Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev

dev_chengFeng
jiaoyangna 2021-07-21 18:27:17 +08:00
commit 5150fd2edf
9 changed files with 1441 additions and 30 deletions

File diff suppressed because it is too large Load Diff

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@ -2069,6 +2069,7 @@ GENERAL_POPUP_TYPE={
YiJingBaoKuConfirm = 31,--易经宝库奖励确认
LingShouBaoGe = 33,--灵兽宝阁选择神兽
YunYouMan = 34,--云游商人选择装备
NewAddWishHero = 45, --新增的心愿神将提示框
--大号通用弹窗
YiJingBaoKu = 30,--易经宝库
YiJingBaoKuRewardPreview = 32,--易经宝库奖励预览

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@ -222,6 +222,8 @@ CHOICEWISHHEROREQUEST = protobuf.Descriptor();
CHOICEWISHHEROREQUEST_INFOLIST_FIELD = protobuf.FieldDescriptor();
CHOICEWISHHERORESPONSE = protobuf.Descriptor();
CHOICEWISHHERORESPONSE_INFOLIST_FIELD = protobuf.FieldDescriptor();
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD = protobuf.FieldDescriptor();
CHOICEWISHHERORESPONSE_HEROLIST_FIELD = protobuf.FieldDescriptor();
BEAUTYBAGCARDINDICATION = protobuf.Descriptor();
BEAUTYBAGCARDINDICATION_INFOLIST_FIELD = protobuf.FieldDescriptor();
BEAUTYBAGWISHEQUIPREQUEST = protobuf.Descriptor();
@ -2198,11 +2200,31 @@ CHOICEWISHHERORESPONSE_INFOLIST_FIELD.message_type = CommonProto_pb.WISHDRAWCARD
CHOICEWISHHERORESPONSE_INFOLIST_FIELD.type = 11
CHOICEWISHHERORESPONSE_INFOLIST_FIELD.cpp_type = 10
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.name = "serverOpenTime"
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.full_name = ".rpc.protocols.choiceWishHeroResponse.serverOpenTime"
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.number = 2
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.index = 1
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.label = 1
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.has_default_value = false
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.default_value = 0
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.type = 5
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.cpp_type = 1
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.name = "heroList"
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.full_name = ".rpc.protocols.choiceWishHeroResponse.heroList"
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.number = 3
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.index = 2
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.label = 3
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.has_default_value = false
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.default_value = {}
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.type = 5
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.cpp_type = 1
CHOICEWISHHERORESPONSE.name = "choiceWishHeroResponse"
CHOICEWISHHERORESPONSE.full_name = ".rpc.protocols.choiceWishHeroResponse"
CHOICEWISHHERORESPONSE.nested_types = {}
CHOICEWISHHERORESPONSE.enum_types = {}
CHOICEWISHHERORESPONSE.fields = {CHOICEWISHHERORESPONSE_INFOLIST_FIELD}
CHOICEWISHHERORESPONSE.fields = {CHOICEWISHHERORESPONSE_INFOLIST_FIELD, CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD, CHOICEWISHHERORESPONSE_HEROLIST_FIELD}
CHOICEWISHHERORESPONSE.is_extendable = false
CHOICEWISHHERORESPONSE.extensions = {}
BEAUTYBAGCARDINDICATION_INFOLIST_FIELD.name = "infoList"

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@ -5277,12 +5277,14 @@ function NetManager.ChoiceWishHeroRequest(_data,func)
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.choiceWishHeroRequest, MessageTypeProto_pb.choiceWishHeroResponse, msg, function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.choiceWishHeroResponse()
msg:ParseFromString(data)
RecruitManager.GetWishCardData(msg.infoList)
if func then
func(msg)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.choiceWishHeroResponse()
msg:ParseFromString(data)
RecruitManager.GetWishCardData(msg.infoList)
RecruitManager.newWishList = msg.heroList--新增的心愿神将list
RecruitManager.openTime = msg.serverOpenTime--开服时间戳或是0用于判断心愿神将是否加入卡池
if func then
func(msg)
end
end)
end

