龙珠修改
parent
13028d37d4
commit
3287d0b938
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@ -8594,6 +8594,11 @@ PrefabInstance:
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propertyPath: m_Pivot.y
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propertyPath: m_SizeDelta.x
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value: 0
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type: 3}
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propertyPath: m_AnchoredPosition.y
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@ -8649,6 +8654,26 @@ PrefabInstance:
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propertyPath: m_TargetGraphic
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value:
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propertyPath: m_AnchorMin.y
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propertyPath: m_AnchorMax.y
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value: 0
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propertyPath: m_AnchoredPosition.x
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type: 3}
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propertyPath: m_SizeDelta.x
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@ -853,7 +853,7 @@ MonoBehaviour:
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m_Top: 0
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m_Bottom: 0
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m_ChildAlignment: 0
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m_Spacing: 0
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m_Spacing: -40
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m_ChildForceExpandWidth: 0
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m_ChildForceExpandHeight: 0
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m_ChildControlWidth: 0
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@ -17,7 +17,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!224 &309311515
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RectTransform:
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m_ObjectHideFlags: 0
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@ -754,7 +754,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 51.71, y: 2.600006}
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m_AnchoredPosition: {x: 30, y: 2.600006}
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m_SizeDelta: {x: 291.48, y: 30}
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m_Pivot: {x: 0, y: 0}
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--- !u!222 &3458859693125887700
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@ -1063,7 +1063,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!224 &3461425765958726042
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RectTransform:
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m_ObjectHideFlags: 0
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@ -2,14 +2,15 @@
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RoleListPanel = Inherit(BasePanel)
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local this = RoleListPanel
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local sortType = 1 -- 1:品阶 2:等级
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local proId=0--0 全部 1 火 2风 3 水 4 地 5 光 6 暗
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local proId = 0 --0 全部 1 火 2风 3 水 4 地 5 光 6 暗
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local tarHero = {}
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local teamHero = {}
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local roleDatas={}
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this.isFirstOpen=true
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local roleDatas = {}
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this.isFirstOpen = true
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local tabs = {}
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local tabsImg = {"z_icon_01_zh","r_hero_huo 1_zh", "r_hero_feng 1_zh", "r_hero_shui 1_zh", "r_hero_dadi 1_zh","z_icon_qingjinbao"}
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local soulPrintData={}
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local tabsImg = { "z_icon_01_zh", "r_hero_huo 1_zh", "r_hero_feng 1_zh", "r_hero_shui 1_zh", "r_hero_dadi 1_zh",
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"z_icon_qingjinbao" }
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local soulPrintData = {}
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local orginLayer = 0
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local orginLayer2 = 0
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local isFristOpenTime = Timer.New()
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@ -18,50 +19,53 @@ function RoleListPanel:InitComponent()
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this.BtnBack = Util.GetGameObject(self.transform, "rightUp/btnBack")
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this.cardPre = poolManager:LoadAsset("card", PoolManager.AssetType.GameObject)
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UIManager.DoLanguageCheck(this.spLoader, this.cardPre)
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this.cardPre.transform:SetParent(self.transform)
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this.cardPre:GetComponent("RectTransform").localScale = Vector3.New(1,1,1)
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UIManager.DoLanguageCheck(this.spLoader, this.cardPre)
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this.cardPre.transform:SetParent(self.transform)
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this.cardPre:GetComponent("RectTransform").localScale = Vector3.New(1, 1, 1)
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local starPre = poolManager:LoadAsset("starGrid", PoolManager.AssetType.GameObject)
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starPre.transform:SetParent(Util.GetGameObject(self.transform, "card(Clone)/card/star").transform)
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local particles1=starPre:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
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for key, value in pairs(particles1:ToTable()) do
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local mat=value:GetComponent(typeof(UnityEngine.Renderer))
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if mat.material.shader.name=="CGwell FX/Additive Lv1" then
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mat.material.shader=poolManager:LoadAsset("Add Lv1_1",poolManager.AssetType.Other)
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elseif mat.material.shader.name=="UI Particles/Additive" then
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mat.material.shader=poolManager:LoadAsset("UI-Particle-Add_1",poolManager.AssetType.Other)
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end
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starPre.transform.localScale = Vector3.one
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starPre.transform.localPosition = Vector3.zero
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local particles1 = starPre:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
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for key, value in pairs(particles1:ToTable()) do
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local mat = value:GetComponent(typeof(UnityEngine.Renderer))
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if mat.material.shader.name == "CGwell FX/Additive Lv1" then
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mat.material.shader = poolManager:LoadAsset("Add Lv1_1", poolManager.AssetType.Other)
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elseif mat.material.shader.name == "UI Particles/Additive" then
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mat.material.shader = poolManager:LoadAsset("UI-Particle-Add_1", poolManager.AssetType.Other)
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end
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local particles=this.cardPre:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
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for key, value in pairs(particles:ToTable()) do
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local mat=value:GetComponent(typeof(UnityEngine.Renderer))
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if mat.material.shader.name=="CGwell FX/Additive Lv1" then
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mat.material.shader=poolManager:LoadAsset("Add Lv1_1",poolManager.AssetType.Other)
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elseif mat.material.shader.name=="UI Particles/Additive" then
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mat.material.shader=poolManager:LoadAsset("UI-Particle-Add_1",poolManager.AssetType.Other)
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elseif mat.material.shader.name=="YXZ/Effect/Mix Masking(Without Moving)_alphablend" then
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mat.material.shader=poolManager:LoadAsset("YXZ_MixMaskingWithoutMoving_alphablend_1",poolManager.AssetType.Other)
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end
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end
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local particles = this.cardPre:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
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for key, value in pairs(particles:ToTable()) do
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local mat = value:GetComponent(typeof(UnityEngine.Renderer))
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if mat.material.shader.name == "CGwell FX/Additive Lv1" then
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mat.material.shader = poolManager:LoadAsset("Add Lv1_1", poolManager.AssetType.Other)
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elseif mat.material.shader.name == "UI Particles/Additive" then
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mat.material.shader = poolManager:LoadAsset("UI-Particle-Add_1", poolManager.AssetType.Other)
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elseif mat.material.shader.name == "YXZ/Effect/Mix Masking(Without Moving)_alphablend" then
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mat.material.shader = poolManager:LoadAsset("YXZ_MixMaskingWithoutMoving_alphablend_1",
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poolManager.AssetType.Other)
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end
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local meshs=this.cardPre:GetComponentsInChildren(typeof(UnityEngine.MeshRenderer))
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for key, value in pairs(meshs:ToTable()) do
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if value.material.shader.name=="Custom/S_03_UV_alpha_add" then
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value.material.shader=poolManager:LoadAsset("S_03_uv_alpha_add_1",poolManager.AssetType.Other)
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end
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end
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local meshs2=this.cardPre:GetComponentsInChildren(typeof(UnityEngine.SkinnedMeshRenderer))
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for key, value in pairs(meshs2:ToTable()) do
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if value.material.shader.name=="YXZ/Effect/TransparentRim" then
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value.material.shader=poolManager:LoadAsset("YXZ_Effect_TransparentRim_1",poolManager.AssetType.Other)
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end
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end
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end
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local meshs = this.cardPre:GetComponentsInChildren(typeof(UnityEngine.MeshRenderer))
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for key, value in pairs(meshs:ToTable()) do
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if value.material.shader.name == "Custom/S_03_UV_alpha_add" then
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value.material.shader = poolManager:LoadAsset("S_03_uv_alpha_add_1", poolManager.AssetType.Other)
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end
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end
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local meshs2 = this.cardPre:GetComponentsInChildren(typeof(UnityEngine.SkinnedMeshRenderer))
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for key, value in pairs(meshs2:ToTable()) do
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if value.material.shader.name == "YXZ/Effect/TransparentRim" then
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value.material.shader = poolManager:LoadAsset("YXZ_Effect_TransparentRim_1", poolManager.AssetType.Other)
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end
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end
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this.btnPrant = Util.GetGameObject(self.gameObject, "Tabs")
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for i = 0, 6 do
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tabs[i] = Util.GetGameObject(self.transform, "Tabs/grid/box/Btn" .. i)
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local nameTxt=Util.GetGameObject(self.transform, "Tabs/grid/box/Btn" .. i.."/Text"):GetComponent("Text")
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nameTxt.text=PropertyType[i]
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if tabsImg[i+1] then
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Util.GetGameObject(tabs[i], "Image"):GetComponent("Image").sprite = self.spLoader:LoadSprite(tabsImg[i+1])
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tabs[i] = Util.GetGameObject(self.transform, "Tabs/grid/box/Btn" .. i)
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local nameTxt = Util.GetGameObject(self.transform, "Tabs/grid/box/Btn" .. i .. "/Text"):GetComponent("Text")
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nameTxt.text = PropertyType[i]
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if tabsImg[i + 1] then
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Util.GetGameObject(tabs[i], "Image"):GetComponent("Image").sprite = self.spLoader:LoadSprite(tabsImg[i + 1])
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end
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end
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this.ShaiXuanBtn = Util.GetGameObject(self.gameObject, "ShaiXuanBtn")
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@ -82,42 +86,40 @@ function RoleListPanel:InitComponent()
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if not this.playerInfoView then
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this.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, this.transform)
