【逍遥游优化】逍遥游玩法优化内容

dev_chengFeng
jiaoyangna 2020-12-23 20:18:43 +08:00
parent 1ba79f4627
commit 3a6e07bf1c
5 changed files with 204 additions and 79 deletions

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@ -437,7 +437,7 @@ function this.RegisterRedCheckFunc()
RPData:AddCheckFunc(RedPointType.WeekGiftPage,OperatingManager.CheckWeekGiftPageRedPoint)
RPData:AddCheckFunc(RedPointType.MonthGiftPage,OperatingManager.CheckMonthGiftPageRedPoint)
RPData:AddCheckFunc(RedPointType.XiaoYaoYouRedPoint, XiaoYaoManager.CheckRedPoint, FUNCTION_OPEN_TYPE.XiaoYaoYou)
RPData:AddCheckFunc(RedPointType.XiaoYaoYouRedPoint, XiaoYaoManager.CheckRedPoint)
--灵兽
RPData:AddCheckFunc(RedPointType.Pokemon_UpLv,PokemonManager.RefreshPokemonUpLvRedPoint)
RPData:AddCheckFunc(RedPointType.Pokemon_UpStar,PokemonManager.RefreshPokemonUpStarRedPoint)

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@ -12,8 +12,10 @@ this.luckyTurnTableRewards={}
this.luckyluckyTurnTableTimes = 0
this.luckyluckyTurnTableRemainTime = 0
this.first = true
--打开逍遥游地图列表界面
function this.OpenMapList()
this.first = false
this.GetOpenMapData(function(_data)
local XiaoYaoMapPanel = UIManager.GetOpenPanel(UIName.XiaoYaoMapPanel)
if XiaoYaoMapPanel then
@ -26,14 +28,11 @@ end
function this.GetOpenMapData(func)
NetManager.JourneyGetInfoResponse(function (msg)
local _data={}
Log(#msg.infos)
for i = 1, #msg.infos do
Log("mapId:"..msg.infos[i].mapId..",process:"..msg.infos[i].process..",redpoint:"..msg.infos[i].redPoint)
_data[msg.infos[i].mapId]={}
_data[msg.infos[i].mapId].process=msg.infos[i].process
_data[msg.infos[i].mapId].redPoint=msg.infos[i].redPoint
_data[msg.infos[i].mapId].first=msg.infos[i].first
Log("逍遥游红点数据mapid:"..msg.infos[i].mapId..",redPoint:"..msg.infos[i].redPoint)
end
this.allMapData=_data
if func then
@ -64,8 +63,7 @@ function this.OpenXiaoYaoMap(mapId,func)
this.GetHeroIndex = 0
this.InitLuckyTurnTables(msg)
this.InitMonsterData(msg.monsterInfo,1)
this.InitHeroData(msg.goodsInfo,1)
Log("打开逍遥游地图界面")
this.InitHeroData(msg.goodsInfo,1)
UIManager.OpenPanel(UIName.XiaoYaoMapPanel,curMapData)
if func then
func()
@ -79,15 +77,17 @@ function this.StartXiaoYao()
--0、普通节点 1、奖励节点 2、双倍节点 3、额外骰子节点 4、招募英雄节点 5、怪物节点 6,转盘
if msg.pathType == 5 then
this.InitMonsterData(msg.monster,2)
PlayerPrefs.SetInt(string.format("%s#%s#%s",PlayerManager.uid,tostring(this.curMapId),tostring(3)),1)
this.CheckRedPoint()
elseif msg.pathType == 6 then
this.InitLuckyTurnTables(msg)
PlayerPrefs.SetInt(string.format("%s#%s#%s",PlayerManager.uid,tostring(this.curMapId),tostring(2)),1)
this.CheckRedPoint()
elseif msg.pathType == 4 then
this.InitHeroData(msg.goodsInfo,2)
PlayerPrefs.SetInt(string.format("%s#%s#%s",PlayerManager.uid,tostring(this.curMapId),tostring(1)),1)
this.CheckRedPoint()
elseif msg.pathType == 0 then
LogRed("#msg.Drop:"..#msg.drop.itemlist)
LogRed("#msg.Drop1:"..#msg.drop.equipId )
LogRed("#msg.Drop2:"..#msg.drop.Hero )
LogRed("#msg.Drop3:"..#msg.drop.soulEquip )
end
Game.GlobalEvent:DispatchEvent(GameEvent.XiaoYao.StartXiaoYao, msg)
end)
@ -129,16 +129,21 @@ function this.InitLuckyTurnTables(msg)
else
this.luckyluckyTurnTableTimes = this.luckyluckyTurnTableTimes - 1
