主题活动修改提交

(cherry picked from commit 0b5177748b)
dev_chengFeng
jiaoyangna 2021-05-11 14:59:41 +08:00
parent 06fb7e218f
commit 5817146b6f
11 changed files with 738 additions and 114 deletions

View File

@ -1012,6 +1012,7 @@ JumpType = {
ZhuTiHuoDong = 20000,
QianKunShangDian = 20044, --乾坤商店
SheJiDaDianShangDian = 20060, --社稷大典商店
XinJiangLaiXiShangDian = 20200, --社稷大典商店
}
YaoHunFrame = {
--[6] = "r_tongyong_yaohunkuang002",

View File

@ -161,7 +161,7 @@ function QianKunBox:refreshBtnShow()
Util.AddOnceClick(m.btn,function()
if not isFree then
if BagManager.GetItemCountById(itemId)<d[2] then
if BagManager.GetItemCountById(itemId) < itemNum then
PopupTipPanel.ShowTip(itemConfig[itemId].Name.."数量不足!")
return
end
@ -188,7 +188,7 @@ function QianKunBox:Recruit(recrutType,recrutId,uiName)
end
RecruitManager.RecruitRequest(recrutId, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(self.maxtimesId,recrutType)--记录抽卡次数
UIManager.OpenPanel(uiName, msg.drop.Hero[1],recrutId,{RecruitType.QianKunBoxTen,RecruitType.QianKunBoxTen})
UIManager.OpenPanel(uiName, msg.drop,recrutId,{RecruitType.QianKunBoxTen,RecruitType.QianKunBoxTen})
CheckRedPointStatus(RedPointType.QianKunBox)
end,self.freeTimesId)
end

View File

@ -46,7 +46,7 @@ function ShengYiTianJiang:BindEvent()
end
function ShengYiTianJiang:RechargeSuccessFunc(id)
FirstRechargeManager.RefreshAccumRechargeValue(id)
self.OnShowData()
self:OnShowData()
end
--添加事件监听(用于子类重写)
function ShengYiTianJiang:AddListener()

View File

@ -70,17 +70,6 @@ function TimeLimitedCall:BindEvent()
Util.AddClick(self.btnActivity, function()
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.RecrutDetail,self.actConfig.HelpId,self.actType,PRE_REWARD_POOL_TYPE.TIME_LIMITED_UP,PRE_REWARD_POOL_TYPE.TIME_LIMITED)
end)
-- Util.AddClick(self.btnRewardBtn, function()
-- local fb = ConfigManager.GetConfigData(ConfigName.FakeBattle, 1001)
-- local testFightData = {
-- fightData = loadstring("return "..fb.FightData)(),
-- fightSeed = fb.TimeSeed,
-- fightType = 0,
-- maxRound = 20
-- }
-- UIManager.OpenPanel(UIName.BattlePanel, testFightData, BATTLE_TYPE.Test)
-- end)
end
--添加事件监听(用于子类重写)
@ -123,14 +112,25 @@ function TimeLimitedCall:OnShow(_sortingOrder)
for k,v in ipairs(self.bgs) do
v.bg.gameObject:SetActive(false)
end
self.bgs[self.actConfig.UIName[2]].bg.gameObject:SetActive(true)
self.bgs[self.actConfig.UIName[2]].title.sprite = Util.LoadSprite(self.actConfig.Icon[6])
self.bgs[self.actConfig.UIName[2]].title:SetNativeSize()
local array = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySetting,"ActivityId",self.actId)
self.singleRecruit = array[1]
self.tenRecruit = array[2]
self.freeTimesId=self.singleRecruit.FreeTimes
self.maxtimesId=self.singleRecruit.MaxTimes
self:RefreshHeroData()
self:RefreshGetHeroTimes()
self:TimeCountDown()
self:RefreshNextLevelReward()
end
function TimeLimitedCall:RefreshHeroData()
for k,v in ipairs(self.bgs) do
v.bg.gameObject:SetActive(false)
end
self.bgs[self.actConfig.UIName[2]].bg.gameObject:SetActive(true)
self.bgs[self.actConfig.UIName[2]].title.sprite = Util.LoadSprite(self.actConfig.Icon[6])
self.bgs[self.actConfig.UIName[2]].title:SetNativeSize()
self.UpHero = RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.TIME_LIMITED_UP)
table.sort(self.UpHero,function(a,b)
return a.Id < b.Id
@ -145,10 +145,6 @@ function TimeLimitedCall:OnShow(_sortingOrder)
UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, m.Reward[1], 5)
end)
end
self:RefreshGetHeroTimes()
self:TimeCountDown()
self:RefreshNextLevelReward()
end
--刷新剩余次数
@ -226,7 +222,11 @@ function TimeLimitedCall:Recruit(recrutType,recrutId,bType)
end
RecruitManager.RecruitRequest(recrutId, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(self.maxtimesId,recrutType)--记录抽卡次数
UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero[1],recrutId,bType,{RecruitType.TimeLimitSingle,RecruitType.TimeLimitTen})
if bType == 1 then
UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero[1],recrutId,bType,{RecruitType.TimeLimitSingle,RecruitType.TimeLimitTen})
else
UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero,recrutId,bType,{RecruitType.TimeLimitSingle,RecruitType.TimeLimitTen})
end
CheckRedPointStatus(RedPointType.TimeLimited)
end,self.freeTimesId)
end

