抽卡优化
parent
75b93cdff1
commit
30ab410f00
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fileFormatVersion: 2
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guid: d7895f7da1be37d4f95831b6747cc240
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timeCreated: 1545973056
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licenseType: Pro
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externalObjects: {}
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mainObjectFileID: 100100000
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@ -2080,7 +2080,16 @@ CONGRATULATION_TYPE = {
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Practice = 1,--破境成功
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}
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--抽卡类型
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--抽卡类型(跟表对应)
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TableRecruitType = {
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Putong = 5,
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Youqing = 4,
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Shenjiang = 1,
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Siyuanzhen = 2,
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xianyuan = 6,
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}
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--抽卡类型(读取数据 ,自己定义的)
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RecruitType = {
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WaterTen = 1, --水属性十抽
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WaterSingle = 2, --水属性单抽
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@ -2604,6 +2613,13 @@ PropertyType = {
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[4] = "道系",
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}
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PropertyTypeImageBySiYuan = {
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[1] = {image3 = "y_yuansu_ren01_zh",Image1 = "y_yuansu_ren",property = "人"},
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[2] = {image3 = "y_yuansu_fou01_zh",Image1 = "y_yuansu_fou",property = "佛"},
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[3] = {image3 = "y_yuansu_yao01_zh",Image1 = "y_yuansu_yao",property = "妖"},
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[4] = {image3 = "y_yuansu_dao01_zh",Image1 = "y_yuansu_dao",property = "道"},
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}
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NumToChinese = {
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[1] = "一",
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[2] = "二",
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@ -392,6 +392,7 @@ UIName = {
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SurpriseBoxPanel = 401,--惊喜礼盒
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JourneyWithWindPanel = 402,--缥缈之旅
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TeHuiShenZhuangPanel = 403, --特惠神装
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RecruitMainPanel = 405,
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}
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SubUIConfig = {
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@ -458,4 +459,6 @@ SubUIConfig = {
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[27] = {name = "TimeLimitUpHero",assetName = "TimeLimitUpHero",script = "Modules/DynamicActivity/TimeLimitUpHero"}, --限时英雄up界面
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[30] = {name = "UpStarPre",assetName = "UpStarPre",script = "Modules/UpStar/UpStarPre"}, --限时英雄up界面
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[29] = {name = "page15",assetName = "page15",script = "Modules/DynamicActivity/ShengXingYouLi"},--升星有礼
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[31] = {name = "RecruitPanelNew",assetName = "RecruitPanelNew",script = "Modules/Recruit/RecruitPanelNew"},--
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[32] = {name = "ElementDrawCardPanelNew",assetName = "ElementDrawCardPanelNew",script = "Modules/Recruit/ElementDrawCardPanelNew"},--升星有礼
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}
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@ -407,17 +407,17 @@ function this:BindEvent()
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Util.AddClick(this.btnRecruit, function()
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--UIManager.OpenPanel(UIName.RecruitPanel)
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this.FunctionClickEvent(FUNCTION_OPEN_TYPE.RECURITY, function ()
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UIManager.OpenPanel(UIName.RecruitPanel)
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UIManager.OpenPanel(UIName.RecruitMainPanel)
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end)
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this.ScenceBtnClick(FUNCTION_OPEN_TYPE.RECURITY)
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end)
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--元素招募
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Util.AddClick(this.btnElementDrawCard, function()
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this.FunctionClickEvent(FUNCTION_OPEN_TYPE.ELEMENT_RECURITY, function ()
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UIManager.OpenPanel(UIName.ElementDrawCardPanel)
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UIManager.OpenPanel(UIName.RecruitMainPanel,TableRecruitType.Siyuanzhen)
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end)
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this.ScenceBtnClick(FUNCTION_OPEN_TYPE.ELEMENT_RECURITY)
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end)
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end)
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--秘盒
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Util.AddClick(this.btnSecretBox, function()
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this.FunctionClickEvent(FUNCTION_OPEN_TYPE.SECRETBOX, function ()
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@ -0,0 +1,159 @@
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ElementDrawCardPanelNew = {}
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function ElementDrawCardPanelNew:New(gameObject)
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local b = {}
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b.gameObject = gameObject