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-- this.playerInfoView.gameObject:AddComponent(typeof(UnityEngine.Canvas)).overrideSorting=true
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--this.playerInfoView.overrideSorting=true
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-- this.playerInfoView.gameObject:AddComponent(typeof(UnityEngine.Canvas)).overrideSorting=true
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--this.playerInfoView.overrideSorting=true
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end
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this.BtView =SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
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this.BtView = SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
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--this.UpView.gameObject:AddComponent(typeof(UnityEngine.Canvas)).overrideSorting=true
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--this.UpView.overrideSorting=true
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local v2 = Util.GetGameObject(self.gameObject, "scroll"):GetComponent("RectTransform").rect
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.transform, "scroll").transform,
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this.cardPre, this.ScrollBar, Vector2.New(-v2.x*2, -v2.y*2+20), 1, 5, Vector2.New(25,8))
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,
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Util.GetGameObject(self.transform, "scroll").transform,
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this.cardPre, this.ScrollBar, Vector2.New(-v2.x * 2, -v2.y * 2 + 20), 1, 5, Vector2.New(25, 8))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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this.maxk = Util.GetGameObject(self.gameObject, "maxk")
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end
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--绑定事件(用于子类重写)
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function RoleListPanel:BindEvent()
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Util.AddClick(this.BtnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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HeroManager.heroListPanelSortID=SortTypeConst.Natural
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HeroManager.heroListPanelProID=ProIdConst.All
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HeroManager.heroListPanelSortID = SortTypeConst.Natural
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HeroManager.heroListPanelProID = ProIdConst.All
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UIManager.OpenPanel(UIName.MainPanel)
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end)
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for i = 0, 6 do
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Util.AddClick(tabs[i], function()
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if this.isFirstOpen == false then
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if i == proId then
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proId=ProIdConst.All
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HeroManager.heroListPanelProID=ProIdConst.All
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proId = ProIdConst.All
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HeroManager.heroListPanelProID = ProIdConst.All
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else
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proId=i
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HeroManager.heroListPanelProID=proId
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proId = i
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HeroManager.heroListPanelProID = proId
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end
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this:GetCurSortHeroListData()
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end
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@ -127,17 +129,17 @@ function RoleListPanel:BindEvent()
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Util.AddClick(this.ShaiXuanBtn, function()
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if sortType == SortTypeConst.Lv then
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sortType = SortTypeConst.Natural
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HeroManager.heroListPanelSortID=SortTypeConst.Natural
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HeroManager.heroListPanelSortID = SortTypeConst.Natural
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else
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sortType = SortTypeConst.Lv
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HeroManager.heroListPanelSortID=SortTypeConst.Lv
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HeroManager.heroListPanelSortID = SortTypeConst.Lv
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end
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this.ShaiXuanBtnLv:SetActive(sortType ~= SortTypeConst.Lv)
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this.ShaiXuanBtnQu:SetActive(sortType ~= SortTypeConst.Natural)
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this:GetCurSortHeroListData()
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end)
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Util.AddClick(this.fenJieBtn, function()
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UIManager.OpenPanel(UIName.HandBookHeroAndEquipListPanel,1)
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UIManager.OpenPanel(UIName.HandBookHeroAndEquipListPanel, 1)
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-- if ActTimeCtrlManager.SingleFuncState(24) then
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-- UIManager.OpenPanel(UIName.HeroAndEquipResolvePanel,1)
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-- else
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@ -162,7 +164,7 @@ function RoleListPanel:BindEvent()
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end
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end)
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CheckRedPointStatus(RedPointType.LikeabilityRed)
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BindRedPointObject(RedPointType.LikeabilityRed,this.haoganduRed)
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BindRedPointObject(RedPointType.LikeabilityRed, this.haoganduRed)
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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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@ -176,14 +178,14 @@ function RoleListPanel:RemoveListener()
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end
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function this:OnSortingOrderChange()
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if this.ScrollView then
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this.ScrollView:ForeachItemGO(function (index, go)
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Util.SetParticleSortLayer(go, self.sortingOrder)
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end)
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if this.ScrollView then
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this.ScrollView:ForeachItemGO(function(index, go)
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Util.SetParticleSortLayer(go, self.sortingOrder)
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end)
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end
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orginLayer = self.sortingOrder
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if this.BtView then
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this.BtView:SetOrderStatus({ sortOrder = self.sortingOrder })
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this.BtView:SetOrderStatus({ sortOrder = self.sortingOrder })
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end
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-- -- 头像层级
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if this.playerInfoView then
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@ -193,22 +195,20 @@ function this:OnSortingOrderChange()
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-- if this.UpView then
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-- SetParticleSortLayer(this.UpView,self.sortingOrder+2)
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-- end
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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 RoleListPanel:OnShow()
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--检测成员红点
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CheckRedPointStatus(RedPointType.Role)
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tarHero=HeroManager.GetAllHeroDatas()
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teamHero=FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL)
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this.isFirstOpen=true
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tarHero = HeroManager.GetAllHeroDatas()
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teamHero = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL)
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this.isFirstOpen = true
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this.maxk:SetActive(true)
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this.heroNumText:GetComponent("Text").text=string.format(Language[11821],#tarHero)
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this.heroNumText:GetComponent("Text").text = string.format(Language[11821], #tarHero)
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.RoleInfo })
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this.BtView:OnOpen(self, {sortOrder = self.sortingOrder,panelType = PanelTypeView.MemberPanel})
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this.BtView:OnOpen(self, { sortOrder = self.sortingOrder, panelType = PanelTypeView.MemberPanel })
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SoundManager.PlayMusic(SoundConfig.BGM_Main)
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sortType = HeroManager.heroListPanelSortID
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proId = HeroManager.heroListPanelProID
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@ -229,14 +229,14 @@ function RoleListPanel:OnShow()
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-- 刷新一次编队战斗力
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FormationManager.RefreshMainFormationPower()
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this.haogandu.gameObject:SetActive(ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.LikeAbility))
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local totalCurNum,totalLv,totalNum = LikabilityManager.GetTotalHeroLikeLv(-1)
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local totalCurNum, totalLv, totalNum = LikabilityManager.GetTotalHeroLikeLv(-1)
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this.haoganduLv.text = totalLv
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--this.haogandu.gameObject:SetActive(true)--ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.LikeAbility))
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end
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--组合当前选项数据
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function this:GetCurSortHeroListData()
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local heros = {}
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local heros = {}
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if proId ~= ProIdConst.All then
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heros = HeroManager.GetHeroDataByProperty(proId)
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else
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@ -247,17 +247,17 @@ function this:GetCurSortHeroListData()
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end
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function this:ChangeProId(id)
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proId=id
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proId = id
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end
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--设置英雄列表数据
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function this:SetRoleList(_roleDatas)
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roleDatas=_roleDatas
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roleDatas = _roleDatas
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this:SortHeroDatas(_roleDatas)
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HeroManager.heroSortedDatas = roleDatas
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this.heroNumText:GetComponent("Text").text=string.format(Language[11821],#_roleDatas)
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this.ScrollView:SetData(_roleDatas, function (index, go)
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this.SingleHeroDataShow(go, roleDatas[index])
|
||||
this.heroNumText:GetComponent("Text").text = string.format(Language[11821], #_roleDatas)
|
||||
this.ScrollView:SetData(_roleDatas, function(index, go)
|
||||
this.SingleHeroDataShow(go, roleDatas[index])
|
||||
end)
|
||||
|
||||
if this.isFirstOpen then
|
||||
|
@ -270,66 +270,76 @@ function this:SetRoleList(_roleDatas)
|
|||
this.maxk:SetActive(false)
|
||||
end, 0.8):Start()
|
||||
end
|
||||
orginLayer2 =self.sortingOrder
|
||||
orginLayer2 = self.sortingOrder
|
||||
orginLayer = self.sortingOrder
|
||||
end
|
||||
function this.SingleHeroDataShow(_go,_heroData)
|
||||
|
||||
function this.SingleHeroDataShow(_go, _heroData)
|
||||
local heroData = _heroData
|
||||
SetHeroBg(this.spLoader, Util.GetGameObject(_go.transform, "card"),Util.GetGameObject(_go.transform, "card/bg"),_heroData.star,heroData.heroConfig.Quality,this.sortingOrder + 1)
|
||||
SetHeroBg(this.spLoader, Util.GetGameObject(_go.transform, "card"), Util.GetGameObject(_go.transform, "card/bg"),
|
||||
_heroData.star, heroData.heroConfig.Quality, this.sortingOrder + 1)
|
||||
if HarmonyManager.IsChangeColor(heroData.dynamicId) then
|
||||
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = "<color=#0f0>"..heroData.lv.."</color>"
|
||||
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = "<color=#0f0>" ..
|
||||
heroData.lv .. "</color>"
|
||||
elseif HarmonyManager:IsEnvoy(heroData.dynamicId) and HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv) then
|
||||
local temp= HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv)
|
||||
if temp.heroTid == 0 and temp.value > 0 then
|
||||
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = "<color=#ffbe22>"..heroData.lv.."</color>"
|
||||
local temp = HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv)
|
||||
if temp.heroTid == 0 and temp.value > 0 then
|
||||
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = "<color=#ffbe22>" ..
