Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop

gaoxin 2020-09-10 17:26:58 +08:00
commit 521e317377
26 changed files with 339955 additions and 331 deletions

View File

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View File

@ -78,4 +78,20 @@ SoundConfig = {
Ambient_Carbon = "Amb_02",
Ambient_Login = "Amb_03",
Sound_UnlockLevel ="UI_UnlockLevel_01",
Sound_schl ="UI_schl",
Sound_schl_loop ="UI_schl_loop",
Sound_tsjl ="UI_tsjl",
Sound_tsjl_loop ="UI_tsjl_loop",
Sound_mrhl ="UI_mrhl",
Sound_syz ="UI_syz",
Sound_syz_loop ="UI_syz_loop",
Sound_lhj ="UI_lhj",--福星高照
Sound_xytb ="UI_xytb",--探宝
Sound_hcs ="UI_hcs",
Sound_zd ="UI_zd",
Sound_zp ="UI_zp",-- 森罗幻境转盘
Sound_xyc ="UI_xyc",-- 森罗幻境进入下一层
Sound_tgxb_pq ="UI_tgxb_pq",
Sound_dntg_qj ="UI_dntg_qj",
Sound_dntg_cy ="UI_dntg_cy",
}

View File

@ -0,0 +1,889 @@
AllActivityManager = {};
local this = AllActivityManager
local ActivityRewardConfig = ConfigManager.GetConfig(ConfigName.ActivityRewardConfig)
local GlobalActivity = ConfigManager.GetConfig(ConfigName.GlobalActivity)
local giftData = {}
function this.Initialize()
end
-- 获取服务器活动领取进度数据
function this.InitActivityServerData(msg, isUpdate)
if not isUpdate then
this.mission = {}
end
for i, v in ipairs(msg.activityInfo) do
this.CheckMoneyProgress(v)
this.mission[v.activityId] = v
LogRed("刷新活动数据activityId" .. v.activityId .. " value" .. v.value)
end
end
function this.RefreshActivityData(respond)
--closed
if respond.closeActivityId then
for i = 1, #respond.closeActivityId do
if this.mission[respond.closeActivityId[i]] then
LogRed(Language[10003] .. respond.closeActivityId[i])
this.mission[respond.closeActivityId[i]] = nil
Game.GlobalEvent:DispatchEvent(GameEvent.Activity.OnActivityOpenOrClose, {
type = activityType,
status = 0 --关闭
})
end
end
end
--newOpen
if respond.activityInfo then
for i = 1, #respond.activityInfo do
LogRed(Language[10004] .. respond.activityInfo[i].activityId)
this.mission[respond.activityInfo[i].activityId] = respond.activityInfo[i]
local activityType = this.GetActivityTypeFromId(respond.activityInfo[i].activityId)
Game.GlobalEvent:DispatchEvent(GameEvent.Activity.OnActivityOpenOrClose, {
type = this.GetActivityTypeFromId(respond.activityInfo[i].activityId),
status = 1 --开启
})
end
end
this.InitActivityServerData(respond, true)
this.RefreshActivityRedPoint()
end
--刷新某个活动的数据进度
function this.RefreshActivityProgressData(msg)
-- 检测
this.CheckMoneyProgress(msg.activityInfo)
LogRed("刷新活动数据activityId" .. msg.activityInfo.activityId .. "value" .. msg.activityInfo.value)
if this.mission[msg.activityInfo.activityId] then
this.mission[msg.activityInfo.activityId].value = msg.activityInfo.value
for i = 1, #msg.activityInfo.mission do
for _, missionInfo in pairs(this.mission[msg.activityInfo.activityId].mission) do
if missionInfo.missionId == msg.activityInfo.mission[i].missionId then
missionInfo.state = msg.activityInfo.mission[i].state
missionInfo.progress = msg.activityInfo.mission[i].progress
LogRed(msg.activityInfo.activityId.." 刷新活动数据missionId" .. missionInfo.missionId .. "state" .. missionInfo.state .. "progress" .. missionInfo.progress)
end
end
end
this.RefreshActivityRedPoint()
Game.GlobalEvent:DispatchEvent(GameEvent.Activity.OnActivityProgressStateChange)
--断线重连时 在线奖励活动 数据刷新
this.CutUpLineUpdateOnLineData(msg)
end
end
--断线重连时 在线奖励活动 数据刷新
function this.CutUpLineUpdateOnLineData(msg)
if (msg.activityInfo.activityId == ActivityTypeDef.OnlineGift) then
for i = 1, #msg.activityInfo.mission do
this.onlineOpen = true
this.onlineGetRewardState[ msg.activityInfo.mission[i].missionId] = msg.activityInfo.mission[i].state
this.haveOnlineTime = msg.activityInfo.mission[i].progress
this.onlineTime= msg.activityInfo.mission[i].progress
this.cuOnLineTimestamp = GetTimeStamp() - msg.activityInfo.mission[i].progress
LogRed("------------------------------------后端刷新在线时长3 "..msg.activityInfo.mission[i].progress.." "..TimeToHMS(msg.activityInfo.mission[i].progress))
end
end
end
--五点凌晨刷新
function this.FiveAMRefreshActivityProgress(msg)
LogRed("5AM刷新活动数据")
for i = 1, #msg.activityInfo do
if not this.mission[msg.activityInfo[i].activityId] then
Game.GlobalEvent:DispatchEvent(GameEvent.Activity.OnActivityOpenOrClose, {
type = this.GetActivityTypeFromId(msg.activityInfo[i].activityId),
status = 1 --开启
})
end
-- 检测活动钱数
this.CheckMoneyProgress(msg.activityInfo[i])
this.mission[msg.activityInfo[i].activityId] = msg.activityInfo[i]
LogRed("刷新活动数据activityId" .. msg.activityInfo[i].activityId .. "value" .. msg.activityInfo[i].value)
end
this.RefreshActivityRedPoint()
end
-- 检测进度
function this.CheckMoneyProgress(v)
if v.activityId == ActivityTypeDef.FirstRecharge
or v.activityId == ActivityTypeDef.LuckyCat
or v.activityId == ActivityTypeDef.DailyRecharge
-- or v.activityId == ActivityTypeDef.ContinuityRecharge
or v.activityId == ActivityTypeDef.AccumulativeRechargeExper
or v.activityId == ActivityTypeDef.DynamicAct_recharge
or v.activityId == ActivityTypeDef.FindFairyCeremony then
for n, m in ipairs(v.mission) do
m.progress = m.progress / 1000
end
v.value = v.value / 1000
end
end
function this.RefreshActivityRedPoint()
Game.GlobalEvent:DispatchEvent(GameEvent.MissionDaily.OnMissionDailyChanged)
CheckRedPointStatus(RedPointType.FirstRecharge)
CheckRedPointStatus(RedPointType.ContinuityRecharge)
CheckRedPointStatus(RedPointType.SevenDayCarnival)
--限时活动
CheckRedPointStatus(RedPointType.Expert_AdventureExper)
CheckRedPointStatus(RedPointType.Expert_AreaExper)
CheckRedPointStatus(RedPointType.Expert_UpStarExper)
CheckRedPointStatus(RedPointType.Expert_EquipExper)
CheckRedPointStatus(RedPointType.Expert_GoldExper)
CheckRedPointStatus(RedPointType.Expert_FightExper)
CheckRedPointStatus(RedPointType.Expert_EnergyExper)
CheckRedPointStatus(RedPointType.Expert_Talisman)
CheckRedPointStatus(RedPointType.Expert_SoulPrint)
CheckRedPointStatus(RedPointType.Expert_AccumulativeRecharge)
CheckRedPointStatus(RedPointType.CourtesyDress_SevenDay)
CheckRedPointStatus(RedPointType.LuckyCat_GetReward)
CheckRedPointStatus(RedPointType.Expert_LuckyTurn)
CheckRedPointStatus(RedPointType.Expert_FindTreasure)
CheckRedPointStatus(RedPointType.Expert_Recruit)
CheckRedPointStatus(RedPointType.Expert_SecretBox)
--战力排行
CheckRedPointStatus(RedPointType.WarPowerSort_Sort)
--东海寻仙
CheckRedPointStatus(RedPointType.FindFairy_OneView)
CheckRedPointStatus(RedPointType.FindFairy_ThreeView)
CheckRedPointStatus(RedPointType.FindFairy_FourView)
CheckRedPointStatus(RedPointType.DynamicActTask)
CheckRedPointStatus(RedPointType.QinglongSerectTreasure)
end
--通过活动类型获取活动数据
function this.GetActivityTypeInfo(type)
local globalActConfigs = ConfigManager.GetAllConfigsDataByKey(ConfigName.GlobalActivity, "Type", type)
local missionData = nil
table.walk(globalActConfigs, function(actConfigInfo)