View File

@ -1,10 +1,5 @@
local XinJiangLaiXi = {}
local allData={}
local itemsGrid = {}--item重复利用
local sortingOrder = 0
local parent = {}
self.LiveObj = nil
function XinJiangLaiXi:New(gameObject)
local b = {}
@ -35,6 +30,9 @@ function XinJiangLaiXi:InitComponent()
self.shop = Util.GetGameObject(self.gameObject,"shop")
self.shopBack = Util.GetGameObject(self.shop,"shopBack/btnBack")
self.content = Util.GetGameObject(self.shop,"content")
self.allData={}
self.itemsGrid = {}--item重复利用
end
--绑定事件(用于子类重写)
@ -45,7 +43,7 @@ function XinJiangLaiXi:BindEvent()
Util.AddClick(self.addBtn, function()
--购买特权
if allData.buyTime > 0 then
if self.allData.buyTime > 0 then
local costId, finalNum, oriCostNum = ShopManager.calculateBuyCost(SHOP_TYPE.FUNCTION_SHOP,10036, 1)
local itemName = ConfigManager.GetConfigData(ConfigName.ItemConfig,costId).Name
MsgPanel.ShowTwo(string.format( Language[10516],finalNum,GetLanguageStrById(itemName)), nil, function()
@ -53,7 +51,7 @@ function XinJiangLaiXi:BindEvent()
ShopManager.RequestBuyShopItem(SHOP_TYPE.FUNCTION_SHOP,10036,1,function()
PopupTipPanel.ShowTip(Language[10517])
PrivilegeManager.RefreshPrivilegeUsedTimes(2013, 1)--更新特权
XinJiangLaiXi:Refresh()
self:Refresh()
end)
end)
else
@ -63,19 +61,19 @@ function XinJiangLaiXi:BindEvent()
Util.AddClick(self.fightBtn,function()
--开始战斗
if allData.fightTime > 0 then
NetManager.NewGeneralAttackRequest(allData.activityId,2012,function(msg)
if self.allData.fightTime > 0 then
NetManager.NewGeneralAttackRequest(self.allData.activityId,2012,function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(2012, 1)--更新特权
local fightData = BattleManager.GetBattleServerData(msg,0)
UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.XINJIANG,function ()
UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1,function ()
this:Refresh()
self:Refresh()
end)
end)
end)
else
--购买特权
if allData.buyTime > 0 then
if self.allData.buyTime > 0 then
local costId, finalNum, oriCostNum = ShopManager.calculateBuyCost(SHOP_TYPE.FUNCTION_SHOP,10036, 1)
local itemName = ConfigManager.GetConfigData(ConfigName.ItemConfig,costId).Name
MsgPanel.ShowTwo(string.format( Language[10516],finalNum,itemName), nil, function()
@ -83,7 +81,7 @@ function XinJiangLaiXi:BindEvent()
ShopManager.RequestBuyShopItem(SHOP_TYPE.FUNCTION_SHOP,10036,1,function()
PopupTipPanel.ShowTip(Language[10517])
PrivilegeManager.RefreshPrivilegeUsedTimes(2013, 1)--更新特权
XinJiangLaiXi:Refresh()
self:Refresh()
end)
end)
else
@ -93,20 +91,7 @@ function XinJiangLaiXi:BindEvent()
end)
Util.AddClick(self.storeBtn,function()
self.shop:SetActive(true)
self.btnBack:SetActive(false)
self.tabList:SetActive(false)
self.bottomBar:SetActive(false)
this:StoreShow()--商店
end)
Util.AddClick(self.shopBack,function()
self.shop:SetActive(false)
self.btnBack:SetActive(true)
self.tabList:SetActive(true)
self.bottomBar:SetActive(true)
parent.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
XinJiangLaiXi:Refresh()
JumpManager.GoJump(40019)
end)
end
@ -119,55 +104,56 @@ function XinJiangLaiXi:RemoveListener()
end
--界面打开时调用(用于子类重写)
function XinJiangLaiXi:OnOpen()
function XinJiangLaiXi:OnOpen(_activityConfig,_index,parent)
self.actConfig = _activityConfig
self.pageIndex = _index
self.parent = parent
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function XinJiangLaiXi:OnShow(_sortingOrder,_parent)