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b.transform = gameObject.transform
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setmetatable(b, { __index = ElementDrawCardPanelNew })
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return b
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end
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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function ElementDrawCardPanelNew:InitComponent()
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self.spLoader = SpriteLoader.New()
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self.getCardPanel = Util.GetGameObject(self.transform, "getCardPanel")
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self.buyOneBtn = Util.GetGameObject(self.getCardPanel,"content2/btn1")
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self.titleImageText = Util.GetGameObject(self.getCardPanel,"content1/titleImage/Text"):GetComponent("Text")
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self.Image1 = Util.GetGameObject(self.getCardPanel,"content1/Image/Image1"):GetComponent("Image")
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self.Image2Text = Util.GetGameObject(self.getCardPanel,"content1/Image/Image2/Text"):GetComponent("Text")
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self.Image3 = Util.GetGameObject(self.getCardPanel,"content1/Image/Image3"):GetComponent("Image")
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self.detailText1=Util.GetGameObject(self.getCardPanel,"content1/Image2/detailText1"):GetComponent("Text")
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self.detailText2=Util.GetGameObject(self.getCardPanel,"content1/Image2/detailText2"):GetComponent("Text")
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self.btnBack=Util.GetGameObject(self.getCardPanel,"btnBack")
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self.itemPre = Util.GetGameObject(self.transform, "enterCardPanel/itemPre")
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self.itemPos = {}
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for i = 1,4 do
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self.itemPos[i] = {}
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self.itemPos[i].pos = Util.GetGameObject(self.transform, "enterCardPanel/itemPos"..i)
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self.itemPos[i].go = newObjToParent(self.itemPre,self.itemPos[i].pos)
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self.itemPos[i].goImage = self.itemPos[i].go:GetComponent("Image")
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self.itemPos[i].goImage.sprite = self.spLoader:LoadSprite(PropertyTypeImageBySiYuan[i].Image1)
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self.itemPos[i].PropertyImage = Util.GetGameObject(self.itemPos[i].go, "Image"):GetComponent("Image")
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self.itemPos[i].PropertyImage.sprite = self.spLoader:LoadSprite(PropertyTypeImageBySiYuan[i].image3)
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end
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self.effect=Util.GetGameObject(self.transform, "effect")
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self.bgImage=Util.GetGameObject(self.transform, "bgImage")
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self.previewBtn = Util.GetGameObject(self.transform, "enterCardPanel/previewBtn")
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self.shopBtn = Util.GetGameObject(self.transform, "enterCardPanel/shopBtn")
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self.helpBtn = Util.GetGameObject(self.transform, "enterCardPanel/helpBtn")
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self.exchangeBtn = Util.GetGameObject(self.transform, "enterCardPanel/exchangeBtn")
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screenAdapte(self.bgImage)
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end
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--绑定事件(用于子类重写)
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function ElementDrawCardPanelNew:BindEvent()
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Util.AddClick(self.buyOneBtn, function ()
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local singleConfig = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.LotterySetting,"LotteryType",TableRecruitType.Siyuanzhen,"PropertyType",self.index,"PerCount",1)
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local costnum = singleConfig.CostItem[1][2]
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local costId = singleConfig.CostItem[1][1]
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LogGreen("costnum:"..costnum.." costId:"..costId)
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if BagManager.GetItemCountById(costId) < costnum then
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PopupTipPanel.ShowTip(GetLanguageStrById(itemConfig[costId].Name)..Language[10486])
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return
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end
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RecruitManager.RecruitRequest(singleConfig.Id, function(msg)
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UIManager.OpenPanel(UIName.SecretBoxBuyOnePanel,msg.drop,singleConfig.Id)
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Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
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end)
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end)
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Util.AddClick(self.btnBack, function ()
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self.getCardPanel:SetActive(false)
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self.effect:SetActive(false)
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SoundManager.PlayMusic(SoundConfig.BGM_Main)
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RecruitManager.recruitSubIndex = 0
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self.parent.tabbox.gameObject:SetActive(true)
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self.parent.btnBack.gameObject:SetActive(true)
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end)
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Util.AddClick(self.previewBtn, function()
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UIManager.OpenPanel(UIName.HeroPreviewPanel,false)