if this.mission[actConfigInfo.Id] then
missionData = this.mission[actConfigInfo.Id]
end
end)
return missionData
end
--通过活动类型获取活动id
function this.GetActivityIdByType(type)
local globalActConfigs = ConfigManager.GetAllConfigsDataByKey(ConfigName.GlobalActivity, "Type", type)
local id = 0
local missionData = nil
table.walk(globalActConfigs, function(actConfigInfo)
if this.mission[actConfigInfo.Id] then
--LogError("actConfigInfo.Id "..actConfigInfo.Id)
id = actConfigInfo.Id
end
end)
return id
end
function this.GetActivityValueInfo(type, Id)
if this.mission[type] then
-- LogBlue("this.mission[type].value:"..this.mission[type].value)
return this.mission[type].value
end
end
function this.GetActivityInfo(type, Id)
if this.mission[type] then
for _, missInfo in pairs(this.mission[type].mission) do
if missInfo.missionId == Id then
return missInfo
end
end
else
Log(string.format(Language[10001], type, Id))
return nil,0
end
end
function this.GetActivityInfoByType(type)
if this.mission[type] then
return this.mission[type]
end
end
function this.SetActivityInfo(type, Id, state)
for _, missInfo in pairs(this.mission[type].mission) do
if missInfo.missionId == Id then
missInfo.state = state
break
end
end
end
function this.GetActivityOpenStatus(type)
local id = this.GetActivityIdByType(type)
if this.mission[id] then
return this.mission[id].reallyOpen == 1
else
Log(string.format(Language[10002], type))
return false
end
end
function this.SetActivityOpenStatus(type)
if this.mission[type] then
this.mission[type].reallyOpen = 1
else
Log(string.format(Language[10002], type))
end
end
--获取活动结束时间
function this.GetTaskEndTime(activityType)
local activityInfo = ActivityGiftManager.GetActivityTypeInfo(activityType)
local endTime = 0
if activityInfo then
endTime = activityInfo.endTime
end
return endTime
end
--获取活动开始时间
function this.GetTaskStartTime(activityType)
local activityInfo = ActivityGiftManager.GetActivityTypeInfo(activityType)
local startTime = 0
if activityInfo then
startTime = activityInfo.startTime
end
return startTime
end
------------------------------------------------
------------------------------------------------
------------------------------------------------
function this.GetActivityRewardRequest(type, index)
--local rewardId=0
--向服务器发送领取在线奖励请求
NetManager.GetActivityRewardRequest(index, type, function(_drop)
UIManager.OpenPanel(UIName.RewardItemPopup, _drop, 1)
if (type == ActivityTypeDef.OnlineGift) then
this.onlineGetRewardState[index] = 1
CheckRedPointStatus(RedPointType.CourtesyDress_Online)
table.sort(this.onlineData, function(a, b)
return a.Id < b.Id
end)
Game.GlobalEvent:DispatchEvent(GameEvent.Activity.GetRewardRefresh, this.onlineData)
elseif (type == ActivityTypeDef.EightDayGift) then
this.sevenDayGetRewardState[index] = 1
CheckRedPointStatus(RedPointType.CourtesyDress_SevenDay)
table.sort(this.sevenDayData, function(a, b)
if this.sevenDayGetRewardState[a.Id] == this.sevenDayGetRewardState[b.Id] then
return a.Id < b.Id
else
return this.sevenDayGetRewardState[a.Id] < this.sevenDayGetRewardState[b.Id]
end
end)
Game.GlobalEvent:DispatchEvent(GameEvent.Activity.GetRewardRefresh, this.sevenDayData)
elseif (type == ActivityTypeDef.ChapterAward) then
this.chapterGetRewardState[index] = 1
CheckRedPointStatus(RedPointType.CourtesyDress_Chapter)
table.sort(this.chapterGiftData, function(a, b)
if this.chapterGetRewardState[a.Id] == this.chapterGetRewardState[b.Id] then
return a.Id < b.Id
else
return this.chapterGetRewardState[a.Id] < this.chapterGetRewardState[b.Id]
end
end)
Game.GlobalEvent:DispatchEvent(GameEvent.Activity.GetRewardRefresh, this.chapterGiftData)
end
--CheckRedPointStatus(RedPointType.SecretTer)
Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.OnRefreshRedShow)
end)
end
-- 红点检测监听方法
function this.CheckRedFunc(redType)
if redType == RedPointType.CourtesyDress_SevenDay then
if this.mission[ActivityTypeDef.EightDayGift] then
local number = 0
for i, v in pairs(this.sevenDayGetRewardState) do
if (v == 1) then
number = number + 1
end
end
local curDay = math.ceil((CalculateSecondsNowTo_N_OClock(24) + GetTimeStamp() - PlayerManager.userCreateTime)/86400)
if (number < curDay) then
return true
else
return false
end
else
return false
end
elseif redType == RedPointType.CourtesyDress_Chapter then
local isShowRed = false
for i = 1, table.nums(this.chapterGetRewardState) do
for j, v in pairs(this.chapterGiftData) do
if (i == v.Sort) then
if FightPointPassManager.GetFightStateById(v.Values[1][1]) == FIGHT_POINT_STATE.PASS and this.chapterGetRewardState[v.Id] == 0 then
isShowRed = true
return isShowRed
end
end
end
end
return isShowRed
elseif redType == RedPointType.CourtesyDress_Online then
local number = 0
for i, v in pairs(this.onlineGetRewardState) do
if (v == 1) then
number = number + 1
end
end
--当活动未开或奖励全部领取完毕
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.Online_Reward)==false then
return false
else--当活动开启或奖励未领取完毕
local timeNum = GetTimeStamp() - this.cuOnLineTimestamp
local currentTimeIndex = 0
for i = 1, #this.onlineData do
if this.onlineGetRewardState[this.onlineData[i].Id] == 0 then
if (math.floor(timeNum)) >= (this.onlineData[i].Values[1][1]*60) then
currentTimeIndex = this.onlineData[i].Sort
end
end
end
--Log("number < this.currentTimeIndex "..number .." "..currentTimeIndex)
if (number < currentTimeIndex) then --当已领取数小于未领取数
return true
else
return false
end
end
end
end
function this.GetActivityTypeFromId(activityId)
local globalActConfig = ConfigManager.GetConfigDataByKey(ConfigName.GlobalActivity, "Id", activityId)
return globalActConfig.Type
end
function this.IsActivityTypeOpen(type)
local globalActConfigs = ConfigManager.GetAllConfigsDataByKey(ConfigName.GlobalActivity, "Type", type)
local activityId = nil
table.walk(globalActConfigs, function(actConfigInfo)
if this.mission and this.mission[actConfigInfo.Id] then
activityId = actConfigInfo.Id
end
end)
return activityId
end
function this.GetContinuityRechargeRedPoint()
local redPoint = false
if this.IsActivityTypeOpen(ActivityTypeDef.ContinuityRecharge) then
local continuityRechargeList = this.GetActivityTypeInfo(ActivityTypeDef.ContinuityRecharge)
for i = 1, #continuityRechargeList.mission do
local rechargeInfo = continuityRechargeList.mission[i]
redPoint = redPoint or (rechargeInfo.progress == 1 and rechargeInfo.state == 0)
end
end
return redPoint
end
function this.GetGrowthRechargeExist()
if this.IsGetAllGrowthReward() or this.IsActivityTypeOpen(ActivityTypeDef.GrowthReward) == nil then
return false
end
return true
end
function this.IsGetAllGrowthReward()
local isGetAll = true
if this.IsActivityTypeOpen(ActivityTypeDef.GrowthReward) then
local activityInfo = this.GetActivityTypeInfo(ActivityTypeDef.GrowthReward)
for i = 1, #activityInfo.mission do
