【山河社稷图】添加每日奖励按钮及领取逻辑添加
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@ -959,6 +959,8 @@ RedPointType = {
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FightLevel = 802,--山河社稷图入口
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JourneyWithWind = 804,--缥缈之旅
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FightLevelTrial = 8021,--山河试炼
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FightLevelBoxReward = 8022,--山河社稷图宝箱奖励
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FightLevelDailyReward = 8023,--山河试炼每日奖励
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--化虚坛
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Huaxutan = 803,--化虚坛主界面红点
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Huaxutan_CompoundHero = 8031,--化虚坛英雄合成红点
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@ -482,6 +482,7 @@ GameEvent = {
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--山河社稷图
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FightLevel={
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MainLevelInfoRefresh = "FightLevel.MainLevelInfoRefresh",--主关卡详情界面属性
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DailyRewardStateChange = "FightLevel.DailyRewardStateChange",--每日奖励状态变化
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},
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--心魔试炼
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MonsterCamp={
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@ -19,6 +19,11 @@ function FightLevelChapterPanel:InitComponent()
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this.prb, nil, Vector2.New(1080, 1865.8), 1, 1, Vector2.New(0,0))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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-- 奖励按钮
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self.rewardBtn = Util.GetGameObject(self.gameObject, "rewardBtn")
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self.rewardRedPot = Util.GetGameObject(self.gameObject, "rewardBtn/red")
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self.rewardTip = Util.GetGameObject(self.gameObject, "rewardBtn/Text"):GetComponent("Text")
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end
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--绑定事件(用于子类重写)
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@ -33,6 +38,23 @@ function FightLevelChapterPanel:BindEvent()
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Util.AddClick(self.sortBtn, function()
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UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[15],1)
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end)
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Util.AddClick(self.rewardBtn, function()
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-- 请求领取奖励
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FightLevelManager.RequestGetDailyReward()
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end)
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end
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--添加事件监听(用于子类重写)
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function FightLevelChapterPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.FightLevel.DailyRewardStateChange, self.SetDailyRewardShow, self)
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BindRedPointObject(RedPointType.FightLevelDailyReward, self.rewardRedPot)
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end
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--移除事件监听(用于子类重写)
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function FightLevelChapterPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.FightLevel.DailyRewardStateChange, self.SetDailyRewardShow, self)
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ClearRedPointObject(RedPointType.FightLevelDailyReward, self.rewardRedPot)
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end
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function FightLevelChapterPanel:OnSortingOrderChange()
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orginLayer = self.sortingOrder
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@ -125,6 +147,17 @@ function this.SingleChapterDataShow(go, data)
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end
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end)
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end
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-- 设置日常奖励显示
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function FightLevelChapterPanel:SetDailyRewardShow()
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local data = FightLevelManager.GetDailyRewardData()
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if data and data.state == 0 then
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self.rewardTip.text = "可领取"
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else
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self.rewardTip.text = "明日刷新"
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end
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end
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--界面关闭时调用(用于子类重写)
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function FightLevelChapterPanel:OnClose()
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end
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@ -84,8 +84,11 @@ function this.UpdataChapterData(msg,_isShowChapterOpenPopup)
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table.sort(singleHardStageChapter.reward, function(a,b) return a.id < b.id end)
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allChapterData[msg.chapter[i].chapterId] = singleHardStageChapter
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end
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CheckRedPointStatus(RedPointType.FightLevel)
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CheckRedPointStatus(RedPointType.FightLevelBoxReward)
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PracticeManager.StarNum = FightLevelManager.GetAllChapterStars()
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-- 设置每日奖励数据
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this.SetDailyRewardData({state = 0})
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end
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end
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--获取整个章节信息
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@ -349,4 +352,38 @@ function this.CheckTrialRedPoint()
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end
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--=====================================================================
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-- 设置山河社稷图每日奖励数据
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local _DailyRewardData = {}
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function this.SetDailyRewardData(data)
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_DailyRewardData = {}
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_DailyRewardData.state = data.state -- 0 未领取 1 已领取
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-- 刷新红点状态
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CheckRedPointStatus(RedPointType.FightLevelDailyReward)
|
||||
end
|
||||
function this.GetDailyRewardData()
|
||||
return _DailyRewardData
|
||||
end
|
||||
-- 请求领取每日奖励
|
||||
function this.RequestGetDailyReward()
|
||||
--
|
||||
if not _DailyRewardData.state or _DailyRewardData.state ~= 0 then
|
||||
PopupTipPanel.ShowTip("今日已领取,请明日再来!")
