【家园】特权完成,2021最后的提交!!
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@ -24,6 +24,7 @@ function this:BindEvent()
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Util.AddClick(this.btn,function()
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PayManager.Pay(1120, function()
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HomeLandManager.CheckPrivilege(function ()
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HomeLandManager.CheckPrivilege()
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this:Refresh()
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end)
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end)
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@ -28,6 +28,7 @@ function this.Initialize()
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this.curEquip = 1--当前停留的装备
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this.activePrivilege = false
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this.priviLeftTime = 0
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end
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--获取家园和装备强化信息
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@ -212,7 +213,14 @@ function this.LevelToValue(ids,position)
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end
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function this.CheckPrivilege(func)
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local data = PrivilegeManager.GetSerData(4022)
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if data and data.endTime - GetTimeStamp() > 0 then
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this.activePrivilege = true
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this.priviLeftTime = PrivilegeManager.GetPrivilegeRemainValue(4021)
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else
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this.activePrivilege = false
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this.priviLeftTime = 0
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end
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if func then
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func()
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end
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@ -20,6 +20,9 @@ function HomeLand:InitComponent()
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self.RightUp = Util.GetGameObject(self.map,"RightUp")
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self.RightDown = Util.GetGameObject(self.map,"RightDown")
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--privi
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self.priviDi = Util.GetGameObject(self.Privi,"di")
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self.priviText = Util.GetGameObject(self.Privi,"di/Text"):GetComponent("Text")
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--btns
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self.taskBtn = Util.GetGameObject(self.RightUp,"Task")
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self.yunYouBtn = Util.GetGameObject(self.RightUp,"YunYou")
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@ -64,6 +67,7 @@ function HomeLand:InitComponent()
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self.mapData[i].btnUpgrade = Util.GetGameObject(self.mapData[i].Btns,"Upgrade")
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self.mapData[i].btnCancel = Util.GetGameObject(self.mapData[i].Btns,"Cancel")
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self.mapData[i].btnSpeedUp = Util.GetGameObject(self.mapData[i].Btns,"Speed")
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self.mapData[i].btnUsePri = Util.GetGameObject(self.mapData[i].Btns,"UsePri")
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self.mapData[i].leftTime = -1
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self.mapData[i].showTime = -1
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end
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@ -117,7 +121,7 @@ function HomeLand:BindEvent()
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LogGreen("需要16:"..tostring(value).." 现有:"..tostring(BagManager.GetTotalItemNum(16)))
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if BagManager.GetTotalItemNum(16) >= value then
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MsgPanel.ShowTwo(string.format("是否花费%s妖晶立即升级?",value),function() end,function()
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NetManager.ArchitectureOperateRequest({HomeLandManager.BuildData[i].dataMain.Id},4,0,function ()
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NetManager.ArchitectureOperateRequest({HomeLandManager.BuildData[i].dataMain.Id},2,0,function ()
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self.mapData[i].leftTime = -1
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self:OnShow()
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end)
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@ -126,6 +130,14 @@ function HomeLand:BindEvent()
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PopupTipPanel.ShowTip("妖晶不足!")