isGetAll = isGetAll and activityInfo.mission[i].state == 1
end
end
return isGetAll
end
--检测限时活动红点
function this.ExpterActivityIsShowRedPoint(activeIndex)
local activeType = 0
-- Log("activeIndex "..activeIndex)
--注意 红点枚举id %100 就是按钮顺序
activeType = numExChange[math.floor(activeIndex % 100)]
-- Log("activeType "..activeType)
local expertRewardTabs = this.GetActivityTypeInfo(activeType)
if expertRewardTabs then
for i = 1, #expertRewardTabs.mission do
local conFigData = ConfigManager.GetConfigData(ConfigName.ActivityRewardConfig, expertRewardTabs.mission[i].missionId)
local value = 0
--限时累计活动特殊数值读取处理
if activeType == ActivityTypeDef.AccumulativeRechargeExper then
value = conFigData.Values[1][1]
else
value = conFigData.Values[2][1]
end
if expertRewardTabs.mission[i].state == 0 then
if activeType == ActivityTypeDef.UpStarExper or activeType == ActivityTypeDef.Talisman
or activeType == ActivityTypeDef.SoulPrint or activeType == ActivityTypeDef.EquipExper
or activeType == ActivityTypeDef.FindTreasureExper then
--进阶因为每个都不一样 特殊判断
if expertRewardTabs.mission[i].progress >= value then
--Log("expertRewardTabs.mission[i].progress " .. expertRewardTabs.mission[i].progress)
--Log("限时红点 --------------- true")
return true
end
elseif activeType == ActivityTypeDef.UpLvAct then
if expertRewardTabs.value >= value and expertRewardTabs.mission[i].progress >= 0 then
return true
end
elseif activeType == ActivityTypeDef.FastExplore then
if expertRewardTabs.value >= value then
return true
end
else
if expertRewardTabs.value >= value then
--Log("限时红点 --------------- true")
return true
end
end
end
end
end
--Log("限时红点 --------------- false")
return false
end
--检测升级限时礼包活动红点
function this.ExperyUpLvActivityIsShowRedPoint()
local activeData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.UpLvAct)
if activeData and activeData.mission then
for i = 1, #activeData.mission do
local curConfigData = ConfigManager.GetConfigData(ConfigName.ActivityRewardConfig,activeData.mission[i].missionId)
if curConfigData and activeData.mission[i].state == 0 and activeData.value >= curConfigData.Values[2][1] and activeData.mission[i].progress>0 then
return true
end
end
end
return false
end
--检测周卡活动红点
function this.WeedCardActivityIsShowRedPoint()
local weekCardData = OperatingManager.GetGiftGoodsInfo(GoodsTypeDef.WeekCard, 12)
if weekCardData then
--Log("weekCardData.buyTimes "..weekCardData.buyTimes.." "..PatFaceManager.isFirstLog.." "..tostring(this.isOpenWeekCard))
if weekCardData.buyTimes <= 0 and PatFaceManager.isFirstLog == 0 and this.isOpenWeekCard == false then
--Log("检测周卡活动红点 --------------- true")
return true
end
end
--Log("检测周卡活动红点 --------------- false")
return false
end
--检测战力排行活动红点
function this.WarPowerSortActivityIsShowRedPoint()
local expertRewardTabs = this.GetActivityTypeInfo(ActivityTypeDef.WarPowerReach)
if expertRewardTabs then
for i = 1, #expertRewardTabs.mission do
local conFigData = ConfigManager.GetConfigData(ConfigName.ActivityRewardConfig, expertRewardTabs.mission[i].missionId)
local value = conFigData.Values[1][1]
if expertRewardTabs.mission[i].state == 0 then
if expertRewardTabs.value >= value then
--Log("红点红点 ")
return true
end
end
end
end
return false
end
--限时活动里是否有活动开启 > 0 说明有开启的活动
function this.GetExpertActiveisOpen()
--所有达人
for i, v in pairs(numExChange) do
local curActiveData = ActivityGiftManager.GetActivityTypeInfo(v)
if curActiveData then
if curActiveData.endTime - GetTimeStamp() > 0 then
return i
end
end
end
local LimitExchange = this.GetActivityTypeInfo(ActivityTypeDef.LimitExchange)
if LimitExchange then
if LimitExchange.endTime - GetTimeStamp() > 0 then
return ActivityTypeDef.LimitExchange
end
end
local weekCardData = OperatingManager.GetGiftGoodsInfo(GoodsTypeDef.WeekCard, 12)
if weekCardData then
if weekCardData.endTime - GetTimeStamp() > 0 then
return ExperType.WeekCard
end
end
local patFaceAllData = nil--{ConfigManager.GetConfigData(ConfigName.LoginPosterConfig,1)}--PatFaceManager.GetPatFaceAllDataTabs()
if RecruitManager.isTenRecruit == 0 then
patFaceAllData = { ConfigManager.GetConfigData(ConfigName.LoginPosterConfig, 1) }
end
if patFaceAllData and #patFaceAllData > 0 then
return ExperType.PatFace
end
--异妖直购
for i, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.LoginPosterConfig)) do
if v.Type == 2 then
--异妖直购特殊处理
if v.OpenRules[1] == 1 then
if PlayerManager.level >= v.OpenRules[2] and PlayerManager.level <= v.CloseRules[2] then
local conFigData = ConfigManager.GetConfigData(ConfigName.RechargeCommodityConfig, v.ShopId)
local shopItemData = OperatingManager.GetGiftGoodsInfo(conFigData.Type, v.ShopId)
if shopItemData then
return ExperType.DiffMonster
end
end
end
end
end
--幸运探宝
--local curActiveData = not not ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.LuckyTurnTable_One)
--if curActiveData then
-- return 6
--end
--福星高照
local curActiveData = not not ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.LuckyCat)
if curActiveData then
return ExperType.LuckyCat
end
-- 七日
local curActiveData = not not ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.EightDayGift)
if curActiveData then
return ExperType.SevenDay
end
--星级成长礼
if OperatingManager.IsHeroGiftActive() then
return ExperType.StarGrowGift
end
return 0
end
--判断七日,在线,章节是否全部领取完了
function this.ActivityIsHaveGetFinally(state)
local isGetAllReward = true
for i, v in pairs(state) do
if (v == 0) then
isGetAllReward = false
end
end
return isGetAllReward
end
-- 获取所有开启的显示活动ID
function this.GetExpertActiveisAllOpenIds()
local activityIds = {}
for i, v in pairs(numExChange) do
local curActiveData = ActivityGiftManager.GetActivityTypeInfo(v)
if curActiveData then
if curActiveData.endTime - GetTimeStamp() > 0 then
--Log("开启活动id ======== " .. curActiveData.activityId)
table.insert(activityIds,curActiveData.activityId)
end
end
end
local LimitExchange = this.GetActivityTypeInfo(ActivityTypeDef.LimitExchange)
if LimitExchange then
if LimitExchange.endTime - GetTimeStamp() > 0 then
table.insert(activityIds,LimitExchange.activityId)
end
end
local patFaceAllData = nil
if RecruitManager.isTenRecruit == 0 then
patFaceAllData = { ConfigManager.GetConfigData(ConfigName.LoginPosterConfig, 1) }
end
if patFaceAllData and #patFaceAllData > 0 then
table.insert(activityIds,ActivityTypeDef.PatFace)
end
--幸运探宝
local luckyTurnTable_One = 0
luckyTurnTable_One = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.LuckyTurnTable_One)
local upper_Two = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.LuckyTurnTable_Two)
if luckyTurnTable_One then
if luckyTurnTable_One > 0 then
table.insert(activityIds, luckyTurnTable_One)
end
end
if upper_Two then
if upper_Two > 0 then
table.insert(activityIds, upper_Two)
end
end
--福星高照
local luckyCat = 0
luckyCat = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.LuckyCat)
