Merge branch '0活动开发聚集地/升星有礼' into 0活动开发聚集地/新将活动3个

# Conflicts:
#	Assets/ManagedResources/Prefabs/UI/DynamicActicity/DynamicActivityPanel.prefab
#	Assets/ManagedResources/~Lua/Common/GlobalDefine.lua
#	Assets/ManagedResources/~Lua/Modules/DynamicActivity/DynamicActivityManager.lua
#	Assets/ManagedResources/~Lua/Modules/DynamicActivity/DynamicActivityPanel.lua
dev_chengFeng
ZhangBiao 2020-12-23 11:29:12 +08:00
commit 38a1eeee9a
16 changed files with 2219 additions and 27 deletions

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@ -649,6 +649,7 @@ RedPointType = {
LingShouBaoGe = 2022,--灵兽宝阁
XinJiangLaiXi = 2023,--新将来袭
XiangYaoDuoBao = 2024,--降妖夺宝
ShengXingYouLi = 2025,--升星有礼
---聊天相关-----
Chat = 207,
Chat_Friend = 2070,
@ -1075,7 +1076,6 @@ ActivityTypeDef = {
LuckyTurnExper=47,--探宝达人
RecruitExper=48,--征募达人
SecretBoxExper=49,--秘宝达人
FindFairyUpStar=50,--寻仙进阶
FindFairyCeremony=51,--寻仙盛典
UpLvAct=52,--升级限量豪礼
BuyCoin=53,--点金狂潮
@ -1083,6 +1083,9 @@ ActivityTypeDef = {
OpenSeverWelfare=55,--开服福利
EightDayGift = 56,--八日登陆
SignInfo = 57,--三日七日签到
--主题活动
ShengXingYouLi=50,--升星有礼(指定猎妖师进阶)
Celebration = 60,--主题活动 社稷大典
ShenYiTianJiang = 71, --神衣天降
LingShouBaoGe = 100,--灵兽宝阁

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@ -318,4 +318,45 @@ function this.XiangYaoBuildData()
return rewardData,showData,curScore
end
--升星有礼拿数据
function this.ShengXingYouLiGetData()
local data={}
local actData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.ShengXingYouLi)
data.activityId = actData.activityId
data.endTime = actData.endTime
data.mission = {}
local rewardData = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig,"ActivityId",data.activityId)
for i = 1, #actData.mission do
local d={}
d.missionId = actData.mission[i].missionId
d.state = actData.mission[i].state
d.progress = actData.mission[i].progress
-- LogYellow("state:"..d.state.." progress:"..d.progress)
d.need = rewardData[i].Values[2][1]
d.reward = rewardData[i].Reward
d.word = rewardData[i].ContentsShow
d.jump = rewardData[i].Jump[1]
table.insert(data.mission,d)
end
return data
end
--检测升星有礼的红点
function this.CheckShengXingYouLiRedPoint()
local activeData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.ShengXingYouLi)
if activeData then
for i = 1, #activeData.mission do
local sConFigData = ConfigManager.GetConfigData(ConfigName.ActivityRewardConfig, activeData.mission[i].missionId)
if sConFigData then
local value = sConFigData.Values[2][1]
if activeData.mission[i].state == 0 and activeData.mission[i].progress >= value then
return true
end
end
end
end
return false
end
return this