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end
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end)
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--特权加速
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Util.AddOnceClick(self.mapData[i].btnUsePri,function ()
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NetManager.ArchitectureOperateRequest({HomeLandManager.BuildData[i].dataMain.Id},2,4021,function ()
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PrivilegeManager.RefreshPrivilegeUsedTimes(4021,1)
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self.mapData[i].leftTime = -1
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self:OnShow()
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end)
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end)
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--取消
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Util.AddOnceClick(self.mapData[i].btnCancel,function ()
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NetManager.ArchitectureOperateRequest({HomeLandManager.BuildData[i].dataMain.Id},3,0,function ()
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@ -191,6 +203,7 @@ end
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--待功能扩展(试图打开某个状态)
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function HomeLand:OnOpen()
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HomeLandManager.CheckPrivilege()
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self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.XiuXing })
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end
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@ -247,7 +260,8 @@ function HomeLand:InitDetailBar()
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local num = Util.GetGameObject(go2,"Num"):GetComponent("Text")
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icon.sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(data.dataSingle.Gain[1]))
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num.text = string.format("%s产量:%s",ItemConfig[data.dataSingle.Gain[1]].Name,data.dataSingle.Gain[2])
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local priValue = HomeLandManager.activePrivilege and string.format("<color=#00FF00>+%s</color>",math.ceil(data.dataSingle.Gain[2]*1.2)) or ""
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num.text = string.format("%s产量:%s %s/分钟",ItemConfig[data.dataSingle.Gain[1]].Name,data.dataSingle.Gain[2],priValue)
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end
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end
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@ -270,6 +284,7 @@ function HomeLand:SetBuildsState()
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curObj.btnUpgrade:SetActive(false)
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curObj.btnCancel:SetActive(false)
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curObj.btnSpeedUp:SetActive(false)
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curObj.btnUsePri:SetActive(false)
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curObj.NameImg:SetActive(true)
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curObj.upgradeImg:SetActive(false)
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curObj.updateTime:SetActive(false)
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@ -298,6 +313,7 @@ function HomeLand:SetBuildsState()
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if data.endTime > GetTimeStamp() then--如果有结束时间说明在升级,可以取消,可以加速
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curObj.btnCancel:SetActive(true)
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curObj.btnSpeedUp:SetActive(true)
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curObj.btnUsePri:SetActive(PrivilegeManager.GetPrivilegeRemainValue(4021)>0)
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curObj.upgradeImg:SetActive(true)
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curObj.updateTime:SetActive(true)
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curObj.leftTime = data.endTime - GetTimeStamp() >= 0 and data.endTime - GetTimeStamp() or -1
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@ -359,6 +375,8 @@ function HomeLand:SetTime()
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curObj.CanGet:GetComponent("Image").sprite = self.spLoader:LoadSprite(img)
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end
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end
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self.priviDi:SetActive(HomeLandManager.activePrivilege)
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self.priviText.text = string.format("剩余:%s",HomeLandManager.priviLeftTime)
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end, 1, -1, true)
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self.timer:Start()
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end
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@ -263,22 +263,26 @@ function RewardEquipSingleShowPopup2:OnShow()
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for index, prop in ipairs(equipConfigData.Property) do
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local proConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, prop[1])
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if proConfigData then
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--基础属性
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if not _BaseProList[index] then
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_BaseProList[index] = newObjToParent(self.baseProPre, self.baseProGrid)
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end
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_BaseProList[index]:SetActive(true)
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_BaseProList[index]:GetComponent("Text").text = GetLanguageStrById(proConfigData.Info)
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local vText = Util.GetGameObject(_BaseProList[index], "curProVale"):GetComponent("Text")
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if prop[2] > 0 then
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vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, prop[2])
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else
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vText.text = GetPropertyFormatStr(proConfigData.Style, prop[2])
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end
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--摘星阁加持
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local power = prop[2]
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local hText = Util.GetGameObject(vText.gameObject, "homeValue"):GetComponent("Text")
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hText.text = ""
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if self.equipData.homeEquipLv and self.equipData.homeEquipLv[1] > 0 and proConfigData.Style == 1 then
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hText.text = string.format("(摘星阁加持:%s",HomeLandManager.LevelToValue(self.equipData.homeEquipLv,self.equipData.position)).."%)"
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local num = HomeLandManager.LevelToValue(self.equipData.homeEquipLv,self.equipData.position)
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hText.text = string.format("(摘星阁加持:%s",num).."%)"
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power = math.ceil(power*(1 + num/100))
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end
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if power > 0 then
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vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, power)
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else
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vText.text = GetPropertyFormatStr(proConfigData.Style, power)
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end
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end
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end
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