPopup_YiJingBaoKuConfirm",type=GENERAL_POPUP_TYPE.YiJingBaoKuConfirm},
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--灵兽宝阁选择神兽
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[31] = {view = require("Modules/Popup/View/GeneralPopup_LingShouBaoGe"), panelName = "GeneralPopup_LingShouBaoGe",type=GENERAL_POPUP_TYPE.LingShouBaoGe},
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--云游商人选择装备
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[32] = {view = require("Modules/Popup/View/GeneralPopup_YunYouMan"), panelName = "GeneralPopup_YunYouMan",type=GENERAL_POPUP_TYPE.YunYouMan},
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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 +1,130 @@
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----- 云游商人选择装备 -----
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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 func
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local data
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local selectId = 0
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function this:InitComponent(gameObject)
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self.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
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self.tip=Util.GetGameObject(gameObject,"tip"):GetComponent("Text")
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self.scroll = Util.GetGameObject(gameObject, "Scroll")
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self.confirm = Util.GetGameObject(gameObject, "ConfirmBtn")
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self.cancel = Util.GetGameObject(gameObject, "CancelBtn")
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self.itemPre = Util.GetGameObject(gameObject, "itemPre")
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self.mask = Util.GetGameObject(gameObject, "itemPre/item")
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-- 设置循环滚动,万一内容不停地加
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local rootHight = self.scroll.transform.rect.height
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local width = self.scroll.transform.rect.width
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self.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scroll.transform,
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self.itemPre, nil, Vector2.New(width, rootHight), 1, 5, Vector2.New(0, 35))
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self.scrollView.moveTween.MomentumAmount = 1
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self.scrollView.moveTween.Strength = 2
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self.equipList={}
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self.itemList = {}
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self.maskList = {}
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self.maskImageList = {}
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end
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function this:BindEvent()
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Util.AddClick(this.confirm,function()
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parent:ClosePanel()
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if func then
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func(selectId)
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end
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end)
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Util.AddClick(this.cancel,function()
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parent:ClosePanel()
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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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parent=_parent
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sortingOrder = _parent.sortingOrder
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--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
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local _args = {...}
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data = _args[1]
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func = _args[2]
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self.equipList = BagManager.GetBagItemDataByItemType(ItemBaseType.Equip)
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this:Refresh(true,true)
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end
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function this:Refresh(isTop,isAni)
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this.titleText.text = "装备升级"
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if not self.itemList then
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self.itemList = {}
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end
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for i = 1, #self.itemList do
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self.itemList[i].gameObject:SetActive(false)
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end
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self.scrollView:SetData(self.equipList, function (index, item)
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this:ShowSingleData(item, self.equipList[index],index)
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end,not isTop,not isAni)
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end
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function this:ShowSingleData(item,sdata,index)
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local bool = false
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for i = 1, #data.needItems do
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if sdata.itemConfig.Id == data.needItems[i] then
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bool = true
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end
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end
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if bool then
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this.tip.text = "请选择您要升级的装备"
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self.tip.gameObject:GetComponent("RectTransform").localPosition = Vector3.New(0,232,0)
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local itemtrans = Util.GetGameObject(item,"item")
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local itemmask = Util.GetGameObject(item,"mask")
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local maskImage = Util.GetGameObject(item,"mask/Image")
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maskImage:SetActive(false)
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if not self.itemList[index] then
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self.itemList[index] = SubUIManager.Open(SubUIConfig.ItemView,itemtrans.transform)
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self.itemList[index].gameObject:SetActive(false)
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end
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self.itemList[index]:OnOpen(false, {sdata.itemConfig.Id,sdata.num}, 1,false,false,false,sortingOrder)
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self.itemList[index].gameObject:SetActive(true)
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self.maskList[index] = itemmask
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self.maskImageList[index] = maskImage
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else
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self.tip.text = "暂无可升级的装备"
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self.tip.gameObject:GetComponent("RectTransform").localPosition = Vector3.zero
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end
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self.maskImageList[index]:SetActive(selectId == sdata.itemConfig.Id)
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Util.AddOnceClick(self.maskList[index],function ()
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for i = 1, #self.maskImageList do
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self.maskImageList[i]:SetActive(false)
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end
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if selectId == sdata.itemConfig.Id then
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self.maskImageList[index]:SetActive(false)
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selectId = 0
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else
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self.maskImageList[index]:SetActive(true)
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selectId = sdata.itemConfig.Id
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end
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end)
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end
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function this:OnClose()
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self.equipList={}
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self.itemList = {}
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self.maskList = {}
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self.maskImageList = {}
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end
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function this:OnDestroy()
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end
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return this
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: b6924c50cc46af1419e32eec33c557b6
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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