View File

@ -139,6 +139,10 @@ local tabs = {
default = "r_xianshiduihuan_anniu_01", lock = "r_xianshiduihuan_anniu_01", select = "r_xianshiduihuan_anniu",
rpType = "",panelType = PanelType.Main,ActType = ActivityTypeDef.LimitExchange
},
[34] = { --升星有礼
default = "s_shengxingyouli_anniu_02", lock = "s_shengxingyouli_anniu_02", select = "s_shengxingyouli_anniu_01",
rpType = RedPointType.ShengXingYouLi,panelType = PanelType.Main,ActType = ActivityTypeDef.ShengXingYouLi
},
}
local _PageInfo = {--后期可以做成tableInserticon名字都去读表
[1] = 1,--第二周 破阵诛仙
@ -168,12 +172,13 @@ local _PageInfo = {--后期可以做成tableInserticon名字都去读表
[25] = 4,--乾坤宝盒
[26] = 10,--神衣天降
[27] = 12,--灵兽宝阁
[28] = 11,
[29] = 5,
[30] = 6,
[31] = 6,
[32] = 7,
[33] = 8,
[28] = 11,--灵兽宝阁
[29] = 5,--珍奇宝阁
[30] = 6,--累计充值
[31] = 6,--累计充值
[32] = 7,--限时商市
[33] = 8,--限时兑换
[34] = 15,--升星有礼
}
local curActivityCount = {
[1] = require("Modules/DynamicActivity/DynamicTaskPage"),
@ -190,11 +195,12 @@ local curActivityCount = {
[12] = require("Modules/DynamicActivity/LingShouBaoGe"),
[13] = require("Modules/DynamicActivity/XinJiangLaiXi"),
[14] = require("Modules/DynamicActivity/XiangYaoDuoBao"),
[15] = require("Modules/DynamicActivity/ShengXingYouLi"),
}
--初始化组件(用于子类重写)
function DynamicActivityPanel:InitComponent()
orginLayer = 0
orginLayer = 0
this.tabbox = Util.GetGameObject(self.gameObject, "bg/tabbox")
this.btnBack = Util.GetGameObject(self.gameObject, "bg/btnBack")
this.content = Util.GetGameObject(self.gameObject, "bg/pageContent")
@ -205,7 +211,7 @@ function DynamicActivityPanel:InitComponent()
-- 上部货币显示
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft})
DynamicActivityManager.ZhenQiBaoGeIndex = #tabs - 4
DynamicActivityManager.ZhenQiBaoGeIndex = #tabs - 6
end
--绑定事件(用于子类重写)
function DynamicActivityPanel:BindEvent()

