【御剑行】提交
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@ -488,6 +488,7 @@ PanelType = {
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QiJie = {14,16,1240},--七界试炼
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WorldArena = { 107,16,23}, --玉虚论道
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Compound_equip = { 14, 16,1258 }, --装备合成
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YuJianXing = {14,16}--御剑行
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}
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@ -517,5 +517,6 @@ GameEvent = {
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GameFinished = "YuJianXing.GameFinished",
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UpdateRank = "YuJianXing.UpdateRank",
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UpdateBetTime = "YuJianXing.UpdateBetTime",
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EndBetPanel = "YuJianXing.EndBetPanel",
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},
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}
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@ -75,6 +75,10 @@ function this:Refresh(func)
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end
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end
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Util.AddOnceClick(btnBet,function ()
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if BagManager.GetTotalItemNum(configData.JoinCost[1]) < configData.JoinCost[2] then
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PopupTipPanel.ShowTip("御剑令不足,无法开示竞猜!")
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return
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end
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.YuJianXingBetSelectNum,i)
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end)
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end
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@ -99,6 +103,7 @@ function this:SetTime()
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self.roundTime.text = string.format("距本轮竞猜结束: %s",TimeToMS(roundTime))
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if roundTime <= 0 then
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self.parent:ClosePanel()
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Game.GlobalEvent:DispatchEvent(GameEvent.YuJianXing.EndBetPanel)
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end
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end,1,-1)
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self.timer:Start()
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@ -5928,8 +5928,11 @@ function this.RidingSwardRewardRequest(_time,_swardId,func)
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local msg = data:SerializeToString()
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Network:SendMessageWithCallBack(MessageTypeProto_pb.RidingSwardRewardRequest , MessageTypeProto_pb.RidingSwardRewardResponse , msg, function(buffer)
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local data = buffer:DataByte()
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local msg = ActivityProto_pb.RidingSwardInfoResponse()
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local msg = ActivityProto_pb.RidingSwardRewardResponse()
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msg:ParseFromString(data)
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for i = 1, #msg.drop.itemlist do
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LogPink(tostring(msg.drop.itemlist[i].itemId).." "..tostring(msg.drop.itemlist[i].itemNum))
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end
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if func then
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func(msg)
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end
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@ -47,9 +47,11 @@ function this:BindEvent()
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end
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function this:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.YuJianXing.UpdateRank, self.OnClose,self)
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end
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function this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.YuJianXing.UpdateRank, self.OnClose,self)
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end
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function this:OnShow(_parent,...)
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@ -60,6 +62,8 @@ end
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function this:Refresh()
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local curGetNum = BagManager.GetTotalItemNum(configData.JoinCost[1]) > configData.MaxRaiseNum[2] and configData.MaxRaiseNum[2] or BagManager.GetTotalItemNum(configData.JoinCost[1])
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self.curNum.text = BagManager.GetTotalItemNum(configData.JoinCost[1])
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self.minNum.text = configData.JoinCost[2]
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self.slider.value = configData.JoinCost[2]
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self.slider.maxValue = curGetNum
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self.buyNumLab.text = self.slider.value
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@ -68,6 +72,7 @@ end
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function this:SetTime()
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local roundTime = YuJianXingManager.nextTimeCount- GetTimeStamp()
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LogRed("roundTime:"..tostring(TimeToMS(roundTime)))
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if self.timer then
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self.timer:Stop()
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self.timer = nil
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@ -82,6 +87,10 @@ function this:SetTime()
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end
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function this:OnClose()
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if self.timer then
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self.timer:Stop()
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self.timer = nil
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end
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end
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function this:OnDestroy()
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@ -93,6 +93,7 @@ function this:SingleDataShow(go,data)
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end
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function this:OnClose()
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LogRed("############")
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end
