【幸运探宝】进度条奖励包装显示修改

dev_chengFeng
ZhangBiao 2021-05-28 15:11:57 +08:00
parent fe996d3e54
commit 4af21bc33d
4 changed files with 1198 additions and 807 deletions

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@ -139,9 +139,9 @@ function this.InitActivityServerData(msg, isUpdate)
this.CheckMoneyProgress(v) this.CheckMoneyProgress(v)
this.mission[v.activityId] = v this.mission[v.activityId] = v
LogYellow("刷新活动数据activityId" .. v.activityId .. " value" .. v.value) -- LogYellow("刷新活动数据activityId" .. v.activityId .. " value" .. v.value)
for n, m in ipairs(v.mission) do for n, m in ipairs(v.mission) do
LogGreen(" 刷新活动数据missionId" .. m.missionId .. " state" .. m.state .. " progress" .. m.progress) -- LogGreen(" 刷新活动数据missionId" .. m.missionId .. " state" .. m.state .. " progress" .. m.progress)
if (v.activityId == ActivityTypeDef.OnlineGift) then if (v.activityId == ActivityTypeDef.OnlineGift) then
this.onlineOpen = true this.onlineOpen = true
this.onlineGetRewardState[m.missionId] = m.state this.onlineGetRewardState[m.missionId] = m.state

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@ -1,12 +1,4 @@
--local LuckyTurnTablePanel= quick_class("LuckyTurnTablePanel") require("Base/BasePanel")
--local this = LuckyTurnTablePanel
--function LuckyTurnTablePanel:ctor(mainPanel, gameObject)
-- self.mainPanel = mainPanel
-- self.gameObject = gameObject
-- self:InitComponent(gameObject)
-- self:BindEvent()
--end
require("Base/BasePanel")
LuckyTurnTablePanel = Inherit(BasePanel) LuckyTurnTablePanel = Inherit(BasePanel)
local this = LuckyTurnTablePanel local this = LuckyTurnTablePanel
@ -105,14 +97,16 @@ function LuckyTurnTablePanel:InitComponent(gameObject)
for i=1,5 do for i=1,5 do
this.rewardBoxList[i]=Util.GetGameObject(this.rewardBox,"Item"..i) this.rewardBoxList[i]=Util.GetGameObject(this.rewardBox,"Item"..i)
end end
this.rewardPanel=Util.GetGameObject(this.slider,"RewardPanel")--幸运值奖励预览面板 -- this.rewardPanel=Util.GetGameObject(this.slider,"RewardPanel")--幸运值奖励预览面板
this.itemViewParent=Util.GetGameObject(this.rewardPanel,"ItemViewParent")--item父物体 -- this.itemViewParent=Util.GetGameObject(this.rewardPanel,"ItemViewParent")--item父物体
this.rewardPanelMaskBtn=Util.GetGameObject(this.rewardPanel,"Mask")--幸运值奖励预览遮罩按钮 -- this.rewardPanelMaskBtn=Util.GetGameObject(this.rewardPanel,"Mask")--幸运值奖励预览遮罩按钮
this.rewardItemView=SubUIManager.Open(SubUIConfig.ItemView,this.itemViewParent.transform) -- this.rewardItemView=SubUIManager.Open(SubUIConfig.ItemView,this.itemViewParent.transform)
-- 奖励预览 -- 奖励预览
this.btnPreview = Util.GetGameObject(self.gameObject, "Panel/Top/btnPreview") this.btnPreview = Util.GetGameObject(self.gameObject, "Panel/Top/btnPreview")
this.maxTimes = Util.GetGameObject(self.gameObject, "Panel/maxTimes"):GetComponent("Text") this.maxTimes = Util.GetGameObject(self.gameObject, "Panel/maxTimes"):GetComponent("Text")
this.itemRewardList = {}
end end
---绑定事件(用于子类重写) ---绑定事件(用于子类重写)
@ -143,10 +137,10 @@ function LuckyTurnTablePanel:BindEvent()
this.SwitchTreasureType(TreasureType.Advanced) this.SwitchTreasureType(TreasureType.Advanced)
end) end)
--幸运值奖励预览遮罩按钮 --幸运值奖励预览遮罩按钮
Util.AddClick(this.rewardPanelMaskBtn, function() -- Util.AddClick(this.rewardPanelMaskBtn, function()
this.rewardPanelMaskBtn.gameObject:SetActive(false) -- this.rewardPanelMaskBtn.gameObject:SetActive(false)
this.rewardPanel.gameObject:SetActive(false) -- this.rewardPanel.gameObject:SetActive(false)
end) -- end)
Util.AddClick(this.btnPreview, function() Util.AddClick(this.btnPreview, function()
UIManager.OpenPanel(UIName.RewardPreviewPopup, LuckyTurnTableManager.curTreasureType == TreasureType.Lucky and PRE_REWARD_POOL_TYPE.LUCK_FIND or PRE_REWARD_POOL_TYPE.UPPER_LUCK_FIND) UIManager.OpenPanel(UIName.RewardPreviewPopup, LuckyTurnTableManager.curTreasureType == TreasureType.Lucky and PRE_REWARD_POOL_TYPE.LUCK_FIND or PRE_REWARD_POOL_TYPE.UPPER_LUCK_FIND)
@ -199,7 +193,7 @@ end
function LuckyTurnTablePanel:OnClose() function LuckyTurnTablePanel:OnClose()
--Log("==YSP== 关闭幸运转盘") --Log("==YSP== 关闭幸运转盘")
