福星高照,牛气冲天 提交
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@ -10285,8 +10285,6 @@ GameObject:
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m_Component:
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- component: {fileID: 2592001850472780297}
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m_Layer: 5
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m_Name: FuXingGaoZhaoPanel
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m_TagString: Untagged
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@ -10315,44 +10313,6 @@ RectTransform:
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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m_PlaneDistance: 100
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m_PixelPerfect: 0
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m_ReceivesEvents: 1
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m_OverrideSorting: 1
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m_SortingBucketNormalizedSize: 0
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m_AdditionalShaderChannelsFlag: 0
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m_SortingLayerID: 0
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m_SortingOrder: 0
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GameObject:
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@ -1594,8 +1594,6 @@ GameObject:
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serializedVersion: 6
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m_Component:
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- component: {fileID: 3026942363793877950}
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- component: {fileID: 3026942363793877948}
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- component: {fileID: 3026942363793877949}
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m_Layer: 5
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m_Name: NiuQiChongTianPanel
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m_TagString: Untagged
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@ -1627,44 +1625,6 @@ RectTransform:
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Camera: {fileID: 0}
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m_PlaneDistance: 100
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m_PixelPerfect: 0
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m_ReceivesEvents: 1
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m_OverrideSorting: 1
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m_OverridePixelPerfect: 0
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m_SortingBucketNormalizedSize: 0
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m_AdditionalShaderChannelsFlag: 0
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m_SortingLayerID: 0
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m_SortingOrder: 0
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m_TargetDisplay: 0
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--- !u!1 &3135705877999607312
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GameObject:
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m_ObjectHideFlags: 0
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@ -444,6 +444,6 @@ SubUIConfig = {
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[22] = {name = "page13",assetName = "page13",script = "Modules/DynamicActivity/XinJiangLaiXi"},--新将来袭
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[23] = {name = "page14",assetName = "page14",script = "Modules/DynamicActivity/XiangYaoDuoBao"},--降妖夺宝
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[24] = { name = "ShopView", assetName = "ShopView", script = "View/ShopViewNew" },
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[25] = { name = "FuXingGaoZhaoPanel", assetName = "FuXingGaoZhaoPanel", script = "FuXingGaoZhao/FuXingGaoZhaoPanel" },
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[26] = { name = "NiuQiChongTianPanel", assetName = "NiuQiChongTianPanel", script = "NiuQiChongTian/NiuQiChongTianPanel" },
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[25] = { name = "FuXingGaoZhaoPanel", assetName = "FuXingGaoZhaoPanel", script = "Modules/FuXingGaoZhao/FuXingGaoZhaoPanel" },
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[26] = { name = "NiuQiChongTianPanel", assetName = "NiuQiChongTianPanel", script = "Modules/NiuQiChongTian/NiuQiChongTianPanel" },
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}
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@ -68,6 +68,9 @@ function LeiJiChongZhiPage:SetTime()
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self.timer = nil
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end
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local timeDown = endtime
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if timeDown < 0 then
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return
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end
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this.time.text = Language[10023]..TimeToDHMS(timeDown)
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self.timer = Timer.New(function()
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timeDown = timeDown - 1
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@ -75,6 +78,7 @@ function LeiJiChongZhiPage:SetTime()
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self.timer:Stop()
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self.timer = nil
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this.time.text = Language[10023]..TimeToDHMS(0)
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this.Refresh(true,true)
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return
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end
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this.time.text = Language[10023]..TimeToDHMS(timeDown)
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@ -15,7 +15,6 @@ function FuXingGaoZhaoPanel:InitComponent()
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self.rewardList = {}
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self.itemPreList={} --item预设容器
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self.data = {}
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self.func = {}
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self.spLoader = SpriteLoader.New()
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self.backBtn = Util.GetGameObject(self.gameObject,"Content/btnBack")
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self.effect = Util.GetGameObject(self.gameObject,"Content/UI_effect_LuckyCatPanel_normal")
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@ -79,17 +78,17 @@ function FuXingGaoZhaoPanel:OnSortingOrderChange()
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end
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--界面打开时调用(用于子类重写)
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function EveryDayGift:OnOpen(_activityConfig,_index,parent)
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function FuXingGaoZhaoPanel:OnOpen(_activityConfig,_index,parent)
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self.actConfig = _activityConfig
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self.pageIndex = _index
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self.parent = parent
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end
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-- 打开,重新打开时回调
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function FuXingGaoZhaoPanel:OnShow()
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function FuXingGaoZhaoPanel:OnShow(_sortingOrder)
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self.gameObject:SetActive(true)
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Util.AddParticleSortLayer(self.effect, self.sortingOrder - sortingOrder)
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sortingOrder = self.sortingOrder
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Util.AddParticleSortLayer(self.effect, _sortingOrder - sortingOrder)
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sortingOrder = _sortingOrder
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self.actId = self.actConfig.ActId
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self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType
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if self.actConfig.IfBack == 1 then
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@ -169,7 +168,7 @@ function FuXingGaoZhaoPanel:SetSingleReward(go,sdata,index)
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self.itemPreList[index]:OnOpen(false, sdata.Reward, 0.85,false, false, false, sortingOrder)
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mask:SetActive(sdata.State == 1)
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local effect = Util.GetGameObject(self.itemPreList[index].gameObject,"effects/UI_Effect_jinkuang_Fang")
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self.itemPreList[index]:SetEffectLayer(self.sortingOrder)
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self.itemPreList[index]:SetEffectLayer(sortingOrder)
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effect:SetActive((self.data.ActState == 1) and (sdata.State == 0) and (sdata.Progress <= GetTimeStamp()))
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end
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@ -193,6 +192,9 @@ function FuXingGaoZhaoPanel:OnDestroy()
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self.timer:Stop()
