Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c
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Before Width: | Height: | Size: 782 KiB After Width: | Height: | Size: 808 KiB |
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Before Width: | Height: | Size: 815 KiB After Width: | Height: | Size: 796 KiB |
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Before Width: | Height: | Size: 764 KiB After Width: | Height: | Size: 771 KiB |
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Before Width: | Height: | Size: 752 KiB After Width: | Height: | Size: 852 KiB |
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Before Width: | Height: | Size: 777 KiB After Width: | Height: | Size: 801 KiB |
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@ -123,7 +123,7 @@ function ShengYiTianJiang:OnShowData()
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rechargeData = OperatingManager.GetGiftGoodsInfo(GoodsTypeDef.DirectPurchaseGift, rechargeConfigId)
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if rechargeData then
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this.buytimes.text = Language[10492]..(rechargeData.dynamicBuyTimes - rechargeData.buyTimes)
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this.buytimes.text = Language[10492].. OperatingManager.GetLeftBuyTime(GoodsTypeDef.DirectPurchaseGift, rechargeConfigId)--(rechargeData.dynamicBuyTimes - rechargeData.buyTimes)
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else
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--LogGreen("找不到数据了:"..rechargeConfigId)
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end
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@ -3,7 +3,7 @@ RewardItemPopup = Inherit(BasePanel)
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local this = RewardItemPopup
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local userLevelData = ConfigManager.GetConfig(ConfigName.PlayerLevelConfig)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local itemListPrefab
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local itemListPrefab = {}
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-- local itemListPrefabMax
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local func
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local bagType=0 --1 正常背包 2 临时背包 3 公会车迟显示
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@ -99,6 +99,13 @@ end
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--func 回调
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function RewardItemPopup:OnOpen(...)
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if #itemListPrefab > 0 then
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for i = 1, #itemListPrefab do
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destroy(itemListPrefab[i].gameObject)
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end
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end
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itemListPrefab = {}
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itemDataList = {}
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isBackBattle = false
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isPlayerAniEnd = true
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isOpenGeiSSRAvtivity = 0
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@ -184,20 +191,28 @@ function RewardItemPopup:OnOpen(...)
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end
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function this.InitGrid()
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this.dropGrid:SetActive(#itemDataList <= 20 )
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this.dropGridArena:SetActive(#itemDataList > 20 )
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itemListPrefab = {}
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if #itemDataList <= 20 then
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this.dropGrid:SetActive(#itemDataList <= 25 )
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this.dropGridArena:SetActive(#itemDataList > 25 )
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-- LogYellow("itemListPrefab "..#itemListPrefab)
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-- LogYellow("itemDataList "..#itemDataList)
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for i = 1, #itemListPrefab do
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itemListPrefab[i].gameObject:SetActive(false)
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end
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if #itemDataList <= 25 then
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for i = 1, #itemDataList do --初始缓存<= 20
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local view = SubUIManager.Open(SubUIConfig.ItemView, this.dropGrid.transform)
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view.gameObject.name = "frame"..i
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itemListPrefab[i] = view
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if not itemListPrefab[i] then
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local view = SubUIManager.Open(SubUIConfig.ItemView, this.dropGrid.transform)
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view.gameObject.name = "frame"..i
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itemListPrefab[i] = view
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end
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end
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else
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for i = 1, #itemDataList do --初始缓存> 20
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local view = SubUIManager.Open(SubUIConfig.ItemView, this.dropGrid2.transform)
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view.gameObject.name = "frame"..i
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itemListPrefab[i] = view
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if not itemListPrefab[i] then
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local view = SubUIManager.Open(SubUIConfig.ItemView, this.dropGrid2.transform)
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view.gameObject.name = "frame"..i
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itemListPrefab[i] = view
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end
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end
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end
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end
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@ -278,7 +293,8 @@ function RewardItemPopup:OnSortingOrderChange()
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if itemListPrefab[i] and itemDataList[i] then
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local view = itemListPrefab[i]
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local curItemData=itemDataList[i]
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view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
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-- view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
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view:SetEffectLayer(self.sortingOrder)
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end
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end
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end
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@ -291,70 +307,79 @@ function RewardItemPopup:SetItemShow(drop)