local actId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.XinJiangLaiXi)
if not actId or actId <= 0 then return end
parent = _parent
sortingOrder = _sortingOrder
XinJiangLaiXi:Refresh()
end
function XinJiangLaiXi:Refresh()
CheckRedPointStatus(RedPointType.XinJiangLaiXi)
allData = DynamicActivityManager.XinJiangBuildData()
self.allData = DynamicActivityManager.XinJiangBuildData()
XinJiangLaiXi:OnShowData()
XinJiangLaiXi:SetTime()
end
function XinJiangLaiXi:OnShowData()
self.shop:SetActive(false)
if not itemsGrid then
itemsGrid = {}
if not self.itemsGrid then
self.itemsGrid = {}
end
for k,v in ipairs(itemsGrid) do
for k,v in ipairs(self.itemsGrid) do
v.gameObject:SetActive(false)
end
for i = 1,#allData.reward do
if not itemsGrid[i] then
itemsGrid[i] = SubUIManager.Open(SubUIConfig.ItemView,self.scrollItem.transform)
for i = 1,#self.allData.reward do
if not self.itemsGrid[i] then
self.itemsGrid[i] = SubUIManager.Open(SubUIConfig.ItemView,self.scrollItem.transform)
end
itemsGrid[i].gameObject:SetActive(true)
itemsGrid[i]:OnOpen(false, allData.reward[i], 1,false,false,false,sortingOrder)
self.itemsGrid[i].gameObject:SetActive(true)
self.itemsGrid[i]:OnOpen(false, self.allData.reward[i], 1,false,false,false,sortingOrder)
end
if self.LiveObj then
poolManager:UnLoadLive(self.LiveObj.name,self.LiveObj)
self.LiveObj = nil
end
local configData = ConfigManager.GetConfigData(ConfigName.NewHeroConfig,allData.activityId)
local configData = ConfigManager.GetConfigData(ConfigName.NewHeroConfig,self.allData.activityId)
local HeroId = configData.HeroId
local imgName = GetResourcePath(ConfigManager.GetConfigData(ConfigName.HeroConfig,HeroId).Live)
self.LiveObj = poolManager:LoadLive(imgName,self.liveRoot.transform, Vector3.one*configData.Size[1], Vector2.New(configData.Size[2],configData.Size[3]))
self.tip1.text = Language[10520].."<color=#6BC74D>"..allData.fightTime.."</color>"
self.tip2.text = Language[10521].."<color=#6BC74D>"..allData.buyTime.."</color>"
self.money.text = allData.money
self.tip1.text = Language[10520].."<color=#6BC74D>"..self.allData.fightTime.."</color>"
self.tip2.text = Language[10521].."<color=#6BC74D>"..self.allData.buyTime.."</color>"
self.money.text = self.allData.money
end
function XinJiangLaiXi:SetTime()
@ -175,14 +161,14 @@ function XinJiangLaiXi:SetTime()
self.timer:Stop()
self.timer = nil
end
local timeDown = allData.endTime - GetTimeStamp()
local timeDown = self.allData.endTime - GetTimeStamp()
self.time.text = Language[10470]..TimeToFelaxible(timeDown)
self.timer = Timer.New(function()
timeDown = timeDown - 1
if timeDown < 1 then
self.timer:Stop()
self.timer = nil
parent:ClosePanel()
self.parent:ClosePanel()
return
end
self.time.text = Language[10470]..TimeToFelaxible(timeDown)
@ -195,15 +181,6 @@ function XinJiangLaiXi:OnOpen()
end
--商店
function XinJiangLaiXi:StoreShow()
if not self.shopView then
self.shopView = SubUIManager.Open(SubUIConfig.ShopView, self.content.transform)
end
self.shopView:ShowShop(SHOP_TYPE.XINJIANG_SHOP,sortingOrder)
parent.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.XinJiangLaiXi })
end
function XinJiangLaiXi:OnClose()
end
@ -219,7 +196,7 @@ function XinJiangLaiXi:OnDestroy()
self.LiveObj = nil
end
sortingOrder = 0
itemsGrid = {}
self.itemsGrid = {}
end
function XinJiangLaiXi:OnHide()