end
if this.luckyluckyTurnTableTimes < 1 then
PlayerPrefs.SetInt(string.format("%s#%s#%s",PlayerManager.uid,tostring(this.curMapId),tostring(2)),0)
this.CheckRedPoint()
end
end
LogGreen("幸运转盘奖励个数:"..#this.luckyTurnTableRewards)
LogGreen("幸运转盘剩余次数:"..this.luckyluckyTurnTableTimes)
LogGreen("幸运转盘剩余时间:"..this.luckyluckyTurnTableRemainTime)
end
function this.UpdateLuckyTurnTables()
this.luckyTurnTableRewards = {}
this.luckyluckyTurnTableRemainTime = 0
this.luckyluckyTurnTableTimes = 0
if this.luckyluckyTurnTableTimes < 1 then
PlayerPrefs.SetInt(string.format("%s#%s#%s",PlayerManager.uid,tostring(this.curMapId),tostring(2)),0)
this.CheckRedPoint()
end
end
-- type 1初始化 2添加 hero
@ -150,7 +155,6 @@ function this.InitHeroData(goodsInfo,type)
hero.goodsId = goodsInfo[i].goodsId
hero.goodsIndex = goodsInfo[i].goodsIndex
hero.remainTime = goodsInfo[i].remainTime
LogGreen("hero.goodsId "..hero.goodsId .." hero.goodsIndex:"..hero.goodsIndex.." hero.remainTime"..hero.remainTime)
table.insert(this.HeroData,hero)
end
elseif type == 2 then
@ -158,13 +162,11 @@ function this.InitHeroData(goodsInfo,type)
hero.goodsId = goodsInfo.goodsId
hero.goodsIndex = goodsInfo.goodsIndex
hero.remainTime = goodsInfo.remainTime
LogGreen("hero.goodsId "..hero.goodsId .." hero.goodsIndex:"..hero.goodsIndex.." hero.remainTime"..hero.remainTime)
table.insert(this.HeroData,hero)
end
table.sort(this.HeroData,function(a,b)
return a.goodsIndex > b.goodsIndex
end)
LogGreen("招募英雄个数"..#this.HeroData)
end
function this.GetHeroDatas()
@ -184,7 +186,6 @@ function this.InitHeroData(goodsInfo,type)
table.sort(this.HeroData,function(a,b)
return a.goodsIndex > b.goodsIndex
end)
LogGreen("得到的招募数量:"..#this.HeroData)
return this.HeroData
end
@ -200,6 +201,8 @@ function this.UpdateHeroData(id)
--获取招募时间
function this.GetHeroDataTime()
if not this.HeroData or #this.HeroData < 1 then
PlayerPrefs.SetInt(string.format("%s#%s#%s",PlayerManager.uid,tostring(this.curMapId),tostring(1)),0)
this.CheckRedPoint()
return 0,0
end
for i,v in ipairs(this.HeroData) do
@ -208,7 +211,7 @@ function this.UpdateHeroData(id)
this.GetHeroIndex = 0
end
table.remove(this.HeroData,i)
end
end
end
table.sort(this.HeroData,function(a,b)
@ -229,13 +232,6 @@ function this.InitMonsterData(BackMonsterDatas,type)
monster.remainTime = BackMonsterDatas[i].remainTime
monster.attackNum = BackMonsterDatas[i].attackNum
monster.reward = BackMonsterDatas[i].rewardShow
LogGreen("---------------------------------------")
LogGreen("monster.monsterId"..BackMonsterDatas[i].monsterId)
LogGreen("monster.monsterIndex"..BackMonsterDatas[i].monsterIndex)
LogGreen("monster.monsterHp"..BackMonsterDatas[i].monsterHp)
LogGreen("monster.remainTime"..BackMonsterDatas[i].remainTime)
LogGreen("monster.attackNum"..BackMonsterDatas[i].attackNum)
LogGreen("monster.reward"..BackMonsterDatas[i].rewardShow)
table.insert(this.MonsterData,monster)
end
elseif type == 2 then
@ -246,19 +242,8 @@ function this.InitMonsterData(BackMonsterDatas,type)
monster.remainTime = BackMonsterDatas.remainTime
monster.attackNum = BackMonsterDatas.attackNum
monster.reward = BackMonsterDatas.rewardShow
LogGreen("---------------------------------------")