|
||||
heroData.lv .. "</color>"
|
||||
else
|
||||
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = heroData.lv
|
||||
end
|
||||
else
|
||||
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = heroData.lv
|
||||
end
|
||||
|
||||
Util.GetGameObject(_go.transform, "card/name"):GetComponent("Text").text = GetLanguageStrById(heroData.heroConfig.ReadingName)
|
||||
Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(heroData.heroConfig.ShowLive))
|
||||
|
||||
SetHEeroLiveToward(Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image"),heroData.heroConfig.Toward)
|
||||
Util.GetGameObject(_go.transform, "card/pos/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(heroData.professionIcon)
|
||||
local imageCom=Util.GetGameObject(_go.transform, "card/pro/Image"):GetComponent("RectTransform")
|
||||
|
||||
Util.GetGameObject(_go.transform, "card/name"):GetComponent("Text").text = GetLanguageStrById(heroData.heroConfig
|
||||
.ReadingName)
|
||||
Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
|
||||
GetResourcePath(heroData.heroConfig.ShowLive))
|
||||
|
||||
SetHEeroLiveToward(Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image"), heroData.heroConfig.Toward)
|
||||
Util.GetGameObject(_go.transform, "card/pos/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(heroData
|
||||
.professionIcon)
|
||||
local imageCom = Util.GetGameObject(_go.transform, "card/pro/Image"):GetComponent("RectTransform")
|
||||
--if heroData.changeProId == 1 or heroData.changeProId == 2 or heroData.changeProId == 3 or heroData.changeProId == 4 then
|
||||
imageCom.sizeDelta=Vector2.New(30,30)
|
||||
--else
|
||||
-- imageCom.sizeDelta=Vector2.New(60,30)
|
||||
imageCom.sizeDelta = Vector2.New(30, 30)
|
||||
--else
|
||||
-- imageCom.sizeDelta=Vector2.New(60,30)
|
||||
--end
|
||||
imageCom.gameObject:GetComponent("Image").sprite= this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.changeProId))
|
||||
Util.GetGameObject(_go.transform, "card/heroStage"):GetComponent("Image").sprite = this.spLoader:LoadSprite(HeroStageSprite[heroData.heroConfig.HeroStage])
|
||||
imageCom.gameObject:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroData
|
||||
.changeProId))
|
||||
Util.GetGameObject(_go.transform, "card/heroStage"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
|
||||
HeroStageSprite[heroData.heroConfig.HeroStage])
|
||||
Util.GetGameObject(_go.transform, "card/redAndLock"):SetActive(true)
|
||||
local redPoint = Util.GetGameObject(_go.transform, "card/redAndLock/redPoint")
|
||||
Util.GetGameObject(_go.transform, "card/redAndLock/lockImage"):SetActive(heroData.lockState == 1)
|
||||
Util.GetGameObject(_go.transform, "card/core"):SetActive(heroData.heroConfig.Main == 1)
|
||||
Util.GetGameObject(_go.transform, "card/starnum"):GetComponent("Text").text=_heroData.star.."/".._heroData.maxStar
|
||||
Util.GetGameObject(_go.transform, "card/starnum"):GetComponent("Text").text = _heroData.star ..
|
||||
"/" .. _heroData.maxStar
|
||||
_go.transform.localScale = Vector3.one * 0.95
|
||||
local starGrid = Util.GetGameObject(_go.transform, "star")
|
||||
local starPre = Util.GetGameObject(_go.transform, "starPre")
|
||||
--Util.ClearChild(starGrid.transform)
|
||||
local star,starType = heroData.GetStar(1)
|
||||
local starSize = Vector2.New(32.5,32.5)
|
||||
local star, starType = heroData.GetStar(1)
|
||||
local starSize = Vector2.New(32.5, 32.5)
|
||||
local starScale = -10
|
||||
if starType == 3 then
|
||||
starSize = Vector2.New(1,-16.12)
|
||||
starSize = Vector2.New(1, -16.12)
|
||||
starScale = -13.2
|
||||
elseif starType == 2 then
|
||||
starSize = Vector2.New(60,57)
|
||||
starSize = Vector2.New(60, 57)
|
||||
end
|
||||
-- SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale)
|
||||
SetHeroStars(this.spLoader, starGrid, star, starType, starSize, starScale)
|
||||
Util.SetParticleSortLayer(starGrid, this.sortingOrder + 1)
|
||||
--local cardBtn = Util.GetGameObject(_go.transform, "card(Clone)")
|
||||
SoulPrintManager.UnLockSoulPrintPos(heroData)
|
||||
local soulPrintIsOpen = table.nums(SoulPrintManager.hasUnlockPos)>=1
|
||||
if teamHero[heroData.dynamicId]~=nil then
|
||||
local soulPrintIsOpen = table.nums(SoulPrintManager.hasUnlockPos) >= 1
|
||||
if teamHero[heroData.dynamicId] ~= nil then
|
||||
Util.GetGameObject(_go.transform, "card/choosed"):SetActive(true)
|
||||
local isCanShowSoulPrintPoint = RedPointManager.PlayerPrefsGetStr(PlayerManager.uid .. heroData.dynamicId)
|
||||
soulPrintData = SoulPrintManager.GetSoulPrintAndSort(SoulPrintManager.soulPrintData)
|
||||
redPoint:SetActive(HeroManager.GetCurHeroIsShowRedPoint(heroData))
|
||||
redPoint:SetActive(HeroManager.GetCurHeroIsShowRedPoint(heroData))
|
||||
else
|
||||
redPoint:SetActive(false)
|
||||
Util.GetGameObject(_go.transform, "card/choosed"):SetActive(false)
|
||||
|
@ -337,14 +347,15 @@ function this.SingleHeroDataShow(_go,_heroData)
|
|||
--Util.GetGameObject(_go.transform, "card/choosed"):SetActive(teamHero[heroData
|
||||
-- .dynamicId]~=nil)
|
||||
Util.AddOnceClick(Util.GetGameObject(_go.transform, "card"), function()
|
||||
this.OnClickEnterHeroInfo(heroData, HeroManager.heroSortedDatas,teamHero[heroData.dynamicId]~=nil)
|
||||
this.OnClickEnterHeroInfo(heroData, HeroManager.heroSortedDatas, teamHero[heroData.dynamicId] ~= nil)
|
||||
end)
|
||||
end
|
||||
|
||||
function this:SetSelectBtn()
|
||||
this.selectBtn.transform:SetParent(tabs[proId].transform)
|
||||
this.selectBtn:GetComponent("RectTransform").localPosition = Vector3.zero
|
||||
this.selectBtn.transform:SetAsFirstSibling()
|
||||
-- Util.GetGameObject( this.selectBtn.transform, "Text"):GetComponent("Text").text=Util.GetGameObject( t abs[proId].transform, "Text"):GetComponent("Text").text
|
||||
-- Util.GetGameObject( this.selectBtn.transform, "Text"):GetComponent("Text").text=Util.GetGameObject( t abs[proId].transform, "Text"):GetComponent("Text").text
|
||||
end
|
||||
|
||||
function this:SortHeroDatas(_heroDatas)
|
||||
|
@ -368,16 +379,16 @@ function this:SortHeroDatas(_heroDatas)
|
|||
return a.star > b.star
|
||||
end
|
||||
else
|
||||
return aGodLv >bGodLv
|
||||
end
|
||||
return aGodLv > bGodLv
|
||||
end
|
||||
else
|
||||
return a.warPower > b.warPower
|
||||
end
|
||||
else
|
||||
return a.lv > b.lv
|
||||
end
|
||||
--根据品阶排列
|
||||
elseif sortType==SortTypeConst.Natural then
|
||||
--根据品阶排列
|
||||
elseif sortType == SortTypeConst.Natural then
|
||||