View File

@ -224,7 +224,7 @@ function YiJingBaoKu:AddBackToFrontClick()
else
Util.GetGameObject(self._itemsList[18],"front"):GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 0, 0))
end
YiJingBaoKu:Refresh()
self:Refresh()
end
end)
end)

View File

@ -50,7 +50,7 @@ function this:OnShow(_parent,...)
sortingOrder = _parent.sortingOrder
local args = {...}
local helpType = args[1]
local str=ConfigManager.TryGetConfigData(ConfigName.QAConfig,helpType).content
local str = ConfigManager.TryGetConfigData(ConfigName.QAConfig,helpType).content
str = string.gsub(str,"{","<color=#D48A07>")
str = string.gsub(str,"}","</color>")
str = string.gsub(str,"|","\n")--换行
@ -60,45 +60,58 @@ function this:OnShow(_parent,...)
local str2 = ActivityGiftManager.GetTimeStartToEnd(activityType)
this.time.text="概率有效期:"..str2
local poolUpType = args[3]
local poolUpType = args[3] or 0
local poolType = args[4] or 0
LogGreen("poolUpType:"..poolUpType.." poolType:"..poolType)
local UpItemList=RecruitManager.GetRewardPreviewData(poolUpType)
local itemList = RecruitManager.GetRewardPreviewData(poolType)
local rateList = this:BuildRateData(activityType,itemList,UpItemList)
this:ReFreshUpItem(UpItemList,rateList)
local _upRateList,rateList = this:BuildRateData(activityType,itemList,UpItemList)
this:ReFreshUpItem(UpItemList,_upRateList)
end
function this:ReFreshUpItem(UpItem,rateList)
local rewardData,showData,curScore = DynamicActivityManager.RecrutDetailData(activityType)
if(not this.listUpPre) then
this.listUpPre={}
end
for k,v in ipairs(this.listUpPre) do
v.gameObject:SetActive(false)
end
local index = 0
for n,m in ipairs(UpItem) do
if m then
if not this.listUpPre[n] then
this.listUpPre[n] = SubUIManager.Open(SubUIConfig.ItemView,this.itemGrid.transform)
for k,v in ipairs(rateList) do
if m.Reward[1] == v.id then
index = index + 1
if not this.listUpPre[index] then
this.listUpPre[index] = SubUIManager.Open(SubUIConfig.ItemView,this.itemGrid.transform)
end
this.listUpPre[index]:OnOpen(false, {m.Reward[1], m.Reward[2]}, 1.1, true)
this.listUpPre[index].name:GetComponent("Text").text="<color=#EDB64C>"..string.format("%.2f", (v.value/100000)*100) .."%</color>"
this.listUpPre[index].gameObject:SetActive(true)
end
this.listUpPre[n]:OnOpen(false, {m.Reward[1], m.Reward[2]}, 1.1, true)
this.listUpPre[n].name:GetComponent("Text").text="<color=#EDB64C>"..string.format("%.2f", (rateList[n].value/100000)*100) .."%</color>"
this.listUpPre[n].gameObject:SetActive(true)
end
end
end
function this:BuildRateData(actType,UpItem,upItemList)
local rateList = {}
local _rateList = {}
local _upRateList = {}