LogGreen("monster.monsterId"..BackMonsterDatas.monsterId)
LogGreen("monster.monsterIndex"..BackMonsterDatas.monsterIndex)
LogGreen("monster.monsterHp"..BackMonsterDatas.monsterHp)
LogGreen("monster.remainTime"..BackMonsterDatas.remainTime)
LogGreen("monster.attackNum"..BackMonsterDatas.attackNum)
LogGreen("monster.reward"..BackMonsterDatas.rewardShow)
table.insert(this.MonsterData,monster)
end
for i = 1, #this.MonsterData do
LogYellow("monster.monsterId:"..this.MonsterData[i].monsterId)
end
LogGreen("boss个数"..#this.MonsterData)
end
--刷新
@ -268,19 +253,17 @@ function this.InitMonsterData(BackMonsterDatas,type)
table.remove(this.MonsterData,i)
break
elseif BackMonsterData and BackMonsterData.monsterIndex == v.monsterIndex then
LogRed( "BackMonsterData.monsterHp-------------------------:"..BackMonsterData.monsterHp)
v.monsterHp = BackMonsterData.monsterHp
v.attackNum = BackMonsterData.attackNum
break
end
end
for i,v in ipairs(this.MonsterData) do
LogRed("怪物数量:"..#this.MonsterData)
end
end
function this.GetMonsterDatas()
if not this.MonsterData or #this.MonsterData < 1 then
PlayerPrefs.SetInt(string.format("%s#%s#%s",PlayerManager.uid,tostring(this.curMapId),tostring(3)),0)
this.CheckRedPoint()
return nil
end
for i,v in ipairs(this.MonsterData) do
@ -294,7 +277,6 @@ function this.InitMonsterData(BackMonsterDatas,type)
table.sort(this.MonsterData,function(a,b)
return a.monsterIndex > b.monsterIndex
end)
LogGreen("得到的怪物数量:"..#this.MonsterData)
return this.MonsterData
end
@ -363,14 +345,40 @@ function this.GameOperate(func)
end
--检测逍遥游红点
function this.CheckRedPoint()
function this.CheckRedPoint(mapId,eventId)
if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.XiaoYaoYou) then
return false
end
if eventId and eventId > 0 and mapId and mapId > 0 then
if PlayerPrefs.GetInt(string.format("%s#%s#%s",PlayerManager.uid,tostring(mapId),tostring(eventId))) == 1 then
if eventId == 1 and #this.GetHeroDatas() > 0 then
return true
elseif eventId == 2 and this.luckyluckyTurnTableTimes > 0 then
return true
elseif eventId == 3 and #this.GetMonsterDatas() > 0 then
return true
end
else
return false
end
else
if mapId and mapId > 0 then
for i = 1 , 3 do
if PlayerPrefs.GetInt(string.format("%s#%s#%s",PlayerManager.uid,tostring(mapId),tostring(i))) == 1 then
return true
end
end
return false
end
end
if BagManager.GetItemCountById(UpViewRechargeType.YunYouVle)>=PrivilegeManager.GetPrivilegeNumber(39) then
return true
end
end
for k, v in pairs(this.allMapData) do
if v.redPoint==1 then
return true
for i = 1 , 3 do
if PlayerPrefs.GetInt(string.format("%s#%s#%s",PlayerManager.uid,tostring(k),tostring(i))) == 1 then
return true
end
end
end
return false

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@ -21,7 +21,6 @@ local isPlayMove=0
local targetBtn
local costNum --每次摇骰子消耗道具数量
local saiziImage={"x_xiaoyaoyou_saizi_01","x_xiaoyaoyou_saizi_02","x_xiaoyaoyou_saizi_03","x_xiaoyaoyou_saizi_04","x_xiaoyaoyou_saizi_05","x_xiaoyaoyou_saizi_06"}
--初始化组件(用于子类重写)
function this:InitComponent()
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
@ -32,14 +31,17 @@ function this:InitComponent()