local aGodLv = GodSoulManager.GetGodSoulLv(a.dynamicId)
|
||||
local bGodLv = GodSoulManager.GetGodSoulLv(b.dynamicId)
|
||||
if aGodLv == bGodLv then
|
||||
|
@ -399,23 +410,23 @@ function this:SortHeroDatas(_heroDatas)
|
|||
return a.star > b.star
|
||||
end
|
||||
else
|
||||
return aGodLv >bGodLv
|
||||
end
|
||||
return aGodLv > bGodLv
|
||||
end
|
||||
end
|
||||
else
|
||||
--一个在一个不在先返回在的+不在的
|
||||
--一个在一个不在先返回在的+不在的
|
||||
return teamHero[a.dynamicId] and not teamHero[b.dynamicId]
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
function this.OnClickEnterHeroInfo(_curhero, _heros,isUpZhen)
|
||||
UIManager.OpenPanel(UIName.RoleInfoPanel, _curhero, _heros,isUpZhen)
|
||||
function this.OnClickEnterHeroInfo(_curhero, _heros, isUpZhen)
|
||||
UIManager.OpenPanel(UIName.RoleInfoPanel, _curhero, _heros, isUpZhen)
|
||||
end
|
||||
|
||||
function this.GetRoleItemByName(name)
|
||||
local targetItem
|
||||
this.ScrollView:ForeachItemGO(function (index, go)
|
||||
this.ScrollView:ForeachItemGO(function(index, go)
|
||||
local itemName = Util.GetGameObject(go.transform, "card/name"):GetComponent("Text").text
|
||||
if Util.GetGameObject(go.transform, "card/choosed").activeInHierarchy then
|
||||
if not targetItem and name == itemName then
|
||||
|
@ -432,12 +443,11 @@ end
|
|||
|
||||
--界面关闭时调用(用于子类重写)
|
||||
function RoleListPanel:OnClose()
|
||||
proId=0--面板关闭时 重置筛选按钮为全部
|
||||
proId = 0 --面板关闭时 重置筛选按钮为全部
|
||||
if isFristOpenTime then
|
||||
isFristOpenTime:Stop()
|
||||
isFristOpenTime = nil
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--界面销毁时调用(用于子类重写)
|
||||
|
@ -452,9 +462,7 @@ function RoleListPanel:OnDestroy()
|
|||
SubUIManager.Close(this.playerInfoView)
|
||||
this.playerInfoView = nil
|
||||
end
|
||||
ClearRedPointObject(RedPointType.LikeabilityRed,this.haoganduRed)
|
||||
|
||||
ClearRedPointObject(RedPointType.LikeabilityRed, this.haoganduRed)
|
||||
end
|
||||
|
||||
return RoleListPanel
|
||||
|
||||
|
|
|
@ -3,38 +3,60 @@ local MainShopPanel = Inherit(BasePanel)
|
|||
local this = MainShopPanel
|
||||
-- Tab管理器
|
||||
local TabBox = require("Modules/Common/TabBox")
|
||||
local _Tab2Sprite = {default = "x1_haoyou_biaoqian_weixuanzhong", select = "x1_haoyou_biaoqian_xuanzhong", lock = "s_shop_qieye_1"}
|
||||
local _Tab2FontColor = { default = Color.New(255 / 255, 255 / 255, 255 / 255, 1),
|
||||
lock = Color.New(255 / 255, 255 / 255, 255 / 255, 1),
|
||||
select = Color.New(255 / 255, 255 / 255, 255 / 255, 1) }
|
||||
local _Tab2Sprite = {
|
||||
default = "x1_haoyou_biaoqian_weixuanzhong_quekou",
|
||||
select = "x1_haoyou_biaoqian_xuanzhong",
|
||||
lock =
|
||||
"s_shop_qieye_1"
|
||||
}
|
||||
local _Tab2FontColor = {
|
||||
default = Color.New(255 / 255, 255 / 255, 255 / 255, 1),
|
||||
lock = Color.New(255 / 255, 255 / 255, 255 / 255, 1),
|
||||
select = Color.New(255 / 255, 255 / 255, 255 / 255, 1)
|
||||
}
|
||||
|
||||
local _ShopTypeConfig = ConfigManager.GetConfig(ConfigName.StoreTypeConfig)
|
||||
local _ShopPage = {
|
||||
[SHOP_PAGE.RECHARGE] = { -- 充值
|
||||
default = "UI_hz_gonghui_31", lock = "UI_hz_gonghui_31", select = "UI_hz_gonghui_31",
|
||||
rpType = RedPointType.Shop_Page_Recharge,name="充值商店"
|
||||
[SHOP_PAGE.RECHARGE] = { -- 充值
|
||||
default = "UI_hz_gonghui_31",
|
||||
lock = "UI_hz_gonghui_31",
|
||||
select = "UI_hz_gonghui_31",
|
||||
rpType = RedPointType.Shop_Page_Recharge,
|
||||
name = "充值商店"
|
||||
},
|
||||
[SHOP_PAGE.GENERAL] = { -- 杂货
|
||||
default = "UI_hz_gonghui_32", lock = "UI_hz_gonghui_32", select = "UI_hz_gonghui_32",
|
||||
rpType = RedPointType.Shop_Page_General,name="杂货商店"
|
||||
[SHOP_PAGE.GENERAL] = { -- 杂货
|
||||
default = "UI_hz_gonghui_32",
|
||||
lock = "UI_hz_gonghui_32",
|
||||
select = "UI_hz_gonghui_32",
|
||||
rpType = RedPointType.Shop_Page_General,
|
||||
name = "杂货商店"
|
||||
},
|
||||
[SHOP_PAGE.COIN] ={ -- 代币
|
||||
default = "UI_hz_gonghui_33", lock = "UI_hz_gonghui_33", select = "UI_hz_gonghui_33",
|
||||
rpType = RedPointType.Shop_Page_Coin,name="代币商店"
|
||||
[SHOP_PAGE.COIN] = { -- 代币
|
||||
default = "UI_hz_gonghui_33",
|
||||
lock = "UI_hz_gonghui_33",
|
||||
select = "UI_hz_gonghui_33",
|
||||
rpType = RedPointType.Shop_Page_Coin,
|
||||
name = "代币商店"
|
||||
},
|
||||
[SHOP_PAGE.PLAY] = { -- 玩法
|
||||
default = "UI_hz_gonghui_34", lock = "UI_hz_gonghui_34", select = "UI_hz_gonghui_34",
|
||||
rpType = RedPointType.Shop_Page_Play,name="玩法商店"
|
||||
[SHOP_PAGE.PLAY] = { -- 玩法
|
||||
default = "UI_hz_gonghui_34",
|
||||
lock = "UI_hz_gonghui_34",
|
||||
select = "UI_hz_gonghui_34",
|
||||
rpType = RedPointType.Shop_Page_Play,
|
||||
name = "玩法商店"
|
||||
},
|
||||
[SHOP_PAGE.EXCHANGE] = { -- 兑换
|
||||
default = "UI_hz_gonghui_31", lock = "UI_hz_gonghui_31", select = "UI_hz_gonghui_31",name="兑换商店"
|
||||
[SHOP_PAGE.EXCHANGE] = { -- 兑换
|
||||
default = "UI_hz_gonghui_31", lock = "UI_hz_gonghui_31", select = "UI_hz_gonghui_31", name = "兑换商店"
|
||||
},
|
||||
[SHOP_PAGE.JUMPSERVER] = { -- 云游
|
||||
default = "UI_hz_gonghui_32", lock = "UI_hz_gonghui_32", select = "UI_hz_gonghui_32",
|
||||
rpType = RedPointType.Shop_Page_Roam,name="宇宙生存挑战"
|
||||
[SHOP_PAGE.JUMPSERVER] = { -- 云游
|
||||
default = "UI_hz_gonghui_32",
|
||||
lock = "UI_hz_gonghui_32",
|
||||
select = "UI_hz_gonghui_32",
|
||||
rpType = RedPointType.Shop_Page_Roam,
|
||||
name = "宇宙生存挑战"
|
||||
},
|
||||
[SHOP_PAGE.YUANSHEN] = { -- 元神
|
||||
default = "UI_hz_gonghui_33", lock = "UI_hz_gonghui_33", select = "UI_hz_gonghui_33",name="元神商店"
|
||||
[SHOP_PAGE.YUANSHEN] = { -- 元神
|
||||
default = "UI_hz_gonghui_33", lock = "UI_hz_gonghui_33", select = "UI_hz_gonghui_33", name = "元神商店"
|
||||
},
|
||||
}
|
||||
|
||||
|
@ -70,8 +92,9 @@ function MainShopPanel:InitComponent()
|
|||
BindRedPointObject(RedPointType.VIP_SHOP_DETAIL, this.vipRedPoint)
|
||||
|
||||
-- 上部货币显示
|
||||
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform, { showType = UpViewOpenType.ShowLeft})
|
||||
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform, { showType = UpViewOpenType.ShowLeft })
|
||||
end
|
||||
|
||||
--绑定事件(用于子类重写)
|
||||
function MainShopPanel:BindEvent()
|
||||
-- 初始化Tab管理器
|
||||
|
@ -87,24 +110,23 @@ function MainShopPanel:BindEvent()
|
|||
|
||||
-- 关闭界面打开主城
|
||||
Util.AddClick(this.btnBack, function()
|
||||
ShopManager.SetSelectIndex(0,{})
|
||||
ShopManager.SetSelectIndex(0, {})
|
||||
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
|
||||
--UIManager.OpenPanel(UIName.MainPanel)
|
||||