if luckyCat then
if luckyCat > 0 then
table.insert(activityIds, luckyCat)
end
end
-- 七日
local sevenDay = 0
sevenDay = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.EightDayGift)
if sevenDay then
if sevenDay > 0 then
table.insert(activityIds, sevenDay)
end
end
return activityIds
end
---关卡通关豪礼相关---
--根据当前关数 获取最近下一关卡橙色角色
function this.GetNextHeroInfo()
local allData={}
local heroData={}
--Log("当前通过关卡"..FightPointPassManager.lastPassFightId)
local startIndex=5001
local mainLevelEndId=ConfigManager.TryGetConfigDataByKey(ConfigName.MainLevelConfig,"NextLevel",-1).Id--最高关卡
local endIndex=this.GetConfigForValues(ConfigName.ActivityRewardConfig,mainLevelEndId).Id
--活动表处于开始结束索引之间的全部数据
for i = startIndex, endIndex do
local reward = ConfigManager.TryGetConfigData(ConfigName.ActivityRewardConfig,i)
if reward then
table.insert(allData, reward)
end
end
--输出ActivityRewardConfig里下一关的索引
local index
for i = 1, #allData do
if ConfigManager.GetConfigData(ConfigName.MainLevelConfig,FightPointPassManager.curOpenFight).SortId-1 < ConfigManager.GetConfigData(ConfigName.MainLevelConfig,allData[i].Values[1][1]).SortId then
index= this.GetConfigForValues(ConfigName.ActivityRewardConfig,allData[i].Values[1][1]).Id
break
end
end
--剩余数据
local residueData={}
for i = index, endIndex do
local reward = ConfigManager.TryGetConfigData(ConfigName.ActivityRewardConfig,i)
if reward then
table.insert(residueData, reward)
end
end
--剩余数据中将立绘数据存入
for i = 1, #residueData do
local itemData=ConfigManager.GetConfigData(ConfigName.ItemConfig,residueData[i].Reward[1][1])
if itemData.ItemType==1 and (itemData.Quantity==5 or itemData.Quantity==4)then --and allData[i].Reward[1][2]==1
table.insert(heroData,residueData[i])
end
end
if #heroData>0 then --如果有数据
return heroData[1].Reward[1][1],heroData[1].Values[1][1] --返回目标立绘id 关卡id
else
return #heroData,#heroData--如果没数据 返回0
end
end
--根据双重key的value锁定id value为2维数组目前没有这种接口
function this.GetConfigForValues(configName,pointId)
local data={}
for _, configInfo in ConfigPairs(ConfigManager.GetConfig(configName)) do
if configInfo.ActivityId == 3 and configInfo.Values[1][1] == pointId then
data = configInfo
break
end
end
return data
end
---------------------
--- 根据活动ID获取表格中相同活动ID第一项的数据
function this.GetActivityDataById(id)
for k, v in ConfigPairs(ActivityRewardConfig) do
if v and v.ActivityId == id then
return v
end
end
end
---剑影仙踪相关---
--获取剑影仙踪任务数据
function this.GetTaskData()
local taskList={}
local taskValue=0
local data= this.GetActivityTypeInfo(ActivityTypeDef.SupremeHero)
if not data then
return 0, taskList
end
table.sort(data.mission,function(a,b)
return a.missionId<b.missionId
end)
for i = 1, #data.mission do
table.insert(taskList,i, data.mission[i].state)
if data.mission[i].state >= 1 then
taskValue = taskValue + 1
end
end
return taskValue,taskList
end
--剑影仙踪红点检测 差一个通关完毕 符合要求的红点检测 点击领取红点未检测
function this.CheckSupremeHeroRedPoint()
if not ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.SupremeHero) then
return
end
local isOpen
local num,list= this.GetTaskData()
local complete=0 --任务是否完成
local receive=0 --任务是否领取
for i = 1, #list do
if list[i]>0 then
complete=complete+1
end
if list[i]==2 then
receive=receive+1
end
end
if complete<3 then--任务未完成
isOpen=PatFaceManager.isFirstLog==0 and not this.isFirstForSupremeHero
else
isOpen=receive<3
end
return isOpen
end
--获取活动剩余时间
function this.GetTaskRemainTime(activityType)
local remainTime = 0
remainTime =this.GetTaskEndTime(activityType)- this.GetTaskEndTime(activityType)
return remainTime
end
function this.GetRewardState()
local taskValue,missionData= this.GetTaskData()
local doneNum = 0
for i = 1, 3 do
if missionData[i] == 2 then
doneNum = doneNum + 1
end
end
local state = doneNum == 3 and 3 or 2
return state
end
----------------
-- 获取下一个每日奖励的时间
function this.GetNextOnlineRewardData()
for _, data in ipairs(this.onlineData) do
local state = this.onlineGetRewardState[data.Id]
if state ~= 1 then -- 如果不是已完成状态则返回数据
if state == 0 then
local curOnlineTime = GetTimeStamp() - ActivityGiftManager.cuOnLineTimestamp
local needTime = data.Values[1][1]*60
if curOnlineTime < needTime then
state = -1
end
end
return data, state
end
end
end
--达人获取id
function this.GetOpenExpertIdByActivityType(activityType)
local activityInfo = ActivityGiftManager.GetActivityTypeInfo(activityType)
if activityInfo then
return activityInfo.activityId
end
return 0
end
--------------------------------------------
--主动刷新 置本地数据
function this.RefreshAcitvityData(acitvityIds,fun)
NetManager.RefreshAcitvityData(acitvityIds,function (msg)
for i = 1, #msg.activityInfo do
if this.mission[msg.activityInfo[i].activityId] then
this.mission[msg.activityInfo[i].activityId].value = msg.activityInfo[i].value
for j = 1, #msg.activityInfo[i].mission do
for _, missionInfo in pairs(this.mission[msg.activityInfo[i].activityId].mission) do
if missionInfo.missionId == msg.activityInfo[i].mission[j].missionId then
missionInfo.state = msg.activityInfo[i].mission[j].state
missionInfo.progress = msg.activityInfo[i].mission[j].progress
--LogError("msg.activityInfo[i].mission[j] "..msg.activityInfo[i].mission[j].missionId.." "..msg.activityInfo[i].mission[j].progress)
end
end
end
end
end
if fun then fun() end
CheckRedPointStatus(RedPointType.Expert_UpLv)
end)
end
--获取活动已开启的时间
function this.GetCurrentDayNumber(type)
local DayActInfo = ActivityGiftManager.GetActivityTypeInfo(type)
local startTime = DayActInfo.startTime
local needDayNumber = math.ceil((GetTimeStamp() - startTime) / 86400)
return needDayNumber
end
--章节检测距离下次领奖还有几关
function this.GetRewardNeedLevel()
for i = 1, table.nums(this.chapterGetRewardState) do
for j, v in pairs(this.chapterGiftData) do
if (i == v.Sort) then
if FightPointPassManager.GetFightStateById(v.Values[1][1]) ~= FIGHT_POINT_STATE.PASS and this.chapterGetRewardState[v.Id] == 0 then
return this.mainLevelConfig[v.Values[1][1]].SortId - this.mainLevelConfig[FightPointPassManager.curOpenFight].SortId + 1
end
end
end
end
return 0
end
--开服福利排序
local OpenSeverWelfareSortTable = {
[0] = 1,
[1] = 0,
}
function this. OpenSeverWelfareRewardTabsSort(missions)
table.sort(missions,function(a,b)
if a.state == b.state then
return a.missionId < b.missionId
else
return OpenSeverWelfareSortTable[a.state] > OpenSeverWelfareSortTable[b.state]
end
end)
end
function this.GetTimeStartToEnd(type)
local info= ActivityGiftManager.GetActivityTypeInfo(type)
local startTime= this.GetTimeShow(info.startTime)
local endtime= this.GetTimeShow(info.endTime)
return startTime.."~"..endtime
end
---时间格式化接口
function this.GetTimeShow(data)
local year = math.floor(os.date("%Y", data))
local month = math.floor(os.date("%m", data))
local day = math.floor(os.date("%d", data))
local time = year .. "-" .. month .. "-" .. day
return time
end
return this