this.shopTime=Util.GetGameObject(self.gameObject, "btnGrid/shopBtn/time"):GetComponent("Text")
this.shopNum=Util.GetGameObject(self.gameObject, "btnGrid/shopBtn/num/Text"):GetComponent("Text")
Util.GetGameObject(self.gameObject, "btnGrid/shopBtn/btnName"):GetComponent("Text").text="东海寻仙"
this.shopRedPoint =Util.GetGameObject(self.gameObject, "btnGrid/shopBtn/redPoint")
this.rouleBtn = Util.GetGameObject(self.gameObject, "btnGrid/rouleBtn")
this.rouleTime=Util.GetGameObject(self.gameObject, "btnGrid/rouleBtn/time"):GetComponent("Text")
this.rouleNum=Util.GetGameObject(self.gameObject, "btnGrid/rouleBtn/num/Text"):GetComponent("Text")
Util.GetGameObject(self.gameObject, "btnGrid/rouleBtn/btnName"):GetComponent("Text").text="幸运转盘"
this.rouleRedPoint = Util.GetGameObject(self.gameObject, "btnGrid/rouleBtn/redPoint")
this.bossBtn = Util.GetGameObject(self.gameObject, "btnGrid/bossBtn")
this.bossTime=Util.GetGameObject(self.gameObject, "btnGrid/bossBtn/time"):GetComponent("Text")
this.bossNum=Util.GetGameObject(self.gameObject, "btnGrid/bossBtn/num/Text"):GetComponent("Text")
Util.GetGameObject(self.gameObject, "btnGrid/bossBtn/btnName"):GetComponent("Text").text="幻魔入侵"
this.bossRedPoint = Util.GetGameObject(self.gameObject, "btnGrid/bossBtn/redPoint")
this.previewBtn=Util.GetGameObject(self.gameObject, "previewBtn")
this.autoBtn=Util.GetGameObject(self.gameObject, "auto")--自动游历按钮
this.toggle=Util.GetGameObject(self.gameObject, "auto/toggle")--自动游历开关显示
@ -75,6 +77,7 @@ function this:InitComponent()
this.oneSaiZiEffect=Util.GetGameObject(self.gameObject, "saizi/EFFECT_UI_SHaiZi_DanZi")
this.twoSaiZiEffect=Util.GetGameObject(self.gameObject, "saizi/EFFECT_UI_SHaiZi_ShuangZi")
end
--绑定事件(用于子类重写)
@ -93,11 +96,13 @@ function this:BindEvent()
self:ClosePanel()
end)
--商店点击
Util.AddClick(this.shopBtn, function ()
Util.AddClick(this.shopBtn, function ()
PlayerPrefs.SetInt(string.format("%s#%s#%s",PlayerManager.uid,tostring(XiaoYaoManager.curMapId),tostring(1)),0)
UIManager.OpenPanel(UIName.XiaoyaoHeroGetPopup)
end)
--转盘点击
Util.AddClick(this.rouleBtn, function ()
Util.AddClick(this.rouleBtn, function ()
PlayerPrefs.SetInt(string.format("%s#%s#%s",PlayerManager.uid,tostring(XiaoYaoManager.curMapId),tostring(2)),0)
-- local grids={{index=3,gName="ccc"},{index=5,gName="eee"},{index=2,gName="bbb"},{index=4,gName="ddd"}}
-- table.sort(grids,function(a,b)
-- return a.index < b.index
@ -108,7 +113,8 @@ function this:BindEvent()
UIManager.OpenPanel(UIName.XiaoYaoLuckyTurnTablePopup)
end)
--boss点击事件
Util.AddClick(this.bossBtn, function ()
Util.AddClick(this.bossBtn, function ()
PlayerPrefs.SetInt(string.format("%s#%s#%s",PlayerManager.uid,tostring(XiaoYaoManager.curMapId),tostring(3)),0)
UIManager.OpenPanel(UIName.XiaoYaoLuckyBossPopup)
end)
--奖励预览
@ -179,30 +185,32 @@ function this:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.XiaoYao.PlayEventEffect, this.PlayEffect)
end
--刷新界面事件入口按钮显示隐藏
function this.RefreshEventBtn()
this.UpdateYunYouVleShow()
if XiaoYaoManager.luckyluckyTurnTableTimes > 0 and (XiaoYaoManager.luckyluckyTurnTableRemainTime - PlayerManager.serverTime > 0) then
this.rouleBtn:SetActive(true)
else
this.rouleBtn:SetActive(false)
end