this:ClosePanel()
|
||||
end)
|
||||
|
||||
-- 打开特权详情
|
||||
Util.AddClick(this.vipDetailBtn, function ()
|
||||
Util.AddClick(this.vipDetailBtn, function()
|
||||
UIManager.OpenPanel(UIName.VipPanelV2)
|
||||
end)
|
||||
|
||||
|
||||
end
|
||||
|
||||
--添加事件监听(用于子类重写)
|
||||
function MainShopPanel:AddListener()
|
||||
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.SetVipPartInfo)
|
||||
end
|
||||
|
||||
--移除事件监听(用于子类重写)
|
||||
function MainShopPanel:RemoveListener()
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, this.SetVipPartInfo)
|
||||
|
@ -128,7 +150,7 @@ function MainShopPanel:OnOpen(chooseShopType)
|
|||
chooseShopType = chooseShopType or SHOP_TYPE.SOUL_STONE_SHOP -- 默认打开魂晶商店
|
||||
if not ShopManager.IsActive(chooseShopType) then
|
||||
PopupTipPanel.ShowTip(Language[11886])
|
||||
chooseShopType = SHOP_TYPE.SOUL_STONE_SHOP --商店未激活,打开充值商店
|
||||
chooseShopType = SHOP_TYPE.SOUL_STONE_SHOP --商店未激活,打开充值商店
|
||||
end
|
||||
-- 获取默认页index
|
||||
local shopPage = ShopManager.GetShopPageByShopType(chooseShopType)
|
||||
|
@ -147,7 +169,6 @@ function MainShopPanel:OnOpen(chooseShopType)
|
|||
end
|
||||
end
|
||||
assert(this._ChoosePageIndex and this._ChooseShopIndex, Language[11887])
|
||||
|
||||
end
|
||||
|
||||
-- 打开,重新打开时回调
|
||||
|
@ -167,7 +188,7 @@ function MainShopPanel:OnShow()
|
|||
this._ChooseShopIndex = nil
|
||||
else
|
||||
local shopType = this._MainShopTypeList[this._CurShopIndex]
|
||||
this.shopView:ShowShop(shopType,this.sortingOrder)
|
||||
this.shopView:ShowShop(shopType, this.sortingOrder)
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -184,12 +205,12 @@ function this.PageTabAdapter(tab, index, status)
|
|||
local img = Util.GetGameObject(tab, "img"):GetComponent("Image")
|
||||
local lock = Util.GetGameObject(tab, "lock")
|
||||
local redpot = Util.GetGameObject(tab, "redpot")
|
||||
local select = Util.GetGameObject(tab, "select")
|
||||
local Text=Util.GetGameObject(tab,"Text"):GetComponent("Text")
|
||||
local select = Util.GetGameObject(tab, "select")
|
||||
local Text = Util.GetGameObject(tab, "Text"):GetComponent("Text")
|
||||
local page = this._MainShopPageList[index]
|
||||
img.sprite = this.spLoader:LoadSprite(_ShopPage[page][status])
|
||||
local islock = status == "lock"
|
||||
select:SetActive(status=="select")
|
||||
select:SetActive(status == "select")
|
||||
Util.SetGray(img.gameObject, islock)
|
||||
lock:SetActive(islock)
|
||||
Text.text = GetLanguageStrById(_ShopPage[page]["name"])
|
||||
|
@ -216,6 +237,7 @@ function this.PageTabIsLockCheck(index)
|
|||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- tab改变事件
|
||||
function this.OnPageTabChange(index, lastIndex)
|
||||
this._CurPageIndex = index
|
||||
|
@ -238,9 +260,9 @@ function this.OnPageTabChange(index, lastIndex)
|
|||
-- 二级页签只有一个的时候不显示
|
||||
this.tabbox2:SetActive(#this._MainShopTypeList > 1)
|
||||
-- 初始化位置
|
||||
local contentWidth = GetPreferredWidth(this.tabbox2Content.transform)--LayoutUtility.GetPreferredWidth(this.tabbox2Content.transform)
|
||||
local contentWidth = GetPreferredWidth(this.tabbox2Content.transform) --LayoutUtility.GetPreferredWidth(this.tabbox2Content.transform)
|
||||
local curPos = this.tabbox2Content.transform.localPosition
|
||||
this.tabbox2Content.transform.localPosition = Vector3.New(contentWidth/2, curPos.y, curPos.z)
|
||||
this.tabbox2Content.transform.localPosition = Vector3.New(contentWidth / 2, curPos.y, curPos.z)
|
||||
end
|
||||
|
||||
-- 获取当前大页签下可用的小页签的序号
|
||||
|
@ -259,12 +281,12 @@ function this.ShopTabAdapter(tab, index, status)
|
|||
local img = Util.GetGameObject(tab, "Img"):GetComponent("Image")
|
||||
local name = Util.GetGameObject(tab, "Text"):GetComponent("Text")
|
||||
local redpot = Util.GetGameObject(tab, "redpot")
|
||||
|
||||
|
||||
img.sprite = this.spLoader:LoadSprite(_Tab2Sprite[status])
|
||||
local shopType = this._MainShopTypeList[index]
|
||||
local shopInfo = ShopManager.GetShopInfoByType(shopType)
|
||||
name.text = GetLanguageStrById(shopInfo.Name)
|
||||
|
||||
|
||||
name.color = _Tab2FontColor[status]
|
||||
|
||||
local islock = status == "lock"
|
||||
|
@ -277,6 +299,7 @@ function this.ShopTabAdapter(tab, index, status)
|
|||
this.BindTabRedpot(shopType, redpot)
|
||||
end
|
||||
end
|
||||
|
||||
-- tab可用性检测
|
||||
function this.ShopTabIsLockCheck(index)
|
||||
local shopType = this._MainShopTypeList[index]
|
||||
|
@ -290,6 +313,7 @@ function this.ShopTabIsLockCheck(index)
|
|||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- tab改变事件
|
||||
function this.OnShopTabChange(index, lastIndex)
|
||||
if this._CurShopIndex == index then return end
|
||||
|
@ -300,7 +324,7 @@ function this.OnShopTabChange(index, lastIndex)
|
|||
-- 修改商品栏的位置
|
||||
this.shopView:SetItemContentPosition(Vector3.New(0, 710, 0))
|
||||
end
|
||||
this.shopView:ShowShop(shopType,this.sortingOrder)
|
||||
this.shopView:ShowShop(shopType, this.sortingOrder)
|
||||
-- 获取配置
|
||||
local shopId = ShopManager.GetShopDataByType(shopType).id
|
||||
-- LogRed(shopId)
|
||||
|
@ -325,7 +349,6 @@ function this.OnShopTabChange(index, lastIndex)
|
|||
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = config.ResourcesBar })
|
||||
end
|
||||
|
||||
|
||||
-- 绑定数据
|
||||
local _PageBindData = {}
|
||||
local _TabBindData = {}
|
||||
|
@ -335,14 +358,15 @@ function this.BindPageRedpot(page, redpot)
|
|||
BindRedPointObject(rpType, redpot)
|
||||
_PageBindData[rpType] = redpot
|
||||
end
|
||||
|
||||
function this.ClearPageRedpot(page)
|
||||
-- 清除红点绑定
|
||||
if page then -- 清除某个
|
||||
if page then -- 清除某个
|
||||
local rpType = _ShopPage[page].rpType
|
||||
if not rpType then return end
|
||||
ClearRedPointObject(rpType, _PageBindData[rpType])
|
||||
_PageBindData[rpType] = nil
|
||||
else -- 全部清除
|
||||
else -- 全部清除
|
||||
for rpt, redpot in pairs(_PageBindData) do
|
||||
ClearRedPointObject(rpt, redpot)
|
||||
end
|
||||
|
@ -370,6 +394,7 @@ function this.GetTabRPType(shopType)
|
|||
end
|
||||
return rpType
|
||||
end
|
||||
|
||||
--- 绑定红点
|
||||
function this.BindTabRedpot(shopType, redpot)
|
||||
local rpType = this.GetTabRPType(shopType)
|
||||
|
@ -377,15 +402,16 @@ function this.BindTabRedpot(shopType, redpot)
|
|||
BindRedPointObject(rpType, redpot)
|
||||
_TabBindData[rpType] = redpot
|
||||
end
|
||||
|
||||
--- 清除红点
|
||||
function this.ClearTabRedpot(shopType)
|
||||
-- 清除红点绑定
|
||||
if shopType then -- 清除某个
|
||||
if shopType then -- 清除某个
|
||||