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn) RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
this.rewardPanel.gameObject:SetActive(false) -- this.rewardPanel.gameObject:SetActive(false)
if this.thread then if this.thread then
coroutine.stop(this.thread) coroutine.stop(this.thread)
this.thread=nil this.thread=nil
@ -228,7 +222,8 @@ end
function LuckyTurnTablePanel:OnDestroy() function LuckyTurnTablePanel:OnDestroy()
this.spLoader:Destroy() this.spLoader:Destroy()
this.itemViewList=nil this.itemViewList=nil
this.rewardItemView=nil this.itemRewardList = {}
-- this.rewardItemView=nil
SubUIManager.Close(this.upView) SubUIManager.Close(this.upView)
end end
@ -742,8 +737,16 @@ end
function this.SetRewardBox() function this.SetRewardBox()
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
for i = 1, 5 do for i = 1, 5 do
this.rewardBoxList[i]:GetComponent("Image").sprite=SetIcon(this.spLoader, LuckyTurnTableManager.boxReward_One[i].Reward[1][1]) local BG = Util.GetGameObject(this.rewardBoxList[i],"BG"):GetComponent("Image")
Util.GetGameObject(this.rewardBoxList[i],"Value"):GetComponent("Text").text=LuckyTurnTableManager.boxReward_One[i].Values[1][1] BG.sprite = SetIcon(this.spLoader, LuckyTurnTableManager.boxReward_One[i].Reward[1][1])
Util.GetGameObject(this.rewardBoxList[i],"Value"):GetComponent("Text").text =LuckyTurnTableManager.boxReward_One[i].Values[1][1]
Util.GetGameObject(this.rewardBoxList[i],"Num/Text"):GetComponent("Text").text =LuckyTurnTableManager.boxReward_One[i].Reward[1][2]
if not this.itemRewardList[i] then
this.itemRewardList[i] = SubUIManager.Open(SubUIConfig.ItemView,BG.transform)
end
this.itemRewardList[i]:OnOpen(false, LuckyTurnTableManager.boxReward_One[i].Reward[1],1, false, false, false, sortingOrder)
this.itemRewardList[i].gameObject:SetActive(false)
--显示奖盒红点 --显示奖盒红点
if LuckyTurnTableManager.value_1>=LuckyTurnTableManager.boxReward_One[i].Values[1][1] then if LuckyTurnTableManager.value_1>=LuckyTurnTableManager.boxReward_One[i].Values[1][1] then
@ -751,8 +754,7 @@ function this.SetRewardBox()
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(true) Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(true)
end end
end end
Util.AddOnceClick(BG.gameObject, function()
Util.AddOnceClick(this.rewardBoxList[i], function()
--Log("==YSP==点击幸运探宝奖励盒"..i) --Log("==YSP==点击幸运探宝奖励盒"..i)
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn) RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
--如果幸运值达到奖励要求值 --如果幸运值达到奖励要求值
@ -765,25 +767,34 @@ function this.SetRewardBox()
this.RrFreshInfo() this.RrFreshInfo()
end) end)
else--奖励已领取 可预览 else--奖励已领取 可预览
this.OpenRewardPreview(LuckyTurnTableManager.boxReward_One,i) this.itemRewardList[i]:OnBtnCkickEvent(LuckyTurnTableManager.boxReward_One[i].Reward[1][1])
end end
else else
--奖励不可领,可预览 --奖励不可领,可预览
this.OpenRewardPreview(LuckyTurnTableManager.boxReward_One,i) this.itemRewardList[i]:OnBtnCkickEvent(LuckyTurnTableManager.boxReward_One[i].Reward[1][1])
end end
end) end)
end end
elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
for i = 1, 5 do for i = 1, 5 do
this.rewardBoxList[i]:GetComponent("Image").sprite=SetIcon(this.spLoader, LuckyTurnTableManager.boxReward_Two[i].Reward[1][1]) local BG = Util.GetGameObject(this.rewardBoxList[i],"BG"):GetComponent("Image")
BG.sprite = SetIcon(this.spLoader, LuckyTurnTableManager.boxReward_Two[i].Reward[1][1])
Util.GetGameObject(this.rewardBoxList[i],"Value"):GetComponent("Text").text=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] Util.GetGameObject(this.rewardBoxList[i],"Value"):GetComponent("Text").text=LuckyTurnTableManager.boxReward_Two[i].Values[1][1]
Util.GetGameObject(this.rewardBoxList[i],"Num/Text"):GetComponent("Text").text =LuckyTurnTableManager.boxReward_Two[i].Reward[1][2]
if not this.itemRewardList[i] then
this.itemRewardList[i] = SubUIManager.Open(SubUIConfig.ItemView,BG.transform)
end
this.itemRewardList[i]:OnOpen(false, LuckyTurnTableManager.boxReward_Two[i].Reward[1],1, false, false, false, sortingOrder)
this.itemRewardList[i].gameObject:SetActive(false)