local temp = XiaoYaoManager.GetMonsterDatas()
if temp and #temp > 0 then
this.bossBtn:SetActive(true)
else
this.bossBtn:SetActive(false)
end
local temp = XiaoYaoManager.GetHeroDatas()
if temp and #temp > 0 then
this.shopBtn:SetActive(true)
else
this.shopBtn:SetActive(false)
end
shopLeftTimes,shopLeftTime=XiaoYaoManager.GetHeroDataTime()
rouleLeftTime=XiaoYaoManager.luckyluckyTurnTableRemainTime
bossLeftTime,bossLeftTime=XiaoYaoManager.GetMonsterDataReMainTimesAndTime()
end
-- --刷新界面事件入口按钮显示隐藏
-- function this.RefreshEventBtn()
-- this.UpdateYunYouVleShow()
--
-- if XiaoYaoManager.luckyluckyTurnTableTimes > 0 and (XiaoYaoManager.luckyluckyTurnTableRemainTime - PlayerManager.serverTime > 0) then
-- this.rouleBtn:SetActive(true)
-- else
-- this.rouleBtn:SetActive(false)
-- end
-- local temp = XiaoYaoManager.GetMonsterDatas()
-- if temp and #temp > 0 then
-- this.bossBtn:SetActive(true)
-- else
-- this.bossBtn:SetActive(false)
-- end
-- local temp = XiaoYaoManager.GetHeroDatas()
-- if temp and #temp > 0 then
-- this.shopBtn:SetActive(true)
-- else
-- this.shopBtn:SetActive(false)
-- end
-- shopLeftTimes,shopLeftTime=XiaoYaoManager.GetHeroDataTime()
-- rouleLeftTime=XiaoYaoManager.luckyluckyTurnTableRemainTime
-- bossLeftTime,bossLeftTime=XiaoYaoManager.GetMonsterDataReMainTimesAndTime()
-- end
---播放骰子动效
function this.PlaySaiziAnim(_data)
this.startBtn:GetComponent("Button").enabled=false
@ -492,6 +500,9 @@ function this.InitShowEvent()
end
--刷新界面事件入口按钮显示隐藏
function this.RefreshEventBtn()
this.bossRedPoint:SetActive(XiaoYaoManager.CheckRedPoint(XiaoYaoManager.curMapId,1))
this.rouleRedPoint:SetActive(XiaoYaoManager.CheckRedPoint(XiaoYaoManager.curMapId,2))
this.shopRedPoint:SetActive(XiaoYaoManager.CheckRedPoint(XiaoYaoManager.curMapId,3))
if XiaoYaoManager.luckyluckyTurnTableTimes > 0 and (XiaoYaoManager.luckyluckyTurnTableRemainTime - PlayerManager.serverTime > 0) then
this.rouleBtn:SetActive(true)
else

View File

@ -94,9 +94,7 @@ function this.RefreshShow(data)
Log("当前mapid"..config.MapID)
Log("index"..index)
if data[config.MapID]~=nil then
Log("data[index].redPoint"..data[config.MapID].redPoint)
_progress=data[config.MapID].process
isShowRed=data[config.MapID].redPoint==1
if data[config.MapID].first==1 then
showReward = ConfigManager.GetConfigData(ConfigName.RewardGroup,config.FinalReward).ShowItem
end
@ -111,7 +109,6 @@ function this.RefreshShow(data)
progress=_progress,
passReward=showReward[1],
unlockLevel = config.UnlockLevel,
redPoint=isShowRed
}
_allData[index]=_singleData
end
@ -162,11 +159,11 @@ function this.SingleDataShow(btn, go, data, index)
XiaoYaoManager.OpenXiaoYaoMap(data.mapId)
end
end)
redPoint:SetActive(data.redPoint)
Log("isUnLock值"..tostring(data.isUnLock))
redPoint:SetActive(XiaoYaoManager.CheckRedPoint(data.mapId))
-- lock:SetActive(not data.isUnLock)
name.text=data.mapName
if data.isUnLock then
Util.SetGray(go,false)
tip.text = "\n\n\n"
tip2.text = ""
local prog=data.progress < 100 and data.progress or 0
@ -176,6 +173,7 @@ function this.SingleDataShow(btn, go, data, index)
end
num.text = string.format("%u\n%%",prog)
else
Util.SetGray(go,true)
if data.unlockLevel < 0 then
tip.text = "\n\n\n"
tip2.text = ""