|
||||
return
|
||||
end
|
||||
_DailyRewardData.state = 1
|
||||
-- 刷新红点状态
|
||||
CheckRedPointStatus(RedPointType.FightLevelDailyReward)
|
||||
-- 触发状态改变
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.FightLevel.DailyRewardStateChange)
|
||||
|
||||
end
|
||||
|
||||
-- 检测红点状态
|
||||
function this.CheckDailyRewardRed()
|
||||
if _DailyRewardData.state and _DailyRewardData.state == 0 then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
return this
|
||||
|
|
@ -316,7 +316,7 @@ function this.SetlevelBox(_rewardBoxDatas)
|
|||
NetManager.GetHardStageChapterReward(chapterData.chapterId,missionConfigData.Id,function(msg)
|
||||
--自己刷新一下宝箱数据
|
||||
FightLevelManager.SetChapterBoxRewardData(chapterData.chapterId,missionConfigData.Id,1)
|
||||
CheckRedPointStatus(RedPointType.FightLevel)
|
||||
CheckRedPointStatus(RedPointType.FightLevelBoxReward)
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop, 1,function()--isBackBattle true时 为回放不走回调
|
||||
if chapterData.reward and LengthOfTable(chapterData.reward) > 0 then
|
||||
this.SetlevelBox(chapterData.reward)
|
||||
|
|
|
|||
|
|
@ -307,6 +307,11 @@ function this.InitRedPointAllRelate()
|
|||
RPData:SetParent(RedPointType.QiJieShiLian, RedPointType.JumpServer_MainCity)
|
||||
--玉虚论道
|
||||
RPData:SetParent(RedPointType.WorldArena_reward, RedPointType.JumpServer_MainCity)
|
||||
-- 山河社稷图
|
||||
RPData:SetParent(RedPointType.FightLevelBoxReward, RedPointType.FightLevel)
|
||||
RPData:SetParent(RedPointType.FightLevelDailyReward, RedPointType.FightLevel)
|
||||
|
||||
|
||||
for k,v in ConfigPairs(ConfigManager.GetConfig(ConfigName.ActivityGroups)) do
|
||||
if v.RpType > 0 and v.RpTypeParent > 0 then
|
||||
RPData:SetParent(v.RpType,v.RpTypeParent)
|
||||
|
|
@ -498,7 +503,9 @@ function this.RegisterRedCheckFunc()
|
|||
RPData:AddCheckFunc(RedPointType.QinglongSerectTreasure, QinglongSerectTreasureManager.GetQinglongSerectTreasureRedPot)
|
||||
RPData:AddCheckFunc(RedPointType.QinglongSerectTreasureTrail, QinglongSerectTreasureManager.GetSerectTreasureTrailRedPot)
|
||||
|
||||
RPData:AddCheckFunc(RedPointType.FightLevel, FightLevelManager.GetChapterRewardBoxRedPoint)
|
||||
-- 山河社稷图相关
|
||||
RPData:AddCheckFunc(RedPointType.FightLevelBoxReward, FightLevelManager.GetChapterRewardBoxRedPoint, FUNCTION_OPEN_TYPE.FIGHTLEVEL)
|
||||
RPData:AddCheckFunc(RedPointType.FightLevelDailyReward, FightLevelManager.CheckDailyRewardRed, FUNCTION_OPEN_TYPE.FIGHTLEVEL)
|
||||
RPData:AddCheckFunc(RedPointType.JourneyWithWind, ActivityGiftManager.JourneyWithWindAllRedPointState)
|
||||
|
||||
RPData:AddCheckFunc(RedPointType.WeekGiftPage,OperatingManager.CheckWeekGiftPageRedPoint)
|
||||
|
|
|
|||
Loading…
Reference in New Issue