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itemDataList[i].itemConfig = itemConfig[itemDataList[i].sId]
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end
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self:ItemDataListSort(itemDataList)
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for i = 1, math.max(#itemDataList, #itemListPrefab) do
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local go = itemListPrefab[i]
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if not go then
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go = SubUIManager.Open(SubUIConfig.ItemView, this.dropGrid.transform)
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go.gameObject.name = "frame"..i
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itemListPrefab[i] = go
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end
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go.gameObject:SetActive(false)
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end
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callList:Clear()
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callList:Push(function ()
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if isOpenGeiSSRAvtivityTime then
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isOpenGeiSSRAvtivityTime:Stop()
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isOpenGeiSSRAvtivityTime = nil
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end
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isOpenGeiSSRAvtivityTime = Timer.New(function ()
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isPlayerAniEnd = true
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if isOpenGeiSSRAvtivity > 0 then
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HeroManager.DetectionOpenFiveStarActivity(isOpenGeiSSRAvtivity)
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end
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end, 0.5):Start()
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--在关卡界面获得装备 刷新下btview成员红点
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-- Game.GlobalEvent:DispatchEvent(GameEvent.Equip.EquipChange)
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end)
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for i = #itemDataList, 1, -1 do
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isPlayerAniEnd = false
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local view = itemListPrefab[i]
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local curItemData=itemDataList[i]
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view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
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--view.gameObject:SetActive(false)
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-- for i = 1, math.max(#itemDataList, #itemListPrefab) do
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-- local go = itemListPrefab[i]
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-- if not go then
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-- go = SubUIManager.Open(SubUIConfig.ItemView, this.dropGrid.transform)
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-- go.gameObject.name = "frame"..i
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-- itemListPrefab[i] = go
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-- end
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-- go.gameObject:SetActive(false)
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-- end
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if #itemDataList <= 25 then
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callList:Clear()
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callList:Push(function ()
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local func = function()
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view.gameObject:SetActive(true)
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local btn = Util.GetGameObject(view.gameObject, "item/frame"):GetComponent("Button")
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btn.enabled = false
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PlayUIAnim(view.gameObject, function()
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btn.enabled = true
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end)
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--改为后端更新
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--this.SetItemData2(itemDataList[i])
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Timer.New(function ()
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isPopGetSSR = false
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callList:Pop()()
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end, 0.05):Start()
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end
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if curItemData.configData and curItemData.itemType==3 and curItemData.configData.Quality == 5 then
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HeroManager.DetectionOpenFiveStarActivity(curItemData.configData.Star)
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end
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if curItemData.configData and curItemData.itemType==3 and curItemData.configData.Quality == 5 and showHero then
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isPopGetSSR = true
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isOpenGeiSSRAvtivity = curItemData.configData.Star
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UIManager.OpenPanel(UIName.DropGetSSRHeroShopPanel,curItemData.backData, func)
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elseif curItemData.configData and curItemData.itemType==1 and
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(curItemData.configData.ItemType == ItemType.Title or curItemData.configData.ItemType == ItemType.Ride) then--皮肤 坐骑
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-- isPopGetSSR = true
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-- UIManager.OpenPanel(UIName.DropGetPlayerDecorateShopPanel,curItemData.backData, func)
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func()
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else
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func()
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if isOpenGeiSSRAvtivityTime then
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isOpenGeiSSRAvtivityTime:Stop()
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isOpenGeiSSRAvtivityTime = nil
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end
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isOpenGeiSSRAvtivityTime = Timer.New(function ()
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isPlayerAniEnd = true
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if isOpenGeiSSRAvtivity > 0 then
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HeroManager.DetectionOpenFiveStarActivity(isOpenGeiSSRAvtivity)
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end
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end, 0.5):Start()
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--在关卡界面获得装备 刷新下btview成员红点
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-- Game.GlobalEvent:DispatchEvent(GameEvent.Equip.EquipChange)
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end)
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for i = #itemDataList, 1, -1 do
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isPlayerAniEnd = false
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local view = itemListPrefab[i]