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end)
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Util.AddClick(self.shopBtn, function()
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JumpManager.GoJump(20008)
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end)
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Util.AddClick(self.helpBtn, function()
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local pos = self.helpBtn.transform.localPosition
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.ElementDraw, pos.x, pos.y)
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end)
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Util.AddClick(self.exchangeBtn, function()
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UIManager.OpenPanel(UIName.CompoundHeroPanel,2)
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end)
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for i = 1, #self.itemPos do
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Util.AddClick(self.itemPos[i].go, function()
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self.index = i
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self:BtnAction(i)
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end)
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end
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end
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function ElementDrawCardPanelNew:BtnAction(index)
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if not index or index < 1 or index > 4 then
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return
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end
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self.parent.btnBack.gameObject:SetActive(false)
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self.parent.tabbox.gameObject:SetActive(false)
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self.getCardPanel.gameObject:SetActive(true)
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self.effect:SetActive(true)
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self.Image2Text.text = string.format("%s神将碎片",PropertyType[index])
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SetTextVerTial(self.Image2Text,Vector3.New(134.88,-5.9,0),"MiddleLeft")
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self.Image3.sprite = self.spLoader:LoadSprite(PropertyTypeImageBySiYuan[index].image3)
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self.Image1.sprite = self.spLoader:LoadSprite(PropertyTypeImageBySiYuan[index].Image1)
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self.titleImageText.text = string.format("阵营召唤·%s",PropertyTypeImageBySiYuan[index].property)
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self.detailText1.text = string.format("必得<color=#EDB54B>%s</color>神将碎片",PropertyType[index])
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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 ElementDrawCardPanelNew:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.SecretBox.OnOpenOneReward, self.OpenOneRewardPanel)
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Game.GlobalEvent:AddEvent(GameEvent.SecretBox.OnOpenTenReward, self.OpenTenRewardPanel)
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end
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--移除事件监听(用于子类重写)
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function ElementDrawCardPanelNew:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.SecretBox.OnOpenOneReward,self.OpenOneRewardPanel)
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Game.GlobalEvent:RemoveEvent(GameEvent.SecretBox.OnOpenTenReward,self.OpenTenRewardPanel)
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end
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function ElementDrawCardPanelNew.OpenOneRewardPanel(drop)
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UIManager.OpenPanel(UIName.SecretBoxBuyOnePanel,drop)
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end
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function ElementDrawCardPanelNew.OpenTenRewardPanel(drop)
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UIManager.OpenPanel(UIName.SecretBoxBuyTenPanel,drop)
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end
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function ElementDrawCardPanelNew:OnSortingOrderChange(sortingOrder)
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self.sortingOrder = sortingOrder
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Util.SetParticleSortLayer(self.gameObject, self.sortingOrder + 1)
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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 ElementDrawCardPanelNew:OnOpen(_Config,_index, parent)
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self.config = _Config
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self.parent = parent
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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 ElementDrawCardPanelNew:OnShow(orginLayer)
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self.sortingOrder = orginLayer
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self.gameObject:SetActive(true)
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self.effect:SetActive(false)
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self.index = RecruitManager.recruitSubIndex
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self:BtnAction(self.index)
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end
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--界面关闭时调用(用于子类重写)
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function ElementDrawCardPanelNew:OnClose()
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self.gameObject:SetActive(false)
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end
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--界面销毁时调用(用于子类重写)
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function ElementDrawCardPanelNew:OnDestroy()
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self.spLoader:Destroy()
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end
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return ElementDrawCardPanelNew
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fileFormatVersion: 2
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guid: d3e32bb46ce30ae4e87ffdcc064382e9