local rpType = this.GetTabRPType(shopType)
|
||||
if not rpType then return end
|
||||
ClearRedPointObject(rpType, _TabBindData[rpType])
|
||||
_TabBindData[rpType] = nil
|
||||
else -- 全部清除
|
||||
else -- 全部清除
|
||||
for rpt, redpot in pairs(_TabBindData) do
|
||||
ClearRedPointObject(rpt, redpot)
|
||||
end
|
||||
|
@ -396,6 +422,7 @@ end
|
|||
--界面关闭时调用(用于子类重写)
|
||||
function MainShopPanel:OnClose()
|
||||
end
|
||||
|
||||
--界面销毁时调用(用于子类重写)
|
||||
function MainShopPanel:OnDestroy()
|
||||
this.spLoader:Destroy()
|
||||
|
@ -434,8 +461,7 @@ function this.SetVipPartInfo()
|
|||
this.vipIconLevel.text = VipManager.GetVipLevel()
|
||||
this.vipHeroStar.sprite = this.spLoader:LoadSprite(VIP_LEVEL_REWARD[nextLevel])
|
||||
this.vipProgress.fillAmount = VipManager.GetChargedNum() / nextLevelNeed
|
||||
this.progressText.text = VipManager.GetChargedNum() .. "/" .. nextLevelNeed
|
||||
this.progressText.text = VipManager.GetChargedNum() .. "/" .. nextLevelNeed
|
||||
end
|
||||
|
||||
return MainShopPanel
|
||||
|
||||
|
|
|
@ -1,4 +1,3 @@
|
|||
|
||||
local _ShopTypeConfig = ConfigManager.GetConfig(ConfigName.StoreTypeConfig)
|
||||
-- 通用得商店逻辑
|
||||
local ShopView = {}
|
||||
|
@ -14,6 +13,7 @@ function this:New(gameObject)
|
|||
o.transform = gameObject.transform
|
||||
return o
|
||||
end
|
||||
|
||||
--初始化组件(用于子类重写)
|
||||
function this:InitComponent()
|
||||
self.spLoader = SpriteLoader.New()
|
||||
|
@ -55,12 +55,12 @@ function this:InitComponent()
|
|||
self.titleBg = Util.GetGameObject(self.gameObject, "scrollbg/titlebg")
|
||||
self.titleImg = Util.GetGameObject(self.gameObject, "scrollbg/titlebg/title")
|
||||
self.titleText = Util.GetGameObject(self.gameObject, "scrollbg/titlebg/title/titleText")
|
||||
self.helpBtn = Util.GetGameObject(self.gameObject, "scrollbg/titlebg/helpBtn")--scrollbg/titlebg/
|
||||
self.helpBtn = Util.GetGameObject(self.gameObject, "scrollbg/titlebg/helpBtn") --scrollbg/titlebg/
|
||||
self.helpPosition = self.helpBtn:GetComponent("RectTransform").localPosition
|
||||
-- 创建循环列表
|
||||
if not self.ScrollView then
|
||||
self.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scrollRoot.transform,
|
||||
self.shopItem, nil, Vector2.New(1060, 1000), 1, 2, Vector2.New(25, 20))
|
||||
self.shopItem, nil, Vector2.New(1060, 1000), 1, 2, Vector2.New(25, 20))
|
||||
self.ScrollView.moveTween.MomentumAmount = 1
|
||||
self.ScrollView.moveTween.Strength = 2
|
||||
end
|
||||
|
@ -69,7 +69,7 @@ function this:InitComponent()
|
|||
-- 创建循环列表
|
||||
if not self.RechargeScrollView then
|
||||
self.RechargeScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scrollRoot.transform,
|
||||
self.rechargeShopItem, nil, Vector2.New(1000, 1024), 1, 3, Vector2.New(40, 10))
|
||||
self.rechargeShopItem, nil, Vector2.New(1000, 1024), 1, 3, Vector2.New(40, 10))
|
||||
self.RechargeScrollView.moveTween.MomentumAmount = 1
|
||||
self.RechargeScrollView.moveTween.Strength = 2
|
||||
self.RechargeScrollView.gameObject.transform.localPosition = Vector3.New(0, -20, 0)
|
||||
|
@ -77,7 +77,7 @@ function this:InitComponent()
|
|||
end
|
||||
end
|
||||
|
||||
local RefreshShop = function(isPopUp,currentTime,isAutoRecover,shopType)
|
||||
local RefreshShop = function(isPopUp, currentTime, isAutoRecover, shopType)
|
||||
if (isPopUp ~= currentTime) and not isAutoRecover then
|
||||
local shopInfo = ShopManager.GetShopInfoByType(shopType)
|
||||
local costId, abcd = shopInfo.RefreshItem[1][1], shopInfo.RefreshItem[2]
|
||||
|
@ -93,7 +93,7 @@ local RefreshShop = function(isPopUp,currentTime,isAutoRecover,shopType)
|
|||
RedPointManager.PlayerPrefsSetStr(PlayerManager.uid .. shopType, currentTime)
|
||||
end
|
||||
ShopManager.RequestRefreshShop(shopType, false)
|
||||
end, Language[10731], Language[10732],nil,true)
|
||||
end, Language[10731], Language[10732], nil, true)
|
||||
else
|
||||
ShopManager.RequestRefreshShop(shopType, false)
|
||||
end
|
||||
|
@ -112,29 +112,29 @@ function this:BindEvent()
|
|||
if leftCount == -2 then
|
||||
PopupTipPanel.ShowTip(Language[11896])
|
||||
elseif leftCount == 0 then
|
||||
PopupTipPanel.ShowTip(Language[11897])
|
||||
PopupTipPanel.ShowTip(Language[11897])
|
||||
else
|
||||
if shopType == SHOP_TYPE.SOUL_PRINT_SHOP then
|
||||
local itemlist = ShopManager.CheckShopItemList(self.ShopData.storeItem)
|
||||
local isShow = false
|
||||
for k,v in pairs(itemlist) do
|
||||
for k, v in pairs(itemlist) do
|
||||
local goods = ShopManager.GetShopItemGoodsInfo(v.id)
|
||||
local maxLimitCount = ShopManager.GetShopItemLimitBuyCount(v.id)
|
||||
local con = ConfigManager.GetConfigData(ConfigName.ItemConfig,goods[1][1])
|
||||
local con = ConfigManager.GetConfigData(ConfigName.ItemConfig, goods[1][1])
|
||||
if con.Quantity >= 6 and v.buyNum < maxLimitCount then
|
||||
isShow = true
|
||||
end
|
||||
end
|
||||
end
|
||||
if isShow then
|
||||
MsgPanel.ShowTwo("当前商店存在红色界神技,刷新后将会消失,是否确认刷新?", function()
|
||||
end, function()
|
||||
RefreshShop(isPopUp,currentTime,isAutoRecover,shopType)
|
||||
end, Language[10731], Language[10732],nil,false)
|
||||
RefreshShop(isPopUp, currentTime, isAutoRecover, shopType)
|
||||
end, Language[10731], Language[10732], nil, false)
|
||||
else
|
||||
RefreshShop(isPopUp,currentTime,isAutoRecover,shopType)
|
||||
RefreshShop(isPopUp, currentTime, isAutoRecover, shopType)
|
||||
end
|
||||
else
|
||||
RefreshShop(isPopUp,currentTime,isAutoRecover,shopType)
|
||||
RefreshShop(isPopUp, currentTime, isAutoRecover, shopType)
|
||||
end
|
||||
end
|
||||
-- 重置商店刷新按钮点击状态
|
||||
|
@ -142,24 +142,28 @@ function this:BindEvent()
|
|||
end)
|
||||
--帮助按钮
|
||||
Util.AddOnceClick(self.helpBtn, function()
|
||||
if self.ShopConfig.HelpId==0 then
|
||||
if self.ShopConfig.HelpId == 0 then
|
||||
return
|
||||
end
|
||||
UIManager.OpenPanel(UIName.HelpPopup, self.ShopConfig.HelpId , self.helpPosition.x,self.helpPosition.y+372)--因层级锚点原因,需手动调整高度
|
||||
UIManager.OpenPanel(UIName.HelpPopup, self.ShopConfig.HelpId, self.helpPosition.x, self.helpPosition.y + 372) --因层级锚点原因,需手动调整高度
|
||||
end)
|
||||
end
|
||||
|
||||
--添加事件监听(用于子类重写)
|
||||
function this:AddListener()
|
||||
Game.GlobalEvent:AddEvent(GameEvent.Shop.OnShopInfoChange, self.RefreshShopInfo, self)
|
||||
end
|
||||
|
||||
--移除事件监听(用于子类重写)
|
||||
function this:RemoveListener()
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.Shop.OnShopInfoChange, self.RefreshShopInfo, self)
|
||||
end
|
||||
|
||||
--界面打开时调用(用于子类重写)
|
||||
function this:OnOpen(...)