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: e8da346c6a03e8942bad3261076b5575
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -39,6 +39,10 @@ local tabs = {
default = "x_xianshishangshi_anniu_02", lock = "x_xianshishangshi_anniu_02", select = "x_xianshishangshi_anniu_01",
rpType = "",panelType = PanelType.Main,ActType = ActivityTypeDef.DynamicAct_TimeLimitShop
},
[9] = { --限时兑换
default = "r_xianshiduihuan_anniu_01", lock = "r_xianshiduihuan_anniu_01", select = "r_xianshiduihuan_anniu",
rpType = "",panelType = PanelType.Main,ActType = ActivityTypeDef.LimitExchange
},
}
local _PageInfo = {--后期可以做成tableInserticon名字都去读表
[1] = 1,
@ -49,6 +53,7 @@ local _PageInfo = {--后期可以做成tableInserticon名字都去读表
[6] = 4,
[7] = 5,
[8] = 6,
[9] = 7,
}
local TimeLimitedCall = require("Modules/DynamicActivity/TimeLimitedCall")
@ -57,6 +62,7 @@ local DynamicActPage=require("Modules/DynamicActivity/DynamicTaskPage")
local ZhenQiYiBaoPage=require("Modules/DynamicActivity/ZhenQiYiBaoPage")
local LeiJiChongZhiPage=require("Modules/DynamicActivity/LeiJiChongZhiPage")
local XianShiShangShi=require("Modules/DynamicActivity/XianShiShangShi")
local XianShiDuiHuan=require("Modules/Expert/ExChange")
--初始化组件(用于子类重写)
function DynamicActivityPanel:InitComponent()
@ -72,6 +78,7 @@ function DynamicActivityPanel:InitComponent()
[4] = ZhenQiYiBaoPage.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_4")),
[5] = LeiJiChongZhiPage.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_5")),
[6] = XianShiShangShi.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_6")),
[7] = XianShiDuiHuan.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_7")),
}
-- 上部货币显示
@ -142,9 +149,14 @@ function this.PageTabAdapter(tab, index, status)
else
tab.gameObject:SetActive(true)
end
--限时兑换特殊处理
if GlobalActConfig[id].Type == ActivityTypeDef.LimitExchange then
tab.gameObject:SetActive(GlobalActConfig[id].ShowArt ~= 1)
end
else
tab.gameObject:SetActive(false)
end
end
end
-- tab可用性检测