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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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@ -0,0 +1,261 @@
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require("Base/BasePanel")
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local RecruitMainPanel = Inherit(BasePanel)
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local this = RecruitMainPanel
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local GlobalActConfig = ConfigManager.GetConfig(ConfigName.GlobalActivity)
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local _CurPageIndex = 0
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local orginLayer
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local redPointTypeList = {}
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local subViewList = {}
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local isEnter = 0
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local lastIndex = 0
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--初始化组件(用于子类重写)
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function RecruitMainPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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orginLayer = 0
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this.mask = Util.GetGameObject(self.gameObject,"mask")
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this.mask:SetActive(false)
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this.tabbox = Util.GetGameObject(self.gameObject, "bg/tabbox")
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this.btnBack = Util.GetGameObject(self.gameObject, "bg/btnBack")
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this.content = Util.GetGameObject(self.gameObject, "bg/pageContent")
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this.item = Util.GetGameObject(this.tabbox, "tab")
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this.grid = Util.GetGameObject(this.tabbox, "box")
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this.leftBtn = Util.GetGameObject(this.tabbox, "leftAction")
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this.rightBtn = Util.GetGameObject(this.tabbox, "rightAction")
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this.select = Util.GetGameObject(this.tabbox, "select")
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this.select.gameObject:SetActive(false)
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this.upView = SubUIManager.Open(SubUIConfig.UpView,self.gameObject.transform)
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this.itemList = {}
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this.moveWidth = this.grid:GetComponent("RectTransform").rect.width
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this.itemWidth = this.item:GetComponent("RectTransform").rect.width
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this.count = 3
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local off = (this.moveWidth - this.count * this.itemWidth)/(this.count - 1)
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for i = 1,this.count do
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if not this.itemList[i] then
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this.itemList[i] = {}
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this.itemList[i].go = newObjToParent(this.item,this.grid)
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local tran = this.itemList[i].go:GetComponent("RectTransform")
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local vec = tran.anchoredPosition
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vec.x = off * (i - 1) + i * this.itemWidth
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vec.y = 0
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tran.anchoredPosition = vec
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this.itemList[i].pos = tran.anchoredPosition
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this.itemList[i].off = 0
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this.itemList[i].img = Util.GetGameObject(this.itemList[i].go, "img"):GetComponent("Image")
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this.itemList[i].redpot = Util.GetGameObject(this.itemList[i].go, "redpot")
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end
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end
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self.lastPage,self.curPage,self.nextPage = 0,0,0
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this.trigger = Util.GetEventTriggerListener(self.gameObject) --触摸事件
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this.trigger.onBeginDrag = this.trigger.onBeginDrag + this.OnBeginDrag
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this.trigger.onDrag = this.trigger.onDrag + this.OnDrag
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this.trigger.onEndDrag = this.trigger.onEndDrag + this.OnEndDrag
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this.moveTween = this.grid:GetComponent(typeof(UITweenSpring))
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if not this.moveTween then
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this.moveTween = this.grid:AddComponent(typeof(UITweenSpring))
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end
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this.moveTween.enabled = false
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this.moveTween.OnUpdate = this.SetPos
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this.moveTween.OnMoveEnd = this.MoveTo
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this.moveTween.MomentumAmount = 0.5
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this.moveTween.Strength = 1
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end
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---设置位置
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function this.SetPos(v2)
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if isEnter == 1 then
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if v2.x > 2 then
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isEnter = 0
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this:RightAction()
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elseif v2.x < -2 then
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isEnter = 0