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@ -73,6 +73,8 @@ local contentScripts = {
[35] = {view = require("Modules/Popup/View/GeneralPopup_EndlessPanel"), panelName = "GeneralPopup_EndlessPanel",type=GENERAL_POPUP_TYPE.WuJinSetting},
--up魂印
[36] = {view = require("Modules/Popup/View/GeneralPopup_ChooseUpSoul"), panelName = "GeneralPopup_ChooseUpSoul",type=GENERAL_POPUP_TYPE.ChooseUpSoul},
--新增的心愿神将提示框
[37] = {view = require("Modules/Popup/View/GeneralPopup_NewAddWishHero"), panelName = "GeneralPopup_NewAddWishHero",type=GENERAL_POPUP_TYPE.NewAddWishHero},
}
--子模块预设

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@ -0,0 +1,91 @@
----- 送神弹窗 -----
local this = {}
--传入父脚本模块
local parent
--传入特效层级
local sortingOrder=0
local args=nil
local currHeroId=0
local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
local artResourcesConfig =ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
function this:InitComponent(gameObject)
this.spLoader = SpriteLoader.New()
this.confirmBtn=Util.GetGameObject(gameObject,"ConfirmBtn")
this.prefab=Util.GetGameObject(gameObject,"item")
--滚动条根节点
this.root = Util.GetGameObject(gameObject, "Root")
this.preList={}
end
function this:BindEvent()
Util.AddClick(this.confirmBtn,function()
parent:ClosePanel()
end)
end
function this:AddListener()
end
function this:RemoveListener()
end
function this:OnShow(_parent)
parent=_parent
sortingOrder =_parent.sortingOrder
local heroDatas = RecruitManager.newWishList
for i = 1, math.max(#this.preList,#heroDatas) do
local item=this.preList[i]
if not item then
item=newObject(this.prefab)
item.transform:SetParent(this.root.transform)
item.transform.localScale=Vector3.one
item.transform.localPosition=Vector3.zero
this.preList[i]=item
end
item.gameObject:SetActive(false)
LogRed("heroDatas[i]:"..tostring(heroDatas[i]))
this.SingleHeroDataShow(item,heroConfig[heroDatas[i]])
end
end
--英雄单个数据展示
function this.SingleHeroDataShow(go,_heroData)
local heroData = _heroData
local _go = go
_go.gameObject:SetActive(true)
Util.GetGameObject(_go.transform, "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.Quality,heroData.Star))
Util.GetGameObject(_go.transform, "Text"):GetComponent("Text").text = SubString2(GetLanguageStrById(heroData.ReadingName),8)
Util.GetGameObject(_go.transform, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(artResourcesConfig[_heroData.Icon].Name)
Util.GetGameObject(_go.transform, "posIcon"):SetActive(false)
Util.GetGameObject(_go.transform, "proIcon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.PropertyName))
local starGrid = Util.GetGameObject(_go.transform, "star")
if _heroData.Id==currHeroId then
this.selectObj.transform:SetParent(_go.transform)
this.selectObj.transform.localScale=Vector3.one
this.selectObj.transform.localPosition=Vector3.New(0,30,0)
end
SetHeroStars(this.spLoader, starGrid, heroData.Star,1,nil,-15)
local cardclickBtn = Util.GetGameObject(_go.transform, "icon")
Util.AddOnceClick(cardclickBtn, function()
this.selectObj.transform:SetParent(_go.transform)
this.selectObj.transform.localScale=Vector3.one
this.selectObj.transform.localPosition=Vector3.New(0,30,0)
currHeroId=_heroData.Id
end)
Util.AddLongPressClick(cardclickBtn, function()
UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, heroData.Id, heroData.Star)
end, 0.5)
end
function this:OnClose()
currHeroId=0
args=nil
end
function this:OnDestroy()
this.spLoader:Destroy()
end
return this