|
||||
|
||||
|
||||
end
|
||||
|
||||
--界面关闭时调用(用于子类重写)
|
||||
function this:OnClose()
|
||||
self.spLoader:Destroy()
|
||||
|
@ -169,11 +173,11 @@ function this:OnClose()
|
|||
self._TimeCounter = nil
|
||||
end
|
||||
|
||||
|
||||
|
||||
-- 物品节点回收
|
||||
if self._GoodsItemList then
|
||||
for _, item in pairs(self._GoodsItemList) do
|
||||
Util.SetColor(item.gameObject, Color.New(1,1,1,1))
|
||||
Util.SetColor(item.gameObject, Color.New(1, 1, 1, 1))
|
||||
Util.SetGray(item.gameObject, false)
|
||||
SubUIManager.Close(item)
|
||||
end
|
||||
|
@ -214,7 +218,7 @@ end
|
|||
|
||||
---===================================内部函数========================================
|
||||
-- 刷新商店内容显示
|
||||
function this:RefreshShopInfo(isRefresh, isTop,isAni)
|
||||
function this:RefreshShopInfo(isRefresh, isTop, isAni)
|
||||
if self.ShopType == SHOP_TYPE.SOUL_STONE_SHOP then
|
||||
self.RechargeShopData = OperatingManager.GetGiftGoodsInfoList(GoodsTypeDef.DemonCrystal)
|
||||
else
|
||||
|
@ -223,7 +227,7 @@ function this:RefreshShopInfo(isRefresh, isTop,isAni)
|
|||
|
||||
self:RefreshLive()
|
||||
self:RefreshBase()
|
||||
self:RefreshItemList(isRefresh,isTop,isAni)
|
||||
self:RefreshItemList(isRefresh, isTop, isAni)
|
||||
|
||||
-- 刷新商店的查看时间
|
||||
ShopManager.RefreshShopCheckTime(self.ShopType)
|
||||
|
@ -231,9 +235,9 @@ function this:RefreshShopInfo(isRefresh, isTop,isAni)
|
|||
if isRefresh then
|
||||
-- 物品节点播放特效
|
||||
if self._GoodsItemList then
|
||||
Timer.New(function ()
|
||||
PlaySoundWithoutClick("UI_refresh")
|
||||
end,0.5):Start()
|
||||
Timer.New(function()
|
||||
PlaySoundWithoutClick("UI_refresh")
|
||||
end, 0.5):Start()
|
||||
for _, item in pairs(self._GoodsItemList) do
|
||||
item:OnShowUIeffectItemViewSaoguang()
|
||||
end
|
||||
|
@ -259,26 +263,24 @@ function this:RefreshLive()
|
|||
end
|
||||
local scale = self.ShopConfig.LiveScale
|
||||
scale = Vector3.New(scale[1], scale[2], scale[3])
|
||||
|
||||
|
||||
local livePos = Vector3.zero
|
||||
if self.ShopConfig.LivePos then
|
||||
livePos.x = self.ShopConfig.LivePos[1]
|
||||
livePos.y = self.ShopConfig.LivePos[2]
|
||||
end
|
||||
|
||||
self.LiveName = self.ShopConfig.LiveName
|
||||
self.liveNode = poolManager:LoadLive(self.ShopConfig.LiveName, self.liveRoot.transform, scale, livePos)
|
||||
local SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic")
|
||||
local idle = function()
|
||||
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
end
|
||||
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle
|
||||
poolManager:SetLiveClearCall(self.ShopConfig.LiveName, self.liveNode, function()
|
||||
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle
|
||||
end)
|
||||
|
||||
|
||||
self.LiveName = self.ShopConfig.LiveName
|
||||
self.liveNode = poolManager:LoadLive(self.ShopConfig.LiveName, self.liveRoot.transform, scale, livePos)
|
||||
local SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic")
|
||||
local idle = function()
|
||||
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
end
|
||||
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle
|
||||
poolManager:SetLiveClearCall(self.ShopConfig.LiveName, self.liveNode, function()
|
||||
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle
|
||||
end)
|
||||
end
|
||||
|
||||
-- 开始倒计时
|
||||
|
@ -306,7 +308,7 @@ function this:StartTimeCount()
|
|||
-- if localSelf.ShopType == SHOP_TYPE.ACTIVITY_SHOP then
|
||||
-- timeStr = TimeToDHMS(closeTime)
|
||||
-- else
|
||||
timeStr = TimeToHMS(closeTime)
|
||||
timeStr = TimeToHMS(closeTime)
|
||||
-- end
|
||||
localSelf.closeTime:GetComponent("Text").text = timeStr
|
||||
end
|
||||
|
@ -408,7 +410,7 @@ function this:RefreshBase()
|
|||
-- 商店标题
|
||||
if self.ShopConfig.Title and self.ShopConfig.Title ~= "" then
|
||||
self.titleImg:GetComponent("Image").sprite = self.spLoader:LoadSprite(self.ShopConfig.Title)
|
||||
self.titleText:GetComponent("Text").text = self.ShopConfig.Name.."商店"
|
||||
self.titleText:GetComponent("Text").text = self.ShopConfig.Name .. "商店"
|
||||
end
|
||||
|
||||
-- 对话显示
|
||||
|
@ -417,13 +419,12 @@ function this:RefreshBase()
|
|||
-- self.content:GetComponent("Text").text = self.ShopConfig.content
|
||||
-- self.contentBg.transform.localPosition = Vector3(self.ShopConfig.contentPos[1], self.ShopConfig.contentPos[2], 0)
|
||||
-- else
|
||||
self.contentBg:SetActive(false)
|
||||
self.contentBg:SetActive(false)
|
||||
-- end
|
||||
|
||||
end
|
||||
|
||||
-- 刷新物品列表
|
||||
function this:RefreshItemList(isRefresh,isTop,isAni)
|
||||
function this:RefreshItemList(isRefresh, isTop, isAni)
|
||||
if self.ShopType == SHOP_TYPE.SOUL_STONE_SHOP then
|
||||
self.ScrollView.gameObject:SetActive(false)
|
||||
self.RechargeScrollView.gameObject:SetActive(true)
|
||||
|
@ -434,7 +435,7 @@ function this:RefreshItemList(isRefresh,isTop,isAni)
|
|||
-- if isPlayShow then
|
||||
-- shopItem.gameObject:SetActive(false)
|
||||
-- end
|
||||
end, not isTop,not isAni)
|
||||
end, not isTop, not isAni)
|
||||
-- if isPlayShow then
|
||||
-- SecTorPlayAnimByScroll(self.RechargeScrollView,0.03)
|
||||
-- isPlayShow = false
|
||||
|
@ -450,13 +451,13 @@ function this:RefreshItemList(isRefresh,isTop,isAni)
|
|||
if isPlayShow then
|
||||
shopItem.gameObject:SetActive(true)
|
||||
end
|
||||
end, not isTop,not isAni)
|
||||
end, not isTop, not isAni)
|
||||
local curindex = 0
|
||||
for i = 1 ,#itemlist do
|
||||
for i = 1, #itemlist do
|
||||
if self.ShopType == ShopManager.selectIndex.shopType then
|
||||
for j = 1 , #ShopManager.selectIndex.storeId do
|
||||
for j = 1, #ShopManager.selectIndex.storeId do
|
||||
if itemlist[i].id == ShopManager.selectIndex.storeId[j] then
|
||||
ShopManager.SetSelectIndex(0,{},1)
|
||||
ShopManager.SetSelectIndex(0, {}, 1)
|
||||
curindex = i
|
||||
break
|
||||
end
|
||||
|
@ -468,7 +469,7 @@ function this:RefreshItemList(isRefresh,isTop,isAni)
|
|||
end
|
||||
if curindex ~= 0 then
|
||||
self.ScrollView:SetIndex(curindex)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -495,29 +496,31 @@ function this:ShopItemAdapter(shopItem, itemData)
|
|||
local new = Util.GetGameObject(shopItem, "GameObject/new")
|
||||
-- 计算数据
|
||||
local itemInfo = ShopManager.GetShopItemInfo(itemData.id)
|
||||
|
||||
|
||||
local curBuyCount = itemData.buyNum
|
||||
local maxLimitCount = ShopManager.GetShopItemLimitBuyCount(itemData.id)
|
||||
local costId, price = ShopManager.calculateBuyCost(self.ShopType, itemData.id, 1)
|
||||
|
||||
local goods = ShopManager.GetShopItemGoodsInfo(itemData.id)
|
||||
local con = ConfigManager.GetConfigData(ConfigName.ItemConfig,goods[1][1])
|
||||
itemName.text = SubString2(GetLanguageStrById(con.Name),8)
|
||||
local con = ConfigManager.GetConfigData(ConfigName.ItemConfig, goods[1][1])
|
||||
itemName.text = SubString2(GetLanguageStrById(con.Name), 8)
|
||||
if con.ItemType == ItemType.LingShouChip then
|
||||
local haveCount = BagManager.GetTotalItemNum(con.Id)
|
||||
itemName.text = itemName.text.."\n"..string.format("<color=%s><size=%s>%s(%s/%s)</size></color>",UIColorStr.BLACK, "25", "拥有:", haveCount, con.UsePerCount)
|
||||
itemName.text = itemName.text ..
|
||||
"\n" ..
|
||||
string.format("<color=%s><size=%s>%s(%s/%s)</size></color>", UIColorStr.BLACK, "25", "拥有:", haveCount,
|
||||
con.UsePerCount)
|
||||
end
|
||||
if con.ItemType == ItemType.Talisman then
|
||||
itemDes.gameObject:SetActive(true)
|
||||
if con.ItemDescribe then
|
||||
local str=string.split(con.ItemDescribe,',')
|
||||
if str[1] then
|
||||
itemDes.text=str[1]
|
||||
end
|
||||
local str = string.split(con.ItemDescribe, ',')
|
||||
if str[1] then
|
||||
itemDes.text = str[1]
|
||||
end
|
||||
else
|
||||
itemDes.gameObject:SetActive(false)
|
||||
end
|
||||
|
||||
else
|
||||
itemDes.gameObject:SetActive(false)
|
||||
end
|
||||
|
@ -530,11 +533,12 @@ function this:ShopItemAdapter(shopItem, itemData)
|
|||
local isDiscount = itemInfo.IsDiscount == 1
|
||||
discountbg:SetActive(isDiscount)
|
||||
if isDiscount then
|
||||
discountbg:GetComponent("Image").sprite = self.spLoader:LoadSprite("s_shop_zhekou_0" .. itemInfo.DiscountDegree.."_zh")
|
||||
discountbg:GetComponent("Image").sprite = self.spLoader:LoadSprite("s_shop_zhekou_0" ..