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this:LeftAction()
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end
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end
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end
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---手指拖动结束 ui归位
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function this.MoveTo()
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-- local d = 1
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-- local targetIdx
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-- for i=1, this.count do
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-- local item = this.ItemList[i]
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-- local dd = math.abs(this.ItemList[i].off)
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-- if dd < d then
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-- targetIdx = i
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-- d = dd
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-- end
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-- end
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-- curIndex=targetIdx
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-- this.MoveTween(-this.ItemList[targetIdx].off)
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-- this.SetInfo(targetIdx)
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end
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function this.OnBeginDrag(Pointgo, data)
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isEnter = 1
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this.moveTween.enabled = true
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this.moveTween.Momentum = Vector3.zero
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this.moveTween.IsUseCallBack = false
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end
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function this.OnDrag(Pointgo, data)
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this.moveTween:LerpMomentum(data.delta)
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this.SetPos(data.delta)
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end
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function this.OnEndDrag(Pointgo, data)
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--this.SetPos(data.delta)
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isEnter = 0
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this.moveTween.IsUseCallBack = true
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end
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--绑定事件(用于子类重写)
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function RecruitMainPanel:BindEvent()
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-- 关闭界面打开主城
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Util.AddClick(this.btnBack, function()
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this:ClosePanel()
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end)
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Util.AddClick(this.leftBtn, function()
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this:LeftAction()
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end)
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Util.AddClick(this.rightBtn, function()
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this:RightAction()
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end)
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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 RecruitMainPanel:AddListener()
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end
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--移除事件监听(用于子类重写)
|
||||
function RecruitMainPanel:RemoveListener()
|
||||
|
||||
end
|
||||
|
||||
--界面打开时调用(用于子类重写)
|
||||
function RecruitMainPanel:OnOpen(_index)
|
||||
if not _index then
|
||||
self.CurRecruitId = RecruitManager.CurRecruitId
|
||||
else
|
||||
self.CurRecruitId = _index
|
||||
RecruitManager.CurRecruitId = _index
|
||||
end
|
||||
end
|
||||
|
||||
-- 打开,重新打开时回调
|
||||
function RecruitMainPanel:OnShow()
|
||||
orginLayer = self.sortingOrder
|
||||
self.dicData = RecruitManager.GetRecruitData()
|
||||
for i = 1,#self.dicData do
|
||||
if self.dicData[i].ShopData[1][1] == self.CurRecruitId then
|
||||
self.curPage = i
|
||||
break
|
||||
end
|
||||
end
|
||||
self.lastPage = self.curPage - 1 > 0 and self.curPage - 1 or #self.dicData
|
||||
self.nextPage = self.curPage + 1 > #self.dicData and 1 or self.curPage + 1
|
||||
lastIndex = self.curPage
|
||||
this:RefreshTabData()
|
||||
end
|
||||
|
||||
function this:RefreshTabData()
|
||||
local curIndex = 0
|
||||
for i = 1,#this.itemList do
|
||||
if i == 1 then
|
||||
curIndex = self.lastPage
|
||||
elseif i == 2 then
|
||||
curIndex = self.curPage
|
||||
else
|
||||
curIndex = self.nextPage
|
||||
end
|
||||
|
||||
this.itemList[i].img.sprite = this.spLoader:LoadSprite(self.dicData[curIndex].Icon[1])
|
||||
this.itemList[i].redpot.gameObject:SetActive(false)
|
||||
end
|
||||
this.select.gameObject:SetActive(true)
|
||||
this:PageOnChange()
|
||||
end
|
||||
|
||||
function this:PageOnChange()
|
||||
RecruitManager.CurRecruitId = self.CurRecruitId
|
||||
if subViewList[lastIndex] and subViewList[lastIndex].config and subViewList[lastIndex].sub then
|
||||
subViewList[lastIndex].sub:OnClose()
|
||||
end
|
||||
if subViewList[self.curPage] and subViewList[self.curPage].config and subViewList[self.curPage].sub then
|
||||
subViewList[self.curPage].sub:OnShow(orginLayer)
|
||||
else
|
||||
subViewList[self.curPage] = {}
|
||||
if self.dicData[self.curPage].UIName then
|
||||
subViewList[self.curPage].config = SubUIConfig[self.dicData[self.curPage].UIName[1]]
|
||||
subViewList[self.curPage].sub = SubUIManager.Open(subViewList[self.curPage].config,this.content.transform,self.dicData[self.curPage],self.curPage,this)
|
||||
subViewList[self.curPage].sub:OnShow(orginLayer)
|
||||
end
|
||||
end
|
||||
if self.dicData[self.curPage].UpView and #self.dicData[self.curPage].UpView > 0 then
|
||||
this.upView:OnOpen({showType = self.dicData[self.curPage].UpView[1][1], panelType = self.dicData[self.curPage].UpView[2] })
|
||||
this.upView.gameObject:SetActive(true)
|
||||
else
|
||||
this.upView.gameObject:SetActive(false)
|
||||
end
|
||||
end
|
||||
|
||||
function this:LeftAction()
|
||||
lastIndex = self.curPage
|
||||