View File

@ -41,7 +41,7 @@ local activityType = {
},
--叱咤风云 限时召唤
[4303] = {
bg = "Bg3",
bg = "Bg2",
hero = {
[1]={name="Bg2/hero1",id=10006,hero="c_ccfy_kuang02"},
[2]={name="Bg2/hero3",id=10023,hero="c_ccfy_kuang03"},

View File

@ -121,10 +121,11 @@ function ExpeditionMainPanel:BindEvent()
ExpeditionManager.expeditionLeve = shotTiemeLevel[1]
self:RefreshManagerData()
end
-- 音效
SoundManager.PlaySound(SoundConfig.UI_dntg_cy)
--LogGreen("ExpeditionManager.expeditionLeve "..ExpeditionManager.expeditionLeve)
end)
Util.AddClick(self.UI_Effect_ChuanSongMen_JinSeBtn, function()
--LogGreen("UI_Effect_ChuanSongMen_JinSeBtn "..#shotTiemeLevel)
if #shotTiemeLevel > 1 then
MsgPanel.ShowTwo(Language[10497], function()
end, function()
@ -135,6 +136,8 @@ function ExpeditionMainPanel:BindEvent()
ExpeditionManager.expeditionLeve = shotTiemeLevel[1]
self:RefreshManagerData()
end
-- 音效
SoundManager.PlaySound(SoundConfig.Sound_dntg_cy)
--LogGreen("ExpeditionManager.expeditionLeve "..ExpeditionManager.expeditionLeve)
end)
BindRedPointObject(RedPointType.Expedition_Treasure, self.redPoint)
@ -655,7 +658,9 @@ function ExpeditionMainPanel:PlayerMoveFun()
--self.mask:SetActive(isPlayerMove)
SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true)
local timeNum = math.abs(oldPos.y - targetPos.y)/350--350/1s
--玩家行走
-- 音效
SoundManager.PlaySound(SoundConfig.Sound_dntg_qj)
--玩家行走
self.liveNode.transform:DOLocalMove(targetPos, timeNum, false):OnStart(function ()
end):OnComplete(function ()
--Log("行走完毕")

View File

@ -148,6 +148,14 @@ function ExChange:OnClose()
end
end
function ExChange:OnHide()
if this.liveNode then
poolManager:UnLoadLive(this.liveName, this.liveNode)
this.liveNode = nil
this.liveName = nil
end
end
--界面销毁时调用(用于子类重写)
function ExChange:OnDestroy()
itemList = {}

View File

@ -48,6 +48,7 @@ local GiftBuy = require("Modules/Expert/GiftBuy") --限时抢购
local diffMonsterBuyData = {}--异妖直购数据
local rechargeCommodityConfig
local GlobalActivityConfig = ConfigManager.GetConfig(ConfigName.GlobalActivity)
local cursortingOrder
@ -584,8 +585,12 @@ function ExpertPanel:SetOpenActiveBtn()
end
end
--限时兑换
local num = 1
local LimitExchange = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.LimitExchange)
if LimitExchange then
if ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.LimitExchange) then
num = GlobalActivityConfig[ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.LimitExchange)].ShowArt
end
if LimitExchange and num == 1 then
if LimitExchange.endTime - GetTimeStamp() <= 0 then
tabBtns[ExperType.ExChange]:SetActive(false)
else

View File

@ -86,6 +86,7 @@ function FindTreasureDispatchPanel:BindEvent()
--Log("curSelectHeroIdsTab "..curSelectHeroIdsTab[i])
--end
NetManager.FindTreasureMissingRoomSendHeroRequest(missionData.missionId,curSelectHeroIdsTab,function()
SoundManager.PlaySound(SoundConfig.Sound_tgxb_pq)
TaskManager.RefreshFindTreasureHerosData(missionData.missionId,curSelectHeroIdsTab,conFigData.WasteTime)
Game.GlobalEvent:DispatchEvent(GameEvent.FindTreasure.RefreshFindTreasure,false)
self:ClosePanel()

View File

@ -62,6 +62,7 @@ end
function FirstRechargePanel:BindEvent()
Util.AddClick(self.closeBtn, function()
self:ClosePanel()
SoundManager.PlayMusic(SoundConfig.BGM_Main)
end)
Util.AddClick(self.reChargeBtn, function()
self:OnRechargeBtnClicked()
@ -107,6 +108,9 @@ function FirstRechargePanel:OnSortingOrderChange()
end
local fun = nil
function FirstRechargePanel:OnOpen(context,_fun)
-- 音效
SoundManager.PlaySound(SoundConfig.Sound_schl)
SoundManager.PlayMusic(SoundConfig.Sound_schl_loop)
context = context and context or {}
self.selectTabIndex = context.tabIndex and context.tabIndex or 1
-- self:SetOncePart()

View File

@ -73,6 +73,8 @@ function LuckyCat:BindEvent()
UIManager.OpenPanel(UIName.MainRechargePanel, 1)
else
if (haveItemNum >= costItemNum) then
-- 音效
SoundManager.PlaySound(SoundConfig.Sound_lhj)
LuckyCatManager.GetLuckyCatRequest()
else
--PopupTipPanel.ShowTip("道具不足")

View File

@ -546,6 +546,8 @@ function this.TurnEffectReset(turnSpeed,isStop,pos,func)
end
end
end
-- 音效
SoundManager.PlaySound(SoundConfig.Sound_xytb)
this.itemEffectIcon[curTurnPos]:SetActive(true)
curTurnPos=curTurnPos+1
end,turnSpeed,-1,true)

View File

@ -503,6 +503,8 @@ function this.OnMapOut(outType)
-- this.BackToCarbonPanel()
-- MapManager.Mapping = false
else --换层或者换地图
-- 音效
SoundManager.PlaySound(SoundConfig.Sound_xyc)
this.ChangeMapByType()
end

View File

@ -17,6 +17,8 @@ end
function this.Show()
this.root:SetActive(true)
Util.AddOnceClick(this.startDrawBtn,function()
-- 音效
SoundManager.PlaySound(SoundConfig.Sound_lhj)
this.startDrawBtn:GetComponent("Button").interactable = false
this.OnRefreshItemNumShow(this.gameId)
end)

View File

@ -113,6 +113,8 @@ function this.tableTurnEffect(speed,itemId)
end
local redNext = Util.GetGameObject(this.itemsList[index+1],"Red")
redNext:SetActive(true)
-- 音效
SoundManager.PlaySound(SoundConfig.Sound_zd)
index = index + 1
--检测最后的奖励
if itemId and id == this.TrialGameConfig[this.list[index]].RewardID and num == this.TrialGameConfig[this.list[index]].Max then

View File

@ -10,6 +10,7 @@ local itemList = {}
local curAllData = {}
local achievementConfig = ConfigManager.GetConfig(ConfigName.AchievementConfig)
local itemGrid = {}
local isPlayAnim = true
function this:InitComponent(gameObject)
this.rewardPre = Util.GetGameObject(gameObject, "rewardPre")
local v = Util.GetGameObject(gameObject, "rect"):GetComponent("RectTransform").rect
@ -29,6 +30,7 @@ function this:RemoveListener()
end
function this:OnShow(_parent,...)
isPlayAnim = true
parent=_parent
sortingOrder = _parent.sortingOrder
--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
@ -55,11 +57,20 @@ function this.OnShowPanelData()
this.ScrollView:SetData(AllData, function (index, go)
this.SingleDataShow(go, AllData[index])
end)
if isPlayAnim then
SecTorPlayAnimByScroll(this.ScrollView)
isPlayAnim = false
end
end
function this.SingleDataShow(go,rewardData)
local activityRewardGo = go
activityRewardGo:SetActive(true)
if isPlayAnim then
activityRewardGo:SetActive(false)
else
activityRewardGo:SetActive(true)
end
local sConFigData = achievementConfig[rewardData.missionId]
local titleText = Util.GetGameObject(activityRewardGo, "titleImage/titleText"):GetComponent("Text")
titleText.text = sConFigData.ContentsShow