if actType == ActivityTypeDef.FindFairy then
_rateList = this:ReculateUpHeroRate(UpItem,upItemList,"5星UP!",ConfigName.HeroConfig)
rateList = this:RefreshHeroRate(UpItem,_rateList)
_upRateList = this:ReculateUpHeroRate(UpItem,upItemList,"5星UP!",ConfigName.HeroConfig)
rateList = this:RefreshHeroRate(UpItem,_upRateList)
elseif actType == ActivityTypeDef.QianKunBox then
_rateList = this:ReculateUpHeroRate(UpItem,upItemList,"魂印UP!",ConfigName.EquipConfig)
rateList = this:RefreshSoulRate(UpItem,_rateList)
_upRateList = this:ReculateUpHeroRate(UpItem,upItemList,"魂印UP!",ConfigName.EquipConfig)
rateList = this:RefreshSoulRate(UpItem,_upRateList)
elseif actType == ActivityTypeDef.LingShouBaoGe then
rateList = this:RefreshMonsterRate(UpItem,upItemList,"灵兽UP!",ConfigName.SpiritAnimal)
local rewardData,showData,curScore = DynamicActivityManager.RecrutDetailData(activityType)
for n,m in ipairs(upItemList) do
if m and m.Reward[1] == showData.monsterId then
local _config = ConfigManager.GetConfigData(ConfigName.SpiritAnimal,m.Reward[1])
local readingName = _config.ReadingName or _config.Name
table.insert(_upRateList,{id = m.Reward[1],tag="灵兽UP!",name = readingName,value = m.Weight})
break
end
end
rateList = this:RefreshMonsterRate(upItemList,_upRateList)
elseif actType == ActivityTypeDef.XiangYaoDuoBao then
rateList = this:RefreshNewHeroRate(UpItem,upItemList,"5星UP!",ConfigName.HeroConfig)
end
@ -121,7 +134,7 @@ function this:BuildRateData(actType,UpItem,upItemList)
this.ratePreList[n].rate.text=string.format("%.2f",(m.value/100000)*100).."%"
end
return rateList
return _upRateList,rateList
end
--通用计算权重功能
@ -140,7 +153,7 @@ function this:ReculateUpHeroRate(itemList,UpItemList,_tag,config)
if v.Reward[1] == m.Reward[1] then
local _config = ConfigManager.GetConfigData(config,v.Reward[1])
local readingName = _config.ReadingName or _config.Name
table.insert(rateList,{tag=_tag,name = readingName,value = m.Weight})
table.insert(rateList,{id = m.Reward[1],tag=_tag,name = readingName,value = m.Weight})
break
end
end
@ -165,15 +178,17 @@ function this:RefreshHeroRate(hero,_rateList)
table.insert(list2,v)
end
end
local rateList = {}
local valueList5 = this:ReculateRate(list5)
for i = 1 , #_rateList do
valueList5 = valueList5 - _rateList[i].value
table.insert(rateList,_rateList[i])
end
table.insert(_rateList,{tag="5星",name="其他5星",value = valueList5})
table.insert(_rateList,{tag="4星",name="4星神将",value = this:ReculateRate(list4)})
table.insert(_rateList,{tag="3星",name="3星神将",value = this:ReculateRate(list3)})
table.insert(_rateList,{tag="2星",name="2星神将",value = this:ReculateRate(list2)})