this.select.gameObject:SetActive(false)
|
||||
self.CurRecruitId = self.dicData[self.nextPage].ShopData[1][1]
|
||||
self.lastPage = self.curPage
|
||||
self.curPage = self.nextPage
|
||||
self.nextPage = self.curPage + 1 > #self.dicData and 1 or self.curPage + 1
|
||||
this:RefreshTabData()
|
||||
end
|
||||
function this:RightAction()
|
||||
lastIndex = self.curPage
|
||||
this.select.gameObject:SetActive(false)
|
||||
self.CurRecruitId = self.dicData[self.lastPage].ShopData[1][1]
|
||||
self.nextPage = self.curPage
|
||||
self.curPage = self.lastPage
|
||||
self.lastPage = self.curPage - 1 > 0 and self.curPage - 1 or #self.dicData
|
||||
this:RefreshTabData()
|
||||
end
|
||||
|
||||
function this:OnSortingOrderChange()
|
||||
orginLayer = self.sortingOrder
|
||||
for k,v in pairs(subViewList) do
|
||||
v.sub:OnSortingOrderChange(self.sortingOrder)
|
||||
end
|
||||
end
|
||||
|
||||
--界面关闭时调用(用于子类重写)
|
||||
function RecruitMainPanel:OnClose()
|
||||
--清除红点
|
||||
for k,v in pairs(redPointTypeList) do
|
||||
ClearRedPointObject(k,v)
|
||||
end
|
||||
redPointTypeList = {}
|
||||
end
|
||||
|
||||
--界面销毁时调用(用于子类重写)
|
||||
function RecruitMainPanel:OnDestroy()
|
||||
--清除红点
|
||||
for k,v in pairs(redPointTypeList) do
|
||||
ClearRedPointObject(k,v)
|
||||
end
|
||||
redPointTypeList = {}
|
||||
--关闭弹窗界面
|
||||
for k,v in pairs(subViewList) do
|
||||
--UIManager.ClosePanel(k)
|
||||
v.sub:OnDestroy()
|
||||
this.spLoader:Destroy()
|
||||
SubUIManager.Close(v.sub)
|
||||
end
|
||||
subViewList = {}
|
||||
self.dicData = {}
|
||||
SubUIManager.Close(this.upView)
|
||||
this.upView = nil
|
||||
self.dicData = {}
|
||||
end
|
||||
return this
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 939672a8188afb54699f7515bf95d075
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -7,6 +7,9 @@ local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
|
|||
local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
|
||||
local dailyRewardConfig = ConfigManager.GetConfig(ConfigName.DialRewardConfig)
|
||||
|
||||
this.CurRecruitId = 1
|
||||
this.recruitSubIndex = 0
|
||||
|
||||
--活动抽卡类型(动态的数据)
|
||||
local drawtType={
|
||||
FindFairySingle=0,
|
||||
|
|
@ -507,6 +510,7 @@ function this.ChangeHero(type,_heroTid,func)
|
|||
end
|
||||
end
|
||||
NetManager.ChoiceWishHeroRequest(this.WishCardData,function ()
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Recruit.OnRecruitRefreshData)
|
||||
if func then
|
||||
func()
|
||||
end
|
||||
|
|
@ -535,4 +539,27 @@ function this.CheckIndex()
|
|||
return num2[1]
|
||||
end
|
||||
|
||||
function this.GetRecruitData()
|
||||
local dicData = {}
|
||||
local allConfigs = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityGroups, "PageType",1)
|
||||
for i = 1,#allConfigs do
|
||||
if allConfigs[i].ActiveType and allConfigs[i].ActiveType > 0 then
|
||||
elseif allConfigs[i].FunType and allConfigs[i].FunType > 0 then
|
||||
if allConfigs[i].IfBack == 1 then
|
||||
if ActTimeCtrlManager.SingleFuncState(allConfigs[i].FunType) then
|
||||
table.insert(dicData,allConfigs[i])
|
||||
end
|
||||
else
|
||||
if ActTimeCtrlManager.IsQualifiled(allConfigs[i].FunType) then
|
||||
table.insert(dicData,allConfigs[i])
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
table.sort(dicData,function(a,b)
|
||||
return a.Sort < b.Sort
|
||||
end)
|
||||
return dicData
|
||||
end
|
||||
|
||||
return this
|
||||
|
|
@ -0,0 +1,352 @@
|
|||
RecruitPanelNew = {}
|
||||
function RecruitPanelNew:New(gameObject)
|
||||
local b = {}
|
||||
b.gameObject = gameObject
|
||||
b.transform = gameObject.transform
|
||||
setmetatable(b, { __index = RecruitPanelNew })
|
||||
return b
|
||||
end
|
||||
|
||||
local gameSetting = ConfigManager.GetConfig(ConfigName.GameSetting)
|
||||
local AllActSetConfig = ConfigManager.GetConfig(ConfigName.GlobalSystemConfig)
|
||||
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
|
||||
local artResourcesConfig =ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
|
||||
local lotterySetting=ConfigManager.GetConfig(ConfigName.LotterySetting)
|
||||
local privilegeConfig=ConfigManager.GetConfig(ConfigName.PrivilegeTypeConfig)
|
||||
local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
|
||||
|
||||
function RecruitPanelNew:InitComponent()
|
||||
self.spLoader = SpriteLoader.New()
|
||||
self.panel = Util.GetGameObject(self.gameObject,"Panel")
|
||||
self.title=Util.GetGameObject(self.panel,"title"):GetComponent("Image")
|
||||
self.root=Util.GetGameObject(self.panel,"root")
|
||||
|
||||
self.rewardBox = Util.GetGameObject(self.panel, "rewardBox")
|
||||
self.boxIcon = Util.GetGameObject(self.panel, "boxIcon")
|
||||
self.slider = Util.GetGameObject(self.rewardBox,"Bg/Slider"):GetComponent("Image")
|
||||
self.sliderText = Util.GetGameObject(self.rewardBox, "progress/Text"):GetComponent("Text")
|
||||
self.boxBtn=Util.GetGameObject(self.rewardBox,"Btn")
|
||||
self.UI_effect_RecruitPanel_box_normal = Util.GetGameObject(self.rewardBox,"UI_effect_RecruitPanel_box_normal")
|
||||
effectAdapte(Util.GetGameObject(self.UI_effect_RecruitPanel_box_normal, "quan01"))
|
||||
self.UI_effect_RecruitPanel_box_open = Util.GetGameObject(self.rewardBox,"UI_effect_RecruitPanel_box_open")
|
||||
effectAdapte(Util.GetGameObject(self.UI_effect_RecruitPanel_box_open, "quan01"))
|
||||
effectAdapte(Util.GetGameObject(self.UI_effect_RecruitPanel_box_open, "quan02"))
|
||||
self.UI_effect_RecruitPanel_particle = Util.GetGameObject(self.gameObject,"UI_effect_RecruitPanel_particle")
|
||||
|
||||
self.previewBtn = Util.GetGameObject(self.panel, "PreviewBtn")
|
||||
self.helpBtn = Util.GetGameObject(self.panel, "helpBtn")
|
||||
self.helpPosition = self.helpBtn:GetComponent("RectTransform").localPosition
|
||||
|
||||
self.wish = Util.GetGameObject(self.panel,"wishBtn")
|
||||
self.wishNoOpen = Util.GetGameObject(self.wish,"noOpen")
|
||||
self.wishBtn = Util.GetGameObject(self.wishNoOpen,"Img")
|
||||
self.wishTextImg = Util.GetGameObject(self.wishNoOpen,"ImgText")
|
||||
self.wishText = Util.GetGameObject(self.wishTextImg,"Text"):GetComponent("Text")
|
||||
self.wishTipIma = Util.GetGameObject(self.wishNoOpen,"tip")
|
||||
self.wishTip = Util.GetGameObject(self.wishNoOpen,"tip/text"):GetComponent("Text")
|
||||
self.wishOpen = Util.GetGameObject(self.wish,"upHeroGrid")
|
||||
self.wishPre = Util.GetGameObject(self.wish,"upHeroPre")
|
||||
|
||||
self.tip = Util.GetGameObject(self.panel, "tip/text"):GetComponent("Text")
|
||||