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self.timer = nil
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end
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for k,v in pairs(self.itemPreList) do
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SubUIManager.Close(v)
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end
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self.itemPreList={}
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self.rewardList={}
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end
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@ -3,7 +3,6 @@ local artConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local sortingOrder = 0
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self.activityId = 0
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function NiuQiChongTianPanel:New(gameObject)
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local b = {}
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b.gameObject = gameObject
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@ -82,10 +81,10 @@ function NiuQiChongTianPanel:OnOpen(_activityConfig,_index,parent)
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end
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-- 打开,重新打开时回调
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function NiuQiChongTianPanel:OnShow()
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function NiuQiChongTianPanel:OnShow(_sortingOrder)
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self.gameObject:SetActive(true)
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Util.AddParticleSortLayer(self.effect5, self.sortingOrder - sortingOrder)
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sortingOrder = self.sortingOrder
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Util.AddParticleSortLayer(self.effect5, _sortingOrder - sortingOrder)
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sortingOrder = _sortingOrder
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self.activityId = self.actConfig.ActId
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self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType
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if self.actConfig.IfBack == 1 then
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@ -101,35 +100,33 @@ function NiuQiChongTianPanel:OnShow()
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end
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end
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self.TabCtrl = TabBox.New()
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self.TabCtrl:SetTabAdapter(self.TabAdapter,self)
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self.TabCtrl:SetChangeTabCallBack(self.SwitchView,self)
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self.TabCtrl:Init(self.tabBox, _TabData, self.curIndex)
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end
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-- tab节点显示自定义
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function NiuQiChongTianPanel:TabAdapter(tab, index, status)
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local tabLab = Util.GetGameObject(tab, "Text")
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local redPoint = Util.GetGameObject(tab, "Redpot")
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if _TabData[index].rpType > 0 then
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if self.redPointList[_TabData[index].rpType] then
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ClearRedPointObject(_TabData[index].rpType, self.redPointList[_TabData[index].rpType])
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local NiuQiChongTianPanelTabAdapter = function(tab, index, status)
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local tabLab = Util.GetGameObject(tab, "Text")
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local redPoint = Util.GetGameObject(tab, "Redpot")
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if _TabData[index].rpType > 0 then
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if self.redPointList[_TabData[index].rpType] then
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ClearRedPointObject(_TabData[index].rpType, self.redPointList[_TabData[index].rpType])
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end
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BindRedPointObject(_TabData[index].rpType,redPoint)
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self.redPointList[_TabData[index].rpType] = redPoint
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end
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BindRedPointObject(_TabData[index].rpType,redPoint)
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self.redPointList[_TabData[index].rpType] = redPoint
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Util.GetGameObject(tab,"Image"):GetComponent("Image").sprite = self.spLoader:LoadSprite(_TabData[index][status])
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tabLab:GetComponent("Text").text = _TabData[index].name
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tabLab:GetComponent("Text").color = _TabFontColor[status]
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end
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Util.GetGameObject(tab,"Image"):GetComponent("Image").sprite = self.spLoader:LoadSprite(_TabData[index][status])
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tabLab:GetComponent("Text").text = _TabData[index].name
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tabLab:GetComponent("Text").color = _TabFontColor[status]
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end
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--切换
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function NiuQiChongTianPanel:SwitchView(index,bool)
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self.curPage = index
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self.rewardData = NiuQiChongTianManager.GetNeedRewardData(self.curPage)
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local NiuQiChongTianPanelSwitchView = function(index,bool)
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self.curPage = index
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self.rewardData = NiuQiChongTianManager.GetNeedRewardData(self.curPage)
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self:SetProgress()
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self:SetReward(bool)
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end
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self:SetProgress()
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self:SetReward(bool)
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self.TabCtrl = TabBox.New()
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self.TabCtrl:SetTabAdapter(NiuQiChongTianPanelTabAdapter)
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self.TabCtrl:SetChangeTabCallBack(NiuQiChongTianPanelSwitchView)
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self.TabCtrl:Init(self.tabBox, _TabData, self.curIndex)
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end
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function NiuQiChongTianPanel:SetProgress()
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@ -218,9 +215,9 @@ function NiuQiChongTianPanel:SingleDataShow(go, index,data)
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if data.state == 0 then
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UIManager.OpenPanel(UIName.RecruitPanel)
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elseif data.state == 1 then
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NetManager.TakeMissionRewardRequest(TaskTypeDef.NiuQiChongTianPanel,data.id,function (msg)
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NetManager.TakeMissionRewardRequest(TaskTypeDef.NiuQiChongTian,data.id,function (msg)
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UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function ()
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CheckRedPointStatus(RedPointType.NiuQiChongTianPanel + self.curPage)
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CheckRedPointStatus(RedPointType.NiuQiChongTian + self.curPage)
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CheckRedPointStatus(RedPointType.NiuQiChongTian_4)
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self.SwitchView(self.curPage,true)
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end)
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@ -240,7 +237,13 @@ end
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--界面销毁时调用(用于子类重写)
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function NiuQiChongTianPanel:OnDestroy()
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self.spLoader:Destroy()
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for k,v in pairs(self.itemsGrid) do
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for i = 1,#v do
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SubUIManager.Close(v[i])
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end
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end
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SubUIManager.Close(self.ScrollView)
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self.spLoader:Destroy(self.ScrollView)
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sortingOrder = 0
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end
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