--显示红点 --显示红点
if LuckyTurnTableManager.value_2>=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then if LuckyTurnTableManager.value_2>=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then
if LuckyTurnTableManager.GetRewardState(31,LuckyTurnTableManager.boxReward_Two[i].Id)==0 then if LuckyTurnTableManager.GetRewardState(31,LuckyTurnTableManager.boxReward_Two[i].Id)==0 then
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(true) Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(true)
end end
end end
Util.AddOnceClick(this.rewardBoxList[i], function() Util.AddOnceClick(BG.gameObject, function()
--Log("==YSP==点击高级探宝奖励盒"..i) --Log("==YSP==点击高级探宝奖励盒"..i)
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn) RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
if LuckyTurnTableManager.value_2>=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then if LuckyTurnTableManager.value_2>=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then
@ -794,10 +805,10 @@ function this.SetRewardBox()
this.RrFreshInfo() this.RrFreshInfo()
end) end)
else else
this.OpenRewardPreview(LuckyTurnTableManager.boxReward_Two,i) this.itemRewardList[i]:OnBtnCkickEvent(LuckyTurnTableManager.boxReward_Two[i].Reward[1][1])
end end
else else
this.OpenRewardPreview(LuckyTurnTableManager.boxReward_Two,i) this.itemRewardList[i]:OnBtnCkickEvent(LuckyTurnTableManager.boxReward_Two[i].Reward[1][1])
end end
end) end)
end end
@ -805,35 +816,35 @@ function this.SetRewardBox()
end end
---奖盒滑动条奖励背景切换 ---奖盒滑动条奖励背景切换
function this.RewardBgProgress() -- function this.RewardBgProgress()
for i = 1, 4 do -- for i = 1, 4 do
local bg=Util.GetGameObject(this.rewardBoxList[i],"BG"):GetComponent("Image") -- local bg=Util.GetGameObject(this.rewardBoxList[i],"BG"):GetComponent("Image")
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then -- if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
if LuckyTurnTableManager.value_1>=LuckyTurnTableManager.boxReward_One[i].Values[1][1] then -- if LuckyTurnTableManager.value_1>=LuckyTurnTableManager.boxReward_One[i].Values[1][1] then
bg.sprite=this.spLoader:LoadSprite(RewardName[2]) -- bg.sprite=this.spLoader:LoadSprite(RewardName[2])
else -- else
bg.sprite=this.spLoader:LoadSprite(RewardName[1]) -- bg.sprite=this.spLoader:LoadSprite(RewardName[1])
end -- end
elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then -- elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
if LuckyTurnTableManager.value_2>=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then -- if LuckyTurnTableManager.value_2>=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then
bg.sprite=this.spLoader:LoadSprite(RewardName[2]) -- bg.sprite=this.spLoader:LoadSprite(RewardName[2])
else -- else
bg.sprite=this.spLoader:LoadSprite(RewardName[1]) -- bg.sprite=this.spLoader:LoadSprite(RewardName[1])
end -- end
end -- end
bg:SetNativeSize() -- bg:SetNativeSize()
end -- end
end -- end
---设置奖盒预览信息 并打开面板 ---设置奖盒预览信息 并打开面板
function this.OpenRewardPreview(boxReward,i) -- function this.OpenRewardPreview(boxReward,i)
--设置奖励预览信息 并打开面板 -- --设置奖励预览信息 并打开面板
local tab={boxReward[i].Reward[1][1],boxReward[i].Reward[1][2]} -- local tab={boxReward[i].Reward[1][1],boxReward[i].Reward[1][2]}
this.rewardItemView:OnOpen(false, {tab[1],tab[2]},1, false, false, false, sortingOrder) -- this.rewardItemView:OnOpen(false, {tab[1],tab[2]},1, false, false, false, sortingOrder)
this.rewardPanelMaskBtn.gameObject:SetActive(true) -- -- this.rewardPanelMaskBtn.gameObject:SetActive(true)
this.rewardPanel.gameObject:SetActive(true) -- -- this.rewardPanel.gameObject:SetActive(true)
end -- end
---刷新幸运值 ---刷新幸运值
function this.RefreshLuckyValue() function this.RefreshLuckyValue()
@ -869,7 +880,7 @@ function this.RrFreshInfo()
this.RefreshLuckyValue() this.RefreshLuckyValue()
this.CheckRedPoint() this.CheckRedPoint()
this.SetRewardBox() this.SetRewardBox()
this.RewardBgProgress() -- this.RewardBgProgress()
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn) RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
end end