|
||||
itemInfo.DiscountDegree .. "_zh")
|
||||
end
|
||||
end
|
||||
-- 消耗物品的信息
|
||||
itemPrice.text = PrintWanNum2(tonumber(price))--tostring(price)
|
||||
itemPrice.text = PrintWanNum2(tonumber(price)) --tostring(price)
|
||||
costIcon.sprite = SetIcon(self.spLoader, costId)
|
||||
|
||||
-- 判断商品栏位是否解锁
|
||||
|
@ -552,8 +556,8 @@ function this:ShopItemAdapter(shopItem, itemData)
|
|||
|
||||
-- -- 限购
|
||||
limitBg:SetActive(maxLimitCount ~= -1)
|
||||
limitTip.text =Language[12037].." "..maxLimitCount
|
||||
SetTextVerTial(limitTip,Vector3.New(12.65,-4.2,0),"MiddleLeft")
|
||||
limitTip.text = Language[12037] .. " " .. maxLimitCount
|
||||
SetTextVerTial(limitTip, Vector3.New(12.65, -4.2, 0), "MiddleLeft")
|
||||
-- 售空 限购次数为-1 表示不限购
|
||||
local isEmpty = maxLimitCount ~= -1 and curBuyCount >= maxLimitCount
|
||||
if curBuyCount >= maxLimitCount then
|
||||
|
@ -571,26 +575,31 @@ function this:ShopItemAdapter(shopItem, itemData)
|
|||
self._GoodsItemList[shopItem] = SubUIManager.Open(SubUIConfig.ItemView, item.transform)
|
||||
end
|
||||
Util.SetGray(self._GoodsItemList[shopItem].gameObject, not _IsUnLock)
|
||||
if isEmpty or not _IsUnLock then -- 物品空或者未解锁不现实物品特效
|
||||
self._GoodsItemList[shopItem]:OnOpen(false, goods[1],1,false,false,false)
|
||||
if isEmpty or not _IsUnLock then -- 物品空或者未解锁不现实物品特效
|
||||
self._GoodsItemList[shopItem]:OnOpen(false, goods[1], 1, false, false, false)
|
||||
else
|
||||
self._GoodsItemList[shopItem]:OnOpen(false, goods[1],1,false,false,false,this.sortingOrder)
|
||||
self._GoodsItemList[shopItem]:OnOpen(false, goods[1], 1, false, false, false, this.sortingOrder)
|
||||
end
|
||||
|
||||
-- 商品颜色显示
|
||||
local imgColor = isEmpty and Color.New(0.5, 0.5, 0.5, 1) or Color.New(1, 1, 1, 1)
|
||||
local textA = isEmpty and 0.7 or 1
|
||||
Util.SetColor(bg, imgColor)
|
||||
local bgImage = Util.GetGameObject(bg, "Image")
|
||||
imgColor = isEmpty and Color.New(0.5, 0.5, 0.5, 1) or Color.New(0.54, 0.38, 0.81, 1)
|
||||
local pricebg = Util.GetGameObject(bg, "pricebg"):GetComponent("Image")
|
||||
pricebg.color =isEmpty and Color.New(0.1, 0.1, 0.1, 1) or Color.New(0.15, 0.15, 0.15, 1)
|
||||
Util.SetColor(bgImage, imgColor)
|
||||
SetAlpha(itemName, textA)
|
||||
--SetAlpha(limitTip, textA)
|
||||
SetAlpha(itemPrice, textA)
|
||||
local isshow = false
|
||||
if self.ShopType == ShopManager.selectIndex2.shopType then
|
||||
for j = 1 , #ShopManager.selectIndex2.storeId do
|
||||
if self.ShopType == ShopManager.selectIndex2.shopType then
|
||||
for j = 1, #ShopManager.selectIndex2.storeId do
|
||||
if itemData.id == ShopManager.selectIndex2.storeId[j] then
|
||||
isshow = true
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if isshow then
|
||||
|
@ -614,7 +623,7 @@ function this:ShopItemAdapter(shopItem, itemData)
|
|||
-- Util.SetColor(bg, Color.New(0.5, 0.5, 0.5, 1))
|
||||
-- end
|
||||
-- end
|
||||
|
||||
|
||||
|
||||
-- 购买事件
|
||||
Util.AddOnceClick(lock, function()
|
||||
|
@ -625,9 +634,9 @@ function this:ShopItemAdapter(shopItem, itemData)
|
|||
end)
|
||||
Util.AddOnceClick(bg, function()
|
||||
-- if con.ItemType == ItemType.Incarnation then
|
||||
-- local num = BagManager.GetItemCountById(con.Id)
|
||||
-- local num = BagManager.GetItemCountById(con.Id)
|
||||
-- if num > 0 or IncarnationManager.GetStatusByItemId(con.Id) >= 0 then
|
||||
-- PopupTipPanel.ShowTip("无法选择已获取过的奥义卡!")
|
||||
-- PopupTipPanel.ShowTip("无法选择已获取过的奥义卡!")
|
||||
-- return
|
||||
-- end
|
||||
-- end
|
||||
|
@ -665,36 +674,34 @@ function this:RechargeShopItemAdapter(shopItem, itemData)
|
|||
local curBuyCount = itemData.buyTimes
|
||||
first:SetActive(curBuyCount < 1)
|
||||
firstNum.text = itemInfo.FirstMultiple[1][2]
|
||||
if itemInfo.ContinuedMultiple and tonumber(itemInfo.ContinuedMultiple[1])~=nil then
|
||||
xuChong:SetActive(curBuyCount>=1)
|
||||
xuNum.text=itemInfo.ContinuedMultiple[2]
|
||||
if itemInfo.ContinuedMultiple and tonumber(itemInfo.ContinuedMultiple[1]) ~= nil then
|
||||
xuChong:SetActive(curBuyCount >= 1)
|
||||
xuNum.text = itemInfo.ContinuedMultiple[2]
|
||||
else
|
||||
xuChong:SetActive(false)
|
||||
end
|
||||
|
||||
|
||||
-- 购买事件
|
||||
Util.AddOnceClick(shopItem, function()
|
||||
PayManager.Pay(itemData.goodsId, function(id)
|
||||
self:RechargeSuccessFunc(itemData.goodsId)
|
||||
end)
|
||||
end)
|
||||
|
||||
|
||||
end
|
||||
|
||||
-- 充值成功回调
|
||||
function this:RechargeSuccessFunc(id)
|
||||
FirstRechargeManager.RefreshAccumRechargeValue(id)
|
||||
OperatingManager.RefreshGiftGoodsBuyTimes(GoodsTypeDef.DemonCrystal, id)
|
||||
self:RefreshShopInfo(false, false,true)
|
||||
self:RefreshShopInfo(false, false, true)
|
||||
--PopupTipPanel.ShowTip("购买成功,请到邮箱中领取!")
|
||||
CheckRedPointStatus(RedPointType.GrowthPackage)--成长礼包红点检测
|
||||
CheckRedPointStatus(RedPointType.GrowthPackage) --成长礼包红点检测
|
||||
end
|
||||
|
||||
---=====================================对外接口=============================----
|
||||
-- 设置要显示的商店类型
|
||||
function this:ShowShop(shopType,_sortingOrder)
|
||||
self.ScrollView:ForeachItemGO(function (index, go)
|
||||
function this:ShowShop(shopType, _sortingOrder)
|
||||
self.ScrollView:ForeachItemGO(function(index, go)
|
||||
go.gameObject:SetActive(false)
|
||||
end)
|
||||
-- self.titleBg:GetComponent("Canvas").sortingOrder = _sortingOrder + 1
|
||||
|
@ -724,7 +731,7 @@ function this:ShowShop(shopType,_sortingOrder)
|
|||
self.ShopConfig = _ShopTypeConfig[self.ShopId]
|
||||
-- 显示帮助按钮
|
||||
self.helpBtn:SetActive(self.ShopConfig.HelpId ~= 0)
|
||||
self:RefreshShopInfo(false, true,true)
|
||||
self:RefreshShopInfo(false, true, true)
|
||||
-- 设置tip显隐
|
||||
local isSSSHop = self.ShopType == SHOP_TYPE.SOUL_STONE_SHOP
|
||||
--self.scrollBg1:SetActive(false)
|
||||
|
@ -767,16 +774,16 @@ function this:SetSortLayer(sortLayer)
|
|||
if not self._GoodsItemList then
|
||||
self._GoodsItemList = {}
|
||||
end
|
||||
--
|
||||
--
|
||||
-- Log("sortLayer _GoodsItemList "..sortLayer.." "..LengthOfTable(self._GoodsItemList))
|
||||
for _, item in pairs(self._GoodsItemList) do
|
||||
item:SetEffectLayer(sortLayer)--this.sortingOrder)
|
||||
item:SetEffectLayer(sortLayer) --this.sortingOrder)
|
||||
end
|
||||
|
||||
|
||||
-- self.titleBg:GetComponent("Canvas").sortingOrder = sortLayer + 1
|
||||
|
||||
|
||||
-- 保存层级
|
||||
this.sortingOrder = sortLayer
|
||||
end
|
||||
|
||||
return this
|
||||
return this
|
||||
|
|
Loading…
Reference in New Issue