self.tenTip = Util.GetGameObject(self.panel, "TenTip")
|
||||
self.tenTipText = Util.GetGameObject(self.panel, "TenTip/Text"):GetComponent("Text")
|
||||
|
||||
self.upper = Util.GetGameObject(self.panel,"Upper/Num"):GetComponent("Text")--"今日召唤上限:"
|
||||
|
||||
if not self.upHeroPreList then
|
||||
self.upHeroPreList = {}
|
||||
end
|
||||
for i = 1,3 do
|
||||
self.upHeroPreList[i] = {}
|
||||
self.upHeroPreList[i].go = Util.GetGameObject(self.wishOpen,"upHeroPre"..i)
|
||||
self.upHeroPreList[i].pos = Util.GetGameObject(self.upHeroPreList[i].go,"di")
|
||||
self.upHeroPreList[i].item = SubUIManager.Open(SubUIConfig.ItemView,self.upHeroPreList[i].pos.transform)
|
||||
self.upHeroPreList[i].item.transform:SetSiblingIndex(1)
|
||||
self.upHeroPreList[i].item.transform:GetComponent("RectTransform").anchoredPosition = Vector3.New(32,-25.5,0)
|
||||
self.upHeroPreList[i].choosed = Util.GetGameObject(self.upHeroPreList[i].go,"state")
|
||||
end
|
||||
self.btns = {}
|
||||
for i = 1,2 do
|
||||
self.btns[i] = {}
|
||||
self.btns[i].btn = Util.GetGameObject(self.gameObject,"btngroup/btn"..i)
|
||||
self.btns[i].red = Util.GetGameObject(self.btns[i].btn.gameObject,"redPoint")
|
||||
self.btns[i].info = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/Text"):GetComponent("Text")
|
||||
self.btns[i].icon = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/icon"):GetComponent("Image")
|
||||
self.btns[i].num = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/num"):GetComponent("Text")
|
||||
self.btns[i].time = Util.GetGameObject(self.btns[i].btn.gameObject,"time"):GetComponent("Text")
|
||||
end
|
||||
end
|
||||
|
||||
function RecruitPanelNew:BindEvent()
|
||||
--帮助按钮
|
||||
Util.AddClick(self.helpBtn, function()
|
||||
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.WishCard,self.helpPosition.x,self.helpPosition.y)
|
||||
end)
|
||||
--宝箱按钮
|
||||
Util.AddClick(self.boxBtn,function()
|
||||
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitBox)
|
||||
self.boxIcon:GetComponent("Animator").enabled = false
|
||||
self.UI_effect_RecruitPanel_box_normal:SetActive(true)
|
||||
end)
|
||||
--奖池预览按钮
|
||||
Util.AddClick(self.previewBtn, function()
|
||||
UIManager.OpenPanel(UIName.HeroPreviewPanel,true)
|
||||
end)
|
||||
|
||||
--心愿抽卡界面
|
||||
Util.AddClick(self.wish, function()
|
||||
local data = tonumber(specialConfig[119].Value)
|
||||
if RecruitManager.drawTimes[1] then
|
||||
if RecruitManager.drawTimes[1] >= data then
|
||||
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.WishDraw)
|
||||
else
|
||||
PopupTipPanel.ShowTip(string.format("%s次神将召唤后,开启心愿抽卡!",data - RecruitManager.drawTimes[1]))
|
||||
end
|
||||
else
|
||||
PopupTipPanel.ShowTip(string.format("%s次神将召唤后,开启心愿抽卡!",data))
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
function RecruitPanelNew:AddListener()
|
||||
Game.GlobalEvent:AddEvent(GameEvent.Recruit.OnRecruitRefreshData, self.UpdataPanel,self)
|
||||
end
|
||||
|
||||
function RecruitPanelNew:RemoveListener()
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.Recruit.OnRecruitRefreshData, self.UpdataPanel,self)
|
||||
end
|
||||
function RecruitPanelNew:OnSortingOrderChange(sortingOrder)
|
||||
self.sortingOrder = sortingOrder
|
||||
Util.SetParticleSortLayer(self.UI_effect_RecruitPanel_box_normal, self.sortingOrder + 1)
|
||||
Util.SetParticleSortLayer(self.UI_effect_RecruitPanel_box_open, self.sortingOrder + 1)
|
||||
Util.SetParticleSortLayer(self.UI_effect_RecruitPanel_particle, self.sortingOrder + 1)
|
||||
end
|
||||
|
||||
--界面打开时调用(用于子类重写)
|
||||
function RecruitPanelNew:OnOpen(_Config,_index, parent)
|
||||
self.config = _Config
|
||||
self.parent = parent
|
||||
end
|
||||
|
||||
function RecruitPanelNew:OnShow(sortingOrder)
|
||||
self.sortingOrder = sortingOrder
|
||||
self:OnSortingOrderChange(sortingOrder)
|
||||
self.gameObject:SetActive(true)
|
||||
self.singleConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"LotteryType",self.config.ShopData[1][1],"PerCount",1)
|
||||
self.tenConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"LotteryType",self.config.ShopData[1][1],"PerCount",10)
|
||||
self.XianZhaoConfig = ConfigManager.GetConfigDataByKey(ConfigName.LotterySetting,"LotteryType",TableRecruitType.xianyuan)
|
||||
self:UpdataPanel()
|
||||
SoundManager.PlayMusic(SoundConfig.BGM_Recruit)
|
||||
if self.liveNode then
|
||||
poolManager:UnLoadLive(self.liveNode.name, self.liveNode)
|
||||
end
|
||||
if self.config.ShopData[2][1] == 1 then
|
||||
local name = GetResourcePath(self.config.ShopData[2][2])
|
||||
self.liveNode = poolManager:LoadLive(name, self.root.transform, Vector3.one *0.45, Vector3.New(253,-586,0))
|
||||
self.liveNode.name = name
|
||||
end
|
||||
end
|
||||
|
||||
function RecruitPanelNew:UpdataPanel()
|
||||
self.title.sprite = self.spLoader:LoadSprite(self.config.Icon[2])
|
||||
self.tip.text = self.config.TitleText
|
||||
self:UpdataWishPanel()
|
||||
self:UpdataBoxReward()
|
||||
self.upper.text=PrivilegeManager.GetPrivilegeUsedTimes(self.singleConfig.MaxTimes).."/"..privilegeConfig[self.singleConfig.MaxTimes].Condition[1][2]--特权上限
|
||||
self:UpdatePanelData()
|
||||
self:TimeCountDown()
|
||||
end
|
||||
|
||||
function RecruitPanelNew:UpdataWishPanel()
|
||||
if self.config.ShopData[1][1] ~= TableRecruitType.Shenjiang then
|
||||
self.wish.gameObject:SetActive(false)
|
||||
self.tenTip.gameObject:SetActive(false)
|
||||
return
|
||||
end
|
||||
|
||||
self.wish = Util.GetGameObject(self.panel,"wishBtn")
|
||||
self.wishNoOpen = Util.GetGameObject(self.wish,"noOpen")
|
||||
self.wishBtn = Util.GetGameObject(self.wishNoOpen,"Img")
|
||||
self.wishTextImg = Util.GetGameObject(self.wishNoOpen,"ImgText")
|
||||
self.wishTipIma = Util.GetGameObject(self.wishNoOpen,"tip")
|
||||
self.wishTip = Util.GetGameObject(self.wishNoOpen,"tip/text"):GetComponent("Text")
|
||||
self.wishOpen = Util.GetGameObject(self.wish,"upHeroGrid")
|
||||
self.wishPre = Util.GetGameObject(self.wish,"upHeroPre")
|
||||
|
||||
self.wish.gameObject:SetActive(true)
|
||||
--如果没有达到150抽按钮置灰
|
||||
local data = tonumber(specialConfig[119].Value)
|
||||
if RecruitManager.drawTimes[1] then
|
||||
if RecruitManager.drawTimes[1] < data then
|
||||
self.wishNoOpen.gameObject:SetActive(true)
|
||||
self.wishOpen.gameObject:SetActive(false)
|
||||
Util.SetGray(self.wishBtn,true)
|
||||
self.wishText.text = string.format("%s/%s",RecruitManager.drawTimes[1],data)
|
||||
self.wishTip.text = "开启心愿功能,将有更高概率获得心愿神将~"
|
||||
else