return _rateList
table.insert(rateList,{tag="5星",name="其他5星",value = valueList5})
table.insert(rateList,{tag="4星",name="4星神将",value = this:ReculateRate(list4)})
table.insert(rateList,{tag="3星",name="3星神将",value = this:ReculateRate(list3)})
table.insert(rateList,{tag="2星",name="2星神将",value = this:ReculateRate(list2)})
return rateList
end
function this:RefreshSoulRate(soul,_rateList)
@ -193,22 +208,23 @@ function this:RefreshSoulRate(soul,_rateList)
table.insert(list7,v)--其他
end
end
local rateList = {}
local valueList6 = this:ReculateRate(list6)
for i = 1 , #_rateList do
valueList6 = valueList6 - _rateList[i].value
table.insert(rateList,_rateList[i])
end
table.insert(_rateList,{tag="红色",name="其他".."红色",value = valueList6})
table.insert(_rateList,{tag="金色",name="金色",value=this:ReculateRate(list5)})
table.insert(_rateList,{tag="紫色",name="紫色",value=this:ReculateRate(list4)})
table.insert(_rateList,{tag="其他",name="其他",value=this:ReculateRate(list7)})
return _rateList
table.insert(rateList,{tag="红色",name="其他".."红色",value = valueList6})
table.insert(rateList,{tag="金色",name="金色",value=this:ReculateRate(list5)})
table.insert(rateList,{tag="紫色",name="紫色",value=this:ReculateRate(list4)})
table.insert(rateList,{tag="其他",name="其他",value=this:ReculateRate(list7)})
return rateList
end
function this:RefreshMonsterRate(UpMonster,_rateList)
local list1={}
local list2={}
local list3={}
local list4={}
for index, v in ipairs(UpMonster) do
if itemConfig[v.Reward[1]].Quantity==5 and (itemConfig[v.Reward[1]].ItemType==22 or itemConfig[v.Reward[1]].ItemType==21) then
table.insert(list1,v)--金色灵兽碎片
@ -220,15 +236,17 @@ function this:RefreshMonsterRate(UpMonster,_rateList)
table.insert(list4,v)--其他
end
end
local rateList = {}
local valueList1 = this:ReculateRate(list1)
for i = 1 , #_rateList do
valueList1 = valueList1 - _rateList[i].value
table.insert(rateList,_rateList[i])
end
table.insert(_rateList,{tag="金色",name="其他金色奖励",value=valueList1})
table.insert(_rateList,{tag="紫色",name="紫色奖励",value=this:ReculateRate(list2)})
table.insert(_rateList,{tag="蓝色",name="蓝色奖励",value=this:ReculateRate(list3)})
table.insert(_rateList,{tag="其他",name="其他",value=this:ReculateRate(list4)})
return _rateList
table.insert(rateList,{tag="金色",name="金色灵兽或碎片",value=valueList1})
table.insert(rateList,{tag="紫色",name="紫色灵兽或碎片",value=this:ReculateRate(list2)})
table.insert(rateList,{tag="蓝色",name="蓝色灵兽或碎片",value=this:ReculateRate(list3)})
table.insert(rateList,{tag="其他",name="其他奖励",value=this:ReculateRate(list4)})
return rateList
end
function this:RefreshNewHeroRate(UpMonster,_rateList)