View File

@ -23,6 +23,7 @@ local allMissionDailyPres = {}
local allMissionDailyItemPres = {}
local allMissionDailyBoxItemPres = {}
local myGo
local isPlayAnim = true
function this:InitComponent(gameObject)
myGo = gameObject
this.rectMask=Util.GetGameObject(gameObject,"rect"):GetComponent("Image")
@ -69,6 +70,7 @@ function this:RemoveListener()
end
function this:OnShow(_parent,...)
isPlayAnim = true
parent=_parent
sortingOrder = _parent.sortingOrder
--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
@ -94,13 +96,13 @@ function this.OnShowData()
dailyTasksConfig=ConfigManager.GetConfig(ConfigName.DailyTasksConfig)
curDailyMissionData = {}
curDailyMissionBoxData = {}
for i, v in pairs(TaskManager.GetTypeTaskList(TaskTypeDef.DayTask)) do
for i, v in pairs(TaskManager.GetTypeTaskList(TaskTypeDef.DayTask)) do
if v.missionId < 10000 then
if dailyTasksConfig[v.missionId].OpenLevel or ActTimeCtrlManager.SingleFuncState(dailyTasksConfig[v.missionId].OpenLevel) then
if dailyTasksConfig[v.missionId].OpenLevel then
table.insert(curDailyMissionData,v)
end
else
if dailyTasksConfig[v.missionId].OpenLevel or ActTimeCtrlManager.SingleFuncState(dailyTasksConfig[v.missionId].OpenLevel) then
if dailyTasksConfig[v.missionId].OpenLevel then
table.insert(curDailyMissionBoxData,v)
end
end
@ -115,8 +117,13 @@ function this.OnShowData()
local AllData = TaskManager.GetTypeTaskList(TaskTypeDef.Achievement)
this.ScrollView:SetData(curDailyMissionData, function (index, go)
this.SingleMissionDatasDataShow(go,curDailyMissionData[index])
end)
end)
this.SetDailyMissionBox(curDailyMissionBoxData)
if isPlayAnim then
SecTorPlayAnimByScroll(this.ScrollView)
isPlayAnim = false
end
end
function this.SingleMissionDatasDataShow(_go,_missionData)
@ -133,7 +140,11 @@ function this.SingleMissionDatasDataShow(_go,_missionData)
table.insert(reward,{reward = {missionConfigData.MazePoint[i][1],missionConfigData.MazePoint[i][2]},type = 2})
end
end
_go:SetActive(true)
if isPlayAnim then
_go:SetActive(false)
else
_go:SetActive(true)
end
local titleText = Util.GetGameObject(_go, "titleImage/titleText"):GetComponent("Text")
titleText.text =string.format(missionConfigData.Desc,missionConfigData.Values[2][1])
local itemGroup = Util.GetGameObject(_go, "content")
@ -146,7 +157,6 @@ function this.SingleMissionDatasDataShow(_go,_missionData)
this.NoviceItemList[_go][i] = SubUIManager.Open(SubUIConfig.ItemView, itemGroup.transform)
end
this.NoviceItemList[_go][i].gameObject:SetActive(false)
end
local show
for i = 1, #reward do
@ -207,12 +217,13 @@ function this.SetDailyMissionBox(_missionDatas)
local curGetRewardNum=0
for i, v in pairs(curDailyMissionBoxData) do
for i, v in ipairs(curDailyMissionBoxData) do
--LogGreen("v.missionId "..v.missionId.." "..v.progress)
if v.progress > curGetRewardNum then
curGetRewardNum = v.progress
end
end
--LogGreen("#_missionDatas:"..#_missionDatas)
this.progressBottom.fillAmount=curGetRewardNum/dailyTasksConfig[_missionDatas[#_missionDatas].missionId].Values[2][1]
this.totalPro.text= Language[11361]..curGetRewardNum--.."/"..LengthOfTable(curDailyMissionData)
for i, v in pairs(_missionDatas) do

View File

@ -8,6 +8,7 @@ local sortingOrder=0
local curScore = 0--当前分数
local treasureState = 0
local itemsList={}
local isPlayAnim = true
function this:InitComponent(gameObject)
--topBar/btnBack
this.gameObject = gameObject
@ -59,17 +60,18 @@ end
function this:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.TreasureOfHeaven.BuyQinglongSerectLevelSuccess, this.refresh)
Game.GlobalEvent:AddEvent(GameEvent.TreasureOfHeaven.RechargeQinglongSerectSuccess, this.refresh)
Game.GlobalEvent:AddEvent(GameEvent.Activity.OnActivityOpenOrClose,this.CloseFunction)
Game.GlobalEvent:AddEvent(GameEvent.Activity.OnActivityOpenOrClose,this.Closefunction)
Game.GlobalEvent:AddEvent(GameEvent.MoneyPay.OnPayResultSuccess, this.refresh)
end
function this:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.TreasureOfHeaven.BuyQinglongSerectLevelSuccess, this.refresh)
Game.GlobalEvent:RemoveEvent(GameEvent.TreasureOfHeaven.RechargeQinglongSerectSuccess, this.refresh)
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnActivityOpenOrClose,this.CloseFunction)
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnActivityOpenOrClose,this.Closefunction)
Game.GlobalEvent:RemoveEvent(GameEvent.MoneyPay.OnPayResultSuccess, this.refresh)
end
this.Closefunction = function()
isPlayAnim = true
Timer.New(function()
if not ActivityGiftManager.GetActivityOpenStatus(ActivityTypeDef.TreasureOfSomeBody) then
PopupTipPanel.ShowTip(Language[12320])
@ -81,6 +83,7 @@ this.Closefunction = function()
end,1):Start()
end
function this:OnShow(_parent,...)
isPlayAnim = true
parent=_parent
sortingOrder = _parent.sortingOrder
if not ActivityGiftManager.GetActivityOpenStatus(ActivityTypeDef.TreasureOfSomeBody) then
@ -189,30 +192,20 @@ function this:showTaskList()
this.ScrollView:SetData(rewardData,function(index, rewardItem)
this:SingleTask(rewardItem, rewardData[index])
end)
-- --定位打开界面时位置
-- local t = 0
-- if treasureState == 0 then
-- for i = 1, #rewardStateData do
-- if rewardStateData[i].state == 0 then
-- t = i
-- break
-- end
-- end
-- elseif treasureState == 1 then
-- for i = 1, #rewardStateData do
-- if rewardStateData[i].state == 1 or rewardStateData[i].state == 0 then
-- t = i
-- breakPopupTipPanel
-- end
-- end
-- end
--this.ScrollView:SetIndex(t-2)
if isPlayAnim then
SecTorPlayAnimByScroll(this.ScrollView)
isPlayAnim = false
end
end
--单个任务
function this:SingleTask(rewardItem, rewardSingleData)
if isPlayAnim then
rewardItem:SetActive(false)
else
rewardItem:SetActive(true)
end
local scoreLevel = Util.GetGameObject(rewardItem, "scoreLevel"):GetComponent("Text")
local box1 = Util.GetGameObject(rewardItem, "box1")
local box2 = Util.GetGameObject(rewardItem, "box2")
@ -237,7 +230,7 @@ function this:SingleTask(rewardItem, rewardSingleData)
else
itemsList[rewardItem][i].gameObject.transform:SetParent(box2.transform)
end
itemsList[rewardItem][i].gameObject:GetComponent("RectTransform").localPosition = Vector3.zero
itemsList[rewardItem][i].gameObject:GetComponent("RectTransform").localPosition = Vector3.zero
itemsList[rewardItem][i].gameObject:SetActive(true)
itemsList[rewardItem][i]:OnOpen(false, rewardSingleData.Reward[i].item, 0.8, false)
else