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 4a0225cb7f8d89c48aa4a4c022d21c45
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -36,6 +36,8 @@ function this.Initialize()
this.isFirstEnterElementScroll=true
this.isFirstEnterHeroScroll=true
this.InitPreData()
this.newWishList = {}--心愿抽新增的神将
this.openTime = 0--开服时间戳或是0用于判断心愿神将是否加入卡池
end
--请求抽卡 1抽卡类型 2回调 3特权id
function this.RecruitRequest(recruitType, func, privilegeId,_itemId,_itemNum)
@ -496,8 +498,9 @@ end
function this.GetCurHeroList(curIndex)
local heroList = {}
local time = (GetTimeStamp() - RecruitManager.openTime)/(60*60*24)--开服时间戳或是0用于判断心愿神将是否加入卡池
for index, v in ipairs(RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.RECRUIT)) do
if heroConfig[v.Reward[1]].Star == 5 and heroConfig[v.Reward[1]].PropertyName == curIndex and heroConfig[v.Reward[1]].Weight > 0 then
if heroConfig[v.Reward[1]].Star == 5 and heroConfig[v.Reward[1]].PropertyName == curIndex and heroConfig[v.Reward[1]].Weight > 0 and time > heroConfig[v.Reward[1]].JoinWishDay then
table.insert(heroList,v)
end
end

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@ -186,17 +186,17 @@ function RecruitPanelNew:UpdataWishPanel()
self.wish.gameObject:SetActive(true)
--如果没有达到150抽按钮置灰
local data = tonumber(specialConfig[119].Value)
if RecruitManager.drawTimes[1] then
if RecruitManager.drawTimes[1] < data then
self.wishNoOpen.gameObject:SetActive(true)
self.wishOpen.gameObject:SetActive(false)
Util.SetGray(self.wishBtn,true)
self.wishText.text = string.format("%s/%s",RecruitManager.drawTimes[1],data)
self.wishTipIma.text = "开启心愿功能,将有更高概率获得心愿神将~"
else
self.wishNoOpen.gameObject:SetActive(false)
self.wishOpen.gameObject:SetActive(true)
NetManager.ChoiceWishHeroRequest(nil,function ()
NetManager.ChoiceWishHeroRequest(nil,function ()
if RecruitManager.drawTimes[1] then
if RecruitManager.drawTimes[1] < data then
self.wishNoOpen.gameObject:SetActive(true)
self.wishOpen.gameObject:SetActive(false)
Util.SetGray(self.wishBtn,true)
self.wishText.text = string.format("%s/%s",RecruitManager.drawTimes[1],data)
self.wishTipIma.text = "开启心愿功能,将有更高概率获得心愿神将~"
else
self.wishNoOpen.gameObject:SetActive(false)
self.wishOpen.gameObject:SetActive(true)
for i = 1,3 do
local data = RecruitManager.WishCardData[i]
local id = data.heroTid
@ -224,16 +224,17 @@ function RecruitPanelNew:UpdataWishPanel()
PopupTipPanel.ShowTip(string.format("%s次神将召唤后开启心愿抽卡",tempdata))
end
end)
end
end)
end
end
else
self.wishNoOpen.gameObject:SetActive(true)
self.wishOpen.gameObject:SetActive(false)
Util.SetGray(self.wishBtn,true)
self.wishText.text = string.format("%s/%s",0,data)
self.wishTipIma.text = "开启心愿功能,将有更高概率获得心愿神将~"
end
else
self.wishNoOpen.gameObject:SetActive(true)
self.wishOpen.gameObject:SetActive(false)
Util.SetGray(self.wishBtn,true)
self.wishText.text = string.format("%s/%s",0,data)
self.wishTipIma.text = "开启心愿功能,将有更高概率获得心愿神将~"
end
self:CheckNewWishHero()
end)
self.tenTip:SetActive(true)
if RecruitManager.isTenRecruit == 0 then
@ -376,4 +377,12 @@ function RecruitPanelNew:TimeCountDown()
end, 1, -1, true)
self.timer:Start()
end
--检查是否有新开放的心愿英雄
function RecruitPanelNew:CheckNewWishHero()
if #RecruitManager.newWishList > 0 then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.NewAddWishHero)
end
end
return RecruitPanelNew