【山河社稷图】添加每日奖励按钮及领取逻辑添加

dev_chengFeng
gaoxin 2021-10-18 18:06:47 +08:00
parent bc7e316531
commit 47d6de27ff
7 changed files with 376 additions and 3 deletions

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@ -959,6 +959,8 @@ RedPointType = {
FightLevel = 802,--山河社稷图入口
JourneyWithWind = 804,--缥缈之旅
FightLevelTrial = 8021,--山河试炼
FightLevelBoxReward = 8022,--山河社稷图宝箱奖励
FightLevelDailyReward = 8023,--山河试炼每日奖励
--化虚坛
Huaxutan = 803,--化虚坛主界面红点
Huaxutan_CompoundHero = 8031,--化虚坛英雄合成红点

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@ -482,6 +482,7 @@ GameEvent = {
--山河社稷图
FightLevel={
MainLevelInfoRefresh = "FightLevel.MainLevelInfoRefresh",--主关卡详情界面属性
DailyRewardStateChange = "FightLevel.DailyRewardStateChange",--每日奖励状态变化
},
--心魔试炼
MonsterCamp={

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@ -19,6 +19,11 @@ function FightLevelChapterPanel:InitComponent()
this.prb, nil, Vector2.New(1080, 1865.8), 1, 1, Vector2.New(0,0))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
-- 奖励按钮
self.rewardBtn = Util.GetGameObject(self.gameObject, "rewardBtn")
self.rewardRedPot = Util.GetGameObject(self.gameObject, "rewardBtn/red")
self.rewardTip = Util.GetGameObject(self.gameObject, "rewardBtn/Text"):GetComponent("Text")
end
--绑定事件(用于子类重写)
@ -33,6 +38,23 @@ function FightLevelChapterPanel:BindEvent()
Util.AddClick(self.sortBtn, function()
UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[15],1)
end)
Util.AddClick(self.rewardBtn, function()
-- 请求领取奖励
FightLevelManager.RequestGetDailyReward()
end)
end
--添加事件监听(用于子类重写)
function FightLevelChapterPanel:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.FightLevel.DailyRewardStateChange, self.SetDailyRewardShow, self)
BindRedPointObject(RedPointType.FightLevelDailyReward, self.rewardRedPot)
end
--移除事件监听(用于子类重写)
function FightLevelChapterPanel:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.FightLevel.DailyRewardStateChange, self.SetDailyRewardShow, self)
ClearRedPointObject(RedPointType.FightLevelDailyReward, self.rewardRedPot)
end
function FightLevelChapterPanel:OnSortingOrderChange()
orginLayer = self.sortingOrder
@ -125,6 +147,17 @@ function this.SingleChapterDataShow(go, data)
end
end)
end
-- 设置日常奖励显示
function FightLevelChapterPanel:SetDailyRewardShow()
local data = FightLevelManager.GetDailyRewardData()
if data and data.state == 0 then
self.rewardTip.text = "可领取"
else
self.rewardTip.text = "明日刷新"
end
end
--界面关闭时调用(用于子类重写)
function FightLevelChapterPanel:OnClose()
end

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@ -84,8 +84,11 @@ function this.UpdataChapterData(msg,_isShowChapterOpenPopup)
table.sort(singleHardStageChapter.reward, function(a,b) return a.id < b.id end)
allChapterData[msg.chapter[i].chapterId] = singleHardStageChapter
end
CheckRedPointStatus(RedPointType.FightLevel)
CheckRedPointStatus(RedPointType.FightLevelBoxReward)
PracticeManager.StarNum = FightLevelManager.GetAllChapterStars()
-- 设置每日奖励数据
this.SetDailyRewardData({state = 0})
end
end
--获取整个章节信息
@ -349,4 +352,38 @@ function this.CheckTrialRedPoint()
end
--=====================================================================
-- 设置山河社稷图每日奖励数据
local _DailyRewardData = {}
function this.SetDailyRewardData(data)
_DailyRewardData = {}
_DailyRewardData.state = data.state -- 0 未领取 1 已领取
-- 刷新红点状态
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

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@ -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)

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@ -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)