View File

@ -6,6 +6,7 @@ local parent
local sortingOrder=0
local curType = 1
local treasureState
local isPlayAnim = true
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
function this:InitComponent(gameObject)
this.gameObject = gameObject
@ -98,6 +99,7 @@ this.Closefunction = function()
end
function this:OnShow(_parent,...)
isPlayAnim = true
parent=_parent
sortingOrder = _parent.sortingOrder
if not ActivityGiftManager.GetActivityOpenStatus(ActivityTypeDef.TreasureOfSomeBody) then
@ -190,6 +192,11 @@ function this:showTaskList(type)
this.ScrollView:SetData(rewardData,function(index, rewardItem)
this:SingleTask(rewardItem, rewardData[index])
end)
if isPlayAnim then
SecTorPlayAnimByScroll(this.ScrollView)
isPlayAnim = false
end
end
local type={
[0]={sprite = "s_slbz_1anniuhuangse",text = Language[10023]},
@ -199,7 +206,11 @@ local type={
--单个任务
function this:SingleTask(go, rewardSingleData)
local activityRewardGo = go
activityRewardGo:SetActive(true)
if isPlayAnim then
activityRewardGo:SetActive(false)
else
activityRewardGo:SetActive(true)
end
local sConFigData = rewardSingleData
local strs = string.split(sConFigData.show)
local titleText = Util.GetGameObject(activityRewardGo, "content"):GetComponent("Text")

View File

@ -108,6 +108,7 @@ function SupremeHeroPopup:BindEvent()
Util.AddClick(this.backBtn,function()
if not canClose then return end
self:ClosePanel()
SoundManager.PlayMusic(SoundConfig.BGM_Main)
end)
--完成按钮
Util.AddClick(this.doneBtn,function()
@ -162,6 +163,9 @@ end
local fun = nil
function SupremeHeroPopup:OnOpen(_fun)
fun = _fun
-- 音效
SoundManager.PlaySound(SoundConfig.Sound_tsjl)
SoundManager.PlayMusic(SoundConfig.Sound_tsjl_loop)
end
function SupremeHeroPopup:OnShow()

View File

@ -44,6 +44,7 @@ function this:BindEvent()
else
NetManager.RequestUseBomb(function (msg)--请求使用炸弹
MapTrialManager.bombUsed = MapTrialManager.bombUsed + 1
SoundManager.PlaySound(SoundConfig.Sound_zd)
parent:ClosePanel()
UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1,function()
MapTrialManager.UpdatePowerValue(msg.essenceValue)

View File

@ -66,6 +66,7 @@ function this:BindEvent()
return
end
NetManager.UseAddHpItemRequest(selectHeroDid,function()
SoundManager.PlaySound(SoundConfig.Sound_hcs)
PopupTipPanel.ShowTip(string.format(Language[11654],itemConfig[itemId].Name))
MapManager.addHpCount=MapManager.addHpCount+1
curHeroHp=curHeroHp+5000 --5000增加的血量也是要配表的

View File

@ -148,6 +148,9 @@ function ElementDrawCardPanel:BindEvent()
-- this.getCardPanel5:SetActive(false)
this.getCardPanel1:GetComponent("PlayFlyAnim"):PlayAnim(true)
this.effect:SetActive(true)
-- 音效
SoundManager.PlaySound(SoundConfig.Sound_syz)
SoundManager.PlayMusic(SoundConfig.Sound_syz_loop)
end)
Util.AddClick(this.itemBtn2, function ()
this.getCardPanel1:SetActive(false)
@ -157,6 +160,9 @@ function ElementDrawCardPanel:BindEvent()
-- this.getCardPanel5:SetActive(false)
this.getCardPanel2:GetComponent("PlayFlyAnim"):PlayAnim(true)
this.effect:SetActive(true)
-- 音效
SoundManager.PlaySound(SoundConfig.Sound_syz)
SoundManager.PlayMusic(SoundConfig.Sound_syz_loop)
end)
Util.AddClick(this.itemBtn3, function ()
this.getCardPanel1:SetActive(false)
@ -166,6 +172,9 @@ function ElementDrawCardPanel:BindEvent()
-- this.getCardPanel5:SetActive(false)
this.getCardPanel3:GetComponent("PlayFlyAnim"):PlayAnim(true)
this.effect:SetActive(true)
-- 音效
SoundManager.PlaySound(SoundConfig.Sound_syz)
SoundManager.PlayMusic(SoundConfig.Sound_syz_loop)
end)
Util.AddClick(this.itemBtn4, function ()
this.getCardPanel1:SetActive(false)
@ -175,6 +184,9 @@ function ElementDrawCardPanel:BindEvent()
-- this.getCardPanel5:SetActive(false)
this.getCardPanel4:GetComponent("PlayFlyAnim"):PlayAnim(true)
this.effect:SetActive(true)
-- 音效
SoundManager.PlaySound(SoundConfig.Sound_syz)
SoundManager.PlayMusic(SoundConfig.Sound_syz_loop)
end)
-- Util.AddClick(this.itemBtn5, function ()
-- this.getCardPanel1:SetActive(false)
@ -189,18 +201,22 @@ function ElementDrawCardPanel:BindEvent()
Util.AddClick(this.getCardPanelBtnBack1, function ()
this.getCardPanel1:SetActive(false)
this.effect:SetActive(false)
SoundManager.PlayMusic(SoundConfig.BGM_Main)
end)
Util.AddClick(this.getCardPanelBtnBack2, function ()
this.getCardPanel2:SetActive(false)
this.effect:SetActive(false)
SoundManager.PlayMusic(SoundConfig.BGM_Main)
end)
Util.AddClick(this.getCardPanelBtnBack3, function ()
this.getCardPanel3:SetActive(false)
this.effect:SetActive(false)
SoundManager.PlayMusic(SoundConfig.BGM_Main)
end)
Util.AddClick(this.getCardPanelBtnBack4, function ()
this.getCardPanel4:SetActive(false)
this.effect:SetActive(false)
SoundManager.PlayMusic(SoundConfig.BGM_Main)
end)
-- Util.AddClick(this.getCardPanelBtnBack5, function ()
-- this.getCardPanel5:SetActive(false)

View File

@ -111,6 +111,8 @@ end
--界面打开时调用(用于子类重写)
function this:OnOpen(_fun)
fun = _fun
-- 音效
SoundManager.PlaySound(SoundConfig.Sound_mrhl)
end
--获取(自己拼凑)礼包数据