|
||||
self.wishNoOpen.gameObject:SetActive(false)
|
||||
self.wishOpen.gameObject:SetActive(true)
|
||||
NetManager.ChoiceWishHeroRequest(nil,function ()
|
||||
LogGreen("#self.upHeroPreList:"..#self.upHeroPreList)
|
||||
for i = 1,3 do
|
||||
local data = RecruitManager.WishCardData[i]
|
||||
local id = data.heroTid
|
||||
if id > 0 then
|
||||
self.upHeroPreList[i].item.gameObject:SetActive(true)
|
||||
self.upHeroPreList[i].item:OnOpen(false, {id,0}, 0.7, false, false, false, self.sortingOrder)
|
||||
self.upHeroPreList[i].choosed:SetActive(data.status == 1)
|
||||
else
|
||||
self.upHeroPreList[i].item.gameObject:SetActive(false)
|
||||
self.upHeroPreList[i].choosed.gameObject:SetActive(false)
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
else
|
||||
self.wishNoOpen.gameObject:SetActive(true)
|
||||
self.wishOpen.gameObject:SetActive(false)
|
||||
Util.SetGray(self.wishBtn,true)
|
||||
self.wishText.text = string.format("%s/%s",0,data)
|
||||
self.wishTip.text = "开启心愿功能,将有更高概率获得心愿神将~"
|
||||
end
|
||||
|
||||
self.tenTip:SetActive(true)
|
||||
if RecruitManager.isTenRecruit == 0 then
|
||||
self.tenTipText.text = Language[11708]
|
||||
else
|
||||
self.tenTipText.text = string.format("剩余%s次必得五星神将",RecruitManager.GetRecruit3MustCount())
|
||||
end
|
||||
end
|
||||
|
||||
function RecruitPanelNew:UpdataBoxReward()
|
||||
local num = BagManager.GetItemCountById(self.XianZhaoConfig.CostItem[1][1])
|
||||
RecruitManager.isCanOpenBox = num >= self.XianZhaoConfig.CostItem[1][2]
|
||||
self.slider.fillAmount = num/self.XianZhaoConfig.CostItem[1][2]
|
||||
self.sliderText.text = string.format("%s/%s", num, self.XianZhaoConfig.CostItem[1][2])
|
||||
self.boxIcon:GetComponent("Animator").enabled = RecruitManager.isCanOpenBox
|
||||
self.UI_effect_RecruitPanel_box_normal:SetActive(not RecruitManager.isCanOpenBox)
|
||||
self.UI_effect_RecruitPanel_box_open:SetActive(RecruitManager.isCanOpenBox)
|
||||
end
|
||||
|
||||
function RecruitPanelNew:OnClose()
|
||||
self.gameObject:SetActive(false)
|
||||
if self.timer then
|
||||
self.timer:Stop()
|
||||
self.timer = nil
|
||||
end
|
||||
end
|
||||
|
||||
function RecruitPanelNew:OnDestroy()
|
||||
self.spLoader:Destroy()
|
||||
if self.timer then
|
||||
self.timer:Stop()
|
||||
self.timer = nil
|
||||
end
|
||||
for i = 1,3 do
|
||||
if self.upHeroPreList[i] then
|
||||
SubUIManager.Close(self.upHeroPreList[i].item)
|
||||
end
|
||||
end
|
||||
self.upHeroPreList = {}
|
||||
end
|
||||
|
||||
--刷新剩余次数
|
||||
function RecruitPanelNew:UpdatePanelData()
|
||||
local freeTime = 0
|
||||
if self.singleConfig.FreeTimes and self.singleConfig.FreeTimes > 0 then
|
||||
freeTime = PrivilegeManager.GetPrivilegeRemainValue(self.singleConfig.FreeTimes)
|
||||
RecruitManager.freeUseTimeList[self.singleConfig.FreeTimes] = freeTime
|
||||
end
|
||||
--按钮赋值
|
||||
for n, m in ipairs(self.btns) do
|
||||
--存在免费次数 并且 免费>=1 并且是1按钮
|
||||
local isFree = freeTime >= 1 and n == 1
|
||||
m.red.gameObject:SetActive(isFree)
|
||||
m.icon.gameObject:SetActive(not isFree)
|
||||
m.num.gameObject:SetActive(not isFree)
|
||||
local itemId=0
|
||||
local itemNum=0
|
||||
local type = 0
|
||||
if n == 1 then
|
||||
type = self.singleConfig.Id
|
||||
m.info.text = "1次"
|
||||
m.time.gameObject:SetActive(true)
|
||||
else
|
||||
m.time.gameObject:SetActive(false)
|
||||
type = self.tenConfig.Id
|
||||
m.info.text = "10次"
|
||||
end
|
||||
if self.config.ShopData[1][1] == TableRecruitType.Youqing then
|
||||
m.time.gameObject:SetActive(false)
|
||||
end
|
||||
local d = {}
|
||||
if (isFree) then
|
||||
m.time.gameObject:SetActive(false)
|
||||
m.info.text="免费召唤"
|
||||
else
|
||||
local d = RecruitManager.GetExpendData(type)
|
||||
itemId=d[1]
|
||||
itemNum=d[2]
|
||||
m.icon.sprite=self.spLoader:LoadSprite(artResourcesConfig[itemConfig[itemId].ResourceID].Name)
|
||||
m.num.text= tostring(itemNum)
|
||||
end
|
||||
|
||||
Util.AddOnceClick(m.btn,function()
|
||||
if not isFree then
|
||||
if BagManager.GetItemCountById(itemId)<itemNum then
|
||||
PopupTipPanel.ShowTip(itemConfig[itemId].Name.."数量不足!")
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
local state = PlayerPrefs.GetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..self.config.ShopData[3][2])
|
||||
LogGreen("self.config.ShopData[3][2]:"..self.config.ShopData[3][2].." state:"..state)
|
||||
local recrutId = n == 1 and self.singleConfig.Id or self.tenConfig.Id
|
||||
local recrutNum = n == 1 and 1 or 10
|
||||
if state==0 and itemId == 16 and not isFree then
|
||||
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitConfirm,recrutId,function()
|
||||
self:Recruit(recrutNum,recrutId,n)
|
||||
end)
|
||||
else
|
||||
self:Recruit(recrutNum,recrutId,n)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
function RecruitPanelNew:Recruit(recrutType,recrutId,bType)
|
||||
if PrivilegeManager.GetPrivilegeUsedTimes(self.singleConfig.MaxTimes)+recrutType>privilegeConfig[self.singleConfig.MaxTimes].Condition[1][2] then
|
||||
PopupTipPanel.ShowTip("无法超出每日召唤次数上限!")
|
||||
return
|
||||
end
|
||||
RecruitManager.RecruitRequest(recrutId, function(msg)
|
||||
PrivilegeManager.RefreshPrivilegeUsedTimes(self.singleConfig.MaxTimes,recrutType)--记录抽卡次数
|
||||
|
||||
if bType == 1 then
|
||||
UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero[1],recrutId,bType,{self.config.ShopData[3][1],self.config.ShopData[3][2]})
|
||||
else
|
||||
UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero,recrutId,bType,{self.config.ShopData[3][1],self.config.ShopData[3][2]})
|
||||
end
|
||||
CheckRedPointStatus(self.config.RpType)
|
||||
end,self.singleConfig.FreeTimes)
|
||||
end
|
||||
|
||||
function RecruitPanelNew:TimeCountDown()
|
||||
if self.timer then
|
||||
self.timer:Stop()
|
||||
self.timer = nil
|
||||
end
|
||||
local timeDown=CalculateSecondsNowTo_N_OClock(0)
|
||||
self.btns[1].time.text = Language[10023]..TimeToHMS(timeDown)
|
||||
self.timer = Timer.New(function()
|
||||
if timeDown < 1 then
|
||||
self.timer:Stop()
|
||||
self.timer = nil
|
||||
return
|
||||
end
|
||||
timeDown = timeDown - 1
|
||||
self.btns[1].time.text = Language[10023]..TimeToHMS(timeDown)
|
||||
end, 1, -1, true)
|
||||
self.timer:Start()
|
||||
end
|
||||
return RecruitPanelNew
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ed017772db2f0e6468af2ad6a45f0d20
|
||||
timeCreated: 1545976476
|
||||
licenseType: Pro
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Loading…
Reference in New Issue