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@ -0,0 +1,196 @@
local ShengXingYouLi = quick_class("ShengXingYouLi")
local actData={}
local itemsGrid = {}--item重复利用
local this=ShengXingYouLi
local parent
local activityId
function ShengXingYouLi:ctor(mainPanel, gameObject)
self.mainPanel = mainPanel
self.gameObject = gameObject
self:InitComponent(gameObject)
self:BindEvent()
end
function ShengXingYouLi:InitComponent(gameObject)
this.time = Util.GetGameObject(gameObject, "tiao/time"):GetComponent("Text")
this.itemPre = Util.GetGameObject(gameObject, "ItemPre3")
this.scrollItem = Util.GetGameObject(gameObject, "scrollItem")
local rootHight = this.scrollItem.transform.rect.height
local width = this.scrollItem.transform.rect.width
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.scrollItem.transform,
this.itemPre, nil, Vector2.New(width, rootHight), 1, 1, Vector2.New(0, 35))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 2
end
--绑定事件(用于子类重写)
function ShengXingYouLi:BindEvent()
end
--添加事件监听(用于子类重写)
function ShengXingYouLi:AddListener()
end
--移除事件监听(用于子类重写)
function ShengXingYouLi:RemoveListener()
end
local sortingOrder = 0
--界面打开时调用(用于子类重写)
function ShengXingYouLi:OnOpen()
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function ShengXingYouLi:OnShow(_sortingOrder,_parent)
parent = _parent
sortingOrder = _sortingOrder
this:OnShowData()
this:SetTime()
end
function ShengXingYouLi:OnShowData()
actData={}
actData = DynamicActivityManager.ShengXingYouLiGetData()
activityId = actData.activityId
if actData.mission then
this.SortData(actData.mission)
this.ScrollView:SetData(actData.mission, function (index, go)
this.SingleDataShow(go, actData.mission[index])
end)
end
end
--刷新每一条的显示数据
function this.SingleDataShow(pre,value)
if pre==nil or value==nil then
return
end
--绑定组件
local sData = value
local btnText = Util.GetGameObject(pre, "btnGet/btn"):GetComponent("Text")
local btnGet = Util.GetGameObject(pre, "btnGet")
local btnGo = Util.GetGameObject(pre, "btnGo")
local grid = Util.GetGameObject(pre, "scrollView/grid")
local shadow = Util.GetGameObject(pre, "shadow")
local finishImg = Util.GetGameObject(pre, "finish")
local redPot = Util.GetGameObject(pre, "btnGet/redPoint")
local text = Util.GetGameObject(pre, "titleImage/titleText"):GetComponent("Text")
local canDo = 0
if sData.progress >= sData.need then
if sData.state == 0 then
canDo = 1
else
canDo = 2
end
end
btnGo:SetActive(canDo == 0)
btnGet:SetActive(canDo == 1)
redPot:SetActive(canDo == 1)
finishImg:SetActive(canDo == 2)
text.text = sData.word
local shows = sData.reward
--滚动条复用重设itemview
if itemsGrid[pre] then
for i = 1, 4 do
itemsGrid[pre][i].gameObject:SetActive(false)
end
for i = 1, #shows do
if itemsGrid[pre][i] then
itemsGrid[pre][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.9,false,false,false,sortingOrder)
itemsGrid[pre][i].gameObject:SetActive(true)
end
end
else
itemsGrid[pre]={}
for i = 1, 4 do
itemsGrid[pre][i] = SubUIManager.Open(SubUIConfig.ItemView, grid.transform)
itemsGrid[pre][i].gameObject:SetActive(false)
local obj= newObjToParent(shadow,itemsGrid[pre][i].transform)
obj.transform:SetAsFirstSibling()
obj.transform:DOAnchorPos(Vector3(0,-3,0),0)
obj:GetComponent("RectTransform").transform.localScale=Vector3.one*1.1
obj.gameObject:SetActive(true)
end
for i = 1, #shows do
itemsGrid[pre][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.9,false,false,false,sortingOrder)
itemsGrid[pre][i].gameObject:SetActive(true)
end
end
Util.AddOnceClick(btnGet,function ()
if canDo == 1 then
NetManager.GetActivityRewardRequest(sData.missionId,activityId,function (drop)
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function ()
this:OnShowData()
CheckRedPointStatus(RedPointType.ShengXingYouLi)
end)
end)
end
end)
Util.AddOnceClick(btnGo,function ()
JumpManager.GoJump(sData.jump)
end)
end
function this.SortData(tempData)
if tempData==nil then
return
end
table.sort(tempData, function(a,b)
if a.state == b.state then
return a.missionId < b.missionId
else
return a.state < b.state
end
end)
end
function ShengXingYouLi:SetTime()
if self.timer then
self.timer:Stop()
self.timer = nil
end
local endTime = actData.endTime--ActivityGiftManager.GetTaskEndTime(ActivityTypeDef.DynamicAct_Treasure)
local timeDown = endTime - GetTimeStamp()
this.time.text = Language[12321]..TimeToDHMS(timeDown)
self.timer = Timer.New(function()
this.time.text = Language[12321]..TimeToDHMS(timeDown)
if timeDown < 1 then
self.timer:Stop()
self.timer = nil
parent:ClosePanel()
return
end
timeDown = timeDown - 1
end, 1, -1, true)
self.timer:Start()
end
function ShengXingYouLi:OnClose()
end
--界面销毁时调用(用于子类重写)
function ShengXingYouLi:OnDestroy()
if self.timer then
self.timer:Stop()
self.timer = nil
end
sortingOrder = 0
end
function ShengXingYouLi:OnHide()
if self.timer then
self.timer:Stop()
self.timer = nil
end
sortingOrder = 0
end
return ShengXingYouLi