View File

@ -651,7 +651,11 @@ local jumpDic = {
end,
[JumpType.SheJiDaDianShangDian] = function (data)
this.JumpActivity(JumpType.QianKunShangDian,data[1])
this.JumpActivity(JumpType.SheJiDaDianShangDian,data[1])
end,
[JumpType.XinJiangLaiXiShangDian] = function (data)
this.JumpActivity(JumpType.XinJiangLaiXiShangDian,data[1])
end,
}

View File

@ -2,7 +2,7 @@
local this = StoryMapManager
this.groupConfigs = {}
this.isShowStory = 0
local storyMapConfig = ConfigManager.GetConfig(ConfigName.StoryMapConfig)
--local storyMapConfig = ConfigManager.GetConfig(ConfigName.StoryMapConfig)
--初始化
function this.Initialize()

View File

@ -0,0 +1,615 @@

local _ShopTypeConfig = ConfigManager.GetConfig(ConfigName.StoreTypeConfig)
-- 通用得商店逻辑
local ShopView = {}
local sortingOrder = 0
---===============================生命周期函数================================
function ShopView:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = ShopView })
return b
end
--初始化组件(用于子类重写)
function ShopView:InitComponent()
self.live = Util.GetGameObject(self.gameObject, "live")
self.liveRoot = Util.GetGameObject(self.gameObject, "live/root")
self.liveImg = Util.GetGameObject(self.gameObject, "live/img")
self.basePanel = Util.GetGameObject(self.gameObject, "base")
self.closeTimePanel = Util.GetGameObject(self.gameObject, "base/closeTime")
self.closeTimeLab = Util.GetGameObject(self.closeTimePanel, "timelab")
self.closeTime = Util.GetGameObject(self.closeTimePanel, "time")
self.refreshTimePanel = Util.GetGameObject(self.gameObject, "base/refreshTime")
self.refreshTimeLab = Util.GetGameObject(self.refreshTimePanel, "timelab")
self.refreshTime = Util.GetGameObject(self.refreshTimePanel, "time")
self.countTimePanel = Util.GetGameObject(self.gameObject, "base/countTime")
self.countTimeLab = Util.GetGameObject(self.countTimePanel, "timelab")
self.countTime = Util.GetGameObject(self.countTimePanel, "time")
self.refreshCountPanel = Util.GetGameObject(self.gameObject, "base/refreshCount")
self.countLabTip = Util.GetGameObject(self.refreshCountPanel, "GameObject/tip")
self.countLab = Util.GetGameObject(self.refreshCountPanel, "GameObject/count")
self.refreshBtnPanel = Util.GetGameObject(self.gameObject, "base/refreshBtn")
self.refreshBtn = Util.GetGameObject(self.refreshBtnPanel, "btn")
self.refreshRedpot = Util.GetGameObject(self.refreshBtnPanel, "redpot")
self.costIcon = Util.GetGameObject(self.refreshBtnPanel, "costIcon")
self.costLab = Util.GetGameObject(self.refreshBtnPanel, "costLab")
self.contentBg = Util.GetGameObject(self.gameObject, "duihua")
self.content = Util.GetGameObject(self.gameObject, "duihua/Text")
self.scrollBg = Util.GetGameObject(self.gameObject, "scrollbg")
self.scrollRoot = Util.GetGameObject(self.gameObject, "scrollbg/scrollroot")
self.scrollBg1 = Util.GetGameObject(self.gameObject, "scrollbg/bg1")
self.scrollBg2 = Util.GetGameObject(self.gameObject, "scrollbg/bg2")
self.scrollBg3 = Util.GetGameObject(self.gameObject, "scrollbg/bg3")
self.bottom = Util.GetGameObject(self.gameObject, "scrollbg/bottom")
self.tip = Util.GetGameObject(self.gameObject, "scrollbg/tip")
self.shopItem = Util.GetGameObject(self.gameObject, "scrollbg/scrollroot/shopItem")
self.rechargeShopItem = Util.GetGameObject(self.gameObject, "scrollbg/scrollroot/item")
self.titleBg = Util.GetGameObject(self.gameObject, "scrollbg/titlebg")