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local curItemData=itemDataList[i]
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view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
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view.gameObject:SetActive(false)
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callList:Push(function ()
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local func = function()
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view.gameObject:SetActive(true)
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local btn = Util.GetGameObject(view.gameObject, "item/frame"):GetComponent("Button")
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btn.enabled = false
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PlayUIAnim(view.gameObject, function()
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btn.enabled = true
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end)
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--改为后端更新
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--this.SetItemData2(itemDataList[i])
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Timer.New(function ()
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isPopGetSSR = false
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callList:Pop()()
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end, 0.05):Start()
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end
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if curItemData.configData and curItemData.itemType==3 and curItemData.configData.Quality == 5 then
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HeroManager.DetectionOpenFiveStarActivity(curItemData.configData.Star)
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end
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if curItemData.configData and curItemData.itemType==3 and curItemData.configData.Quality == 5 and showHero then
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isPopGetSSR = true
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isOpenGeiSSRAvtivity = curItemData.configData.Star
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UIManager.OpenPanel(UIName.DropGetSSRHeroShopPanel,curItemData.backData, func)
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elseif curItemData.configData and curItemData.itemType==1 and
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(curItemData.configData.ItemType == ItemType.Title or curItemData.configData.ItemType == ItemType.Ride) then--皮肤 坐骑
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-- isPopGetSSR = true
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-- UIManager.OpenPanel(UIName.DropGetPlayerDecorateShopPanel,curItemData.backData, func)
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func()
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else
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func()
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end
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end)
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end
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callList:Pop()()
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else
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for i = 1, #itemDataList do
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local view = itemListPrefab[i]
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local curItemData=itemDataList[i]
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view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
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view.gameObject:SetActive(true)
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end
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end
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callList:Pop()()
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end
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--存储本地
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function this.SetItemData2(itemdata)
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@ -452,6 +477,9 @@ function RewardItemPopup:OnClose()
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end
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--检测是否需要弹每日任务飘窗
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TaskManager.RefreshShowDailyMissionTipPanel()
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end
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--界面销毁时调用(用于子类重写)
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function RewardItemPopup:OnDestroy()
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if #itemListPrefab > 0 then
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for i = 1, #itemListPrefab do
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destroy(itemListPrefab[i].gameObject)
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@ -460,7 +488,4 @@ function RewardItemPopup:OnClose()
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itemListPrefab = {}
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itemDataList = {}
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end
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--界面销毁时调用(用于子类重写)
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function RewardItemPopup:OnDestroy()
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end
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return RewardItemPopup
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@ -433,7 +433,7 @@ function this.SingleItemDataShow2(go, data,curShopDataId)
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end)
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end
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function this.SingleItemDataShow(go, data)
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if not curServerTaskList[data.Id] then return end
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if not data or not curServerTaskList[data.Id] then return end
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local curServerTask = curServerTaskList[data.Id]
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if not itemList[go.name] then
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itemList[go.name] = {}
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@ -28,17 +28,17 @@ end
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--界面打开时调用(用于子类重写)
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function this:OnOpen(...)
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end
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function this:OnShow()
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local rewardList=ConfigManager.GetConfigDataByKey(ConfigName.FreeTravel,"MapID",XiaoYaoManager.curMapId).Exhibition
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for i = 1, #rewardList do
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Log(rewardList[i])
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local _rewardObj= SubUIManager.Open(SubUIConfig.ItemView, this.grid.transform)
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_rewardObj:OnOpen(false, {rewardList[i]}, 1,true)
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end
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end
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function this:OnShow()
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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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