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@ -251,23 +251,23 @@ function this.CheckRewardBtn()
open = num>0
return open
end
--检测进阶礼的红点
function this.CheckFindFairyUpStarRedPoint()
--ActivityTypeDef.FindFairyUpStar
local activeData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.FindFairyUpStar)
if activeData then
for i = 1, #activeData.mission do
local sConFigData = ConfigManager.GetConfigData(ConfigName.ActivityRewardConfig, activeData.mission[i].missionId)
if sConFigData then
local value = sConFigData.Values[2][1]
if activeData.mission[i].state == 0 and activeData.mission[i].progress >= value then
return true
end
end
end
end
return false
end
-- --检测进阶礼的红点
-- function this.CheckFindFairyUpStarRedPoint()
-- --ActivityTypeDef.FindFairyUpStar
-- local activeData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.ShengXingYouLi)
-- if activeData then
-- for i = 1, #activeData.mission do
-- local sConFigData = ConfigManager.GetConfigData(ConfigName.ActivityRewardConfig, activeData.mission[i].missionId)
-- if sConFigData then
-- local value = sConFigData.Values[1][1]
-- if activeData.mission[i].state == 0 and activeData.mission[i].progress >= value then
-- return true
-- end
-- end
-- end
-- end
-- return false
-- end
--检测寻仙盛典的红点
function this.CheckFindFairyCeremonyRedPoint()
--ActivityTypeDef.FindFairyUpStar

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@ -197,6 +197,7 @@ function this.InitRedPointAllRelate()
RPData:SetParent(RedPointType.DynamicActRecharge, RedPointType.DynamicActivity)
RPData:SetParent(RedPointType.Celebration, RedPointType.DynamicActivity)
RPData:SetParent(RedPointType.LingShouBaoGe, RedPointType.DynamicActivity)
RPData:SetParent(RedPointType.ShengXingYouLi, RedPointType.DynamicActivity)
-- 好友红点
RPData:SetParent(RedPointType.Friend_GetAllReward, RedPointType.Friend_Reward)
@ -391,7 +392,7 @@ function this.RegisterRedCheckFunc()
RPData:AddCheckFunc(RedPointType.SupremeHero, ActivityGiftManager.CheckSupremeHeroRedPoint)
-- 东海寻仙
RPData:AddCheckFunc(RedPointType.FindFairy_OneView, FindFairyManager.CheckRedPoint)
RPData:AddCheckFunc(RedPointType.FindFairy_ThreeView, FindFairyManager.CheckFindFairyUpStarRedPoint)
-- RPData:AddCheckFunc(RedPointType.FindFairy_ThreeView, FindFairyManager.CheckFindFairyUpStarRedPoint)--(不用了)
RPData:AddCheckFunc(RedPointType.FindFairy_FourView, FindFairyManager.CheckFindFairyCeremonyRedPoint)
-- 公会boss
RPData:AddCheckFunc(RedPointType.Guild_Boss, GuildBossManager.CheckGuildBossRedPoint, FUNCTION_OPEN_TYPE.GUILD_BOSS)
@ -420,6 +421,7 @@ function this.RegisterRedCheckFunc()
RPData:AddCheckFunc(RedPointType.DynamicActRecharge, OperatingManager.CheckLeiJiChongZhiRedData)
RPData:AddCheckFunc(RedPointType.Celebration, DynamicActivityManager.SheJiCheckRedPoint)
RPData:AddCheckFunc(RedPointType.LingShouBaoGe, DynamicActivityManager.LingShouUpCheckRed)
RPData:AddCheckFunc(RedPointType.ShengXingYouLi, DynamicActivityManager.CheckShengXingYouLiRedPoint)
RPData:AddCheckFunc(RedPointType.OrdinaryExplore, CarbonManager.CarbonRedCheck)
RPData:AddCheckFunc(RedPointType.HeroExplore, CarbonManager.CarbonRedCheck)

View File

@ -395,6 +395,7 @@ function this:StarUpClick()
else
self:DeleteUpStarMaterials()
end
CheckRedPointStatus(RedPointType.ShengXingYouLi)
end)
end)
-- 进阶音效