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function this:OnDestroy()
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@ -11,6 +11,18 @@ local SwardName = {
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[3] = "y_yujianxing_jian03",
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[4] = "y_yujianxing_jian04",
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}
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local SWARDNAMES = {
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[1] = "清风剑",
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[2] = "夏禹剑",
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[3] = "赤霄剑",
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[4] = "幻夜剑",
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}
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local SWARDCOLORS = {
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[1] = "CDF8D8",
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[2] = "E8B546",
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[3] = "e25b58",
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[4] = "800080",
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}
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local RidingSwardSence = ConfigManager.GetConfig(ConfigName.RidingSwardSence)
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function RiceSinglePlayerView:New(gameObject)
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@ -26,6 +38,7 @@ function RiceSinglePlayerView:InitComponent()
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self.gameObject:GetComponent("RectTransform").sizeDelta = Vector2.New(12500,100)
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self.player = Util.GetGameObject(self.gameObject,"Root")
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self.playerRoot = Util.GetGameObject(self.gameObject,"Player")
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self.playerName = Util.GetGameObject(self.playerRoot,"Name"):GetComponent("Text")
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self.playerLiveRoot = Util.GetGameObject(self.player,"Live")
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self.swordRoot = Util.GetGameObject(self.player,"Sword")
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self.upPre = Util.GetGameObject(self.gameObject,"upPre")
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@ -140,9 +153,11 @@ function RiceSinglePlayerView:SetPlayerAndSword()
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self.liveNode:OnClose()
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end
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self.liveNode = PlayerLiveView:New(self.playerLiveRoot,1)
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self.liveNode:OnOpen(25,Vector3.zero,WALK_DIR.IDLE_RIGHT)
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self.liveNode:OnOpen(18,Vector3.zero,WALK_DIR.IDLE_RIGHT)
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self.liveNode:SetTitleHide()
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self.playerName.text = string.format( "<color=#%s>【%s】%s</color>",SWARDCOLORS[self.index],SWARDNAMES[self.index],YuJianXingManager.modelList[self.index].userName)
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self.swordRoot:GetComponent("Image").sprite = self.spLoader:LoadSprite(SwardName[self.index])
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end
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@ -12,6 +12,7 @@ function this.Initialize()
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this.lastResult = {} --上一场剧本的时间和ID
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this.curRecordList = {} --当前纪录数据
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this.curBetList = {} --当前竞猜数据
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this.modelList = {}--玩家名等数据
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this.InWaiting = false
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this.sendEvent = true
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this.CloseMap()
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@ -53,8 +54,10 @@ function this.UpdataServerPanelData(msg,func)
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end
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this.nextTimeCount = msg.time/1000--下一场倒计时
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LogYellow("当前state:"..tostring(msg.state).." 下一阶段倒计时:"..TimeToMS(this.nextTimeCount- GetTimeStamp() ))
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this.modelList = {}
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this.modelList = msg.modelInfo--玩家模板信息
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this.activityTimeCount = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.YuJianXing).endTime
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this.curResultId = {}
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this.curResultId = msg.rankId
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Game.GlobalEvent:DispatchEvent(GameEvent.YuJianXing.UpdateRank)
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if func then
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@ -31,6 +31,8 @@ function YuJianXingPanel:InitComponent()
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--waiting
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self.waiting = Util.GetGameObject(self.gameObject, "Waiting")
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self.waitTime = Util.GetGameObject(self.waiting, "time"):GetComponent("Text")
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--upview
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self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
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end
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--绑定事件(用于子类重写)
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@ -91,6 +93,7 @@ end
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-- 打开,重新打开时回调
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function YuJianXingPanel:OnShow()
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self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.YuJianXing })
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if YuJianXingManager.curState == 2 then
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YuJianXingManager.InWaiting = true
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end
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@ -211,6 +214,7 @@ end
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--界面销毁时调用(用于子类重写)
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function YuJianXingPanel:OnDestroy()
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SubUIManager.Close(self.UpView)
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end
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return YuJianXingPanel
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