self.titleImg = Util.GetGameObject(self.gameObject, "scrollbg/titlebg/title")
self.helpBtn = Util.GetGameObject(self.gameObject, "scrollbg/titlebg/helpBtn")--scrollbg/titlebg/
self.helpPosition = self.helpBtn:GetComponent("RectTransform").localPosition
-- 创建循环列表
if not self.ScrollView then
self.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scrollRoot.transform,
self.shopItem, nil, Vector2.New(1000, 1024), 1, 3, Vector2.New(80, 0))
self.ScrollView.moveTween.MomentumAmount = 1
self.ScrollView.moveTween.Strength = 2
end
-- 创建循环列表
if not self.RechargeScrollView then
self.RechargeScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scrollRoot.transform,
self.rechargeShopItem, nil, Vector2.New(1000, 1024), 1, 3, Vector2.New(80, 0))
self.RechargeScrollView.moveTween.MomentumAmount = 1
self.RechargeScrollView.moveTween.Strength = 2
self.RechargeScrollView.gameObject.transform.localPosition = Vector3.New(0, -20, 0)
self.RechargeScrollView.elastic = false
end
end
--绑定事件(用于子类重写)
function ShopView:BindEvent()
Util.AddOnceClick(self.refreshBtn, function()
PlaySoundWithoutClick("UI_refresh")
local isPopUp = RedPointManager.PlayerPrefsGetStr(PlayerManager.uid .. self.ShopType)
local currentTime = os.date("%Y%m%d", PlayerManager.serverTime)
local shopType = self.ShopType
local isAutoRecover = ShopManager.IsAutoRecoverCount(shopType)
if (isPopUp ~= currentTime) and not isAutoRecover then
local shopInfo = ShopManager.GetShopInfoByType(shopType)
local costId, abcd = shopInfo.RefreshItem[1][1], shopInfo.RefreshItem[2]
local refreshNum = PrivilegeManager.GetPrivilegeUsedTimes(shopInfo.RefreshPrivilege)
local costNum = CalculateCostCount(refreshNum, abcd)
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local costName = itemConfig[costId].Name
local str = string.format("是否花费%d%s刷新商店", costNum, costName)
MsgPanel.ShowTwo(str, function()
end, function(isShow)
if (isShow) then
local currentTime = os.date("%Y%m%d", PlayerManager.serverTime)
RedPointManager.PlayerPrefsSetStr(PlayerManager.uid .. self.ShopType, currentTime)
end
ShopManager.RequestRefreshShop(shopType, false)
end, "取消", "确定",nil,true)
else
ShopManager.RequestRefreshShop(self.ShopType, false)
end
-- 重置商店刷新按钮点击状态
ShopManager.SetShopRefreshBtnClickStatus(self.ShopType, true)
end)
--帮助按钮
Util.AddOnceClick(ShopView.helpBtn, function()
if self.ShopConfig.HelpId==0 then
return
end
UIManager.OpenPanel(UIName.HelpPopup, self.ShopConfig.HelpId , ShopView.helpPosition.x,ShopView.helpPosition.y+372)--因层级锚点原因,需手动调整高度
end)
end
--界面打开时调用(用于子类重写)
function ShopView:OnOpen(_activityConfig,_index,parent)
self.actConfig = _activityConfig
self.pageIndex = _index
self.parent = parent
end
function ShopView:OnShow(_sortingOrder)
self.gameObject:SetActive(true)
sortingOrder = _sortingOrder
self.actId = self.actConfig.ActId
self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType
if self.actConfig.IfBack == 1 then
if self.actConfig.ActiveType > 0 then
local id = ActivityGiftManager.IsActivityTypeOpen(self.actConfig.ActiveType)
LogGreen("id:"..id)
if id and id > 0 then
self.actId = id
local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.ActivityGroups,"PageType",self.actConfig.PageType,"ActiveType",self.actConfig.ActiveType,"ActId",id)
if config then
self.actConfig = config
end
end
end
end
self.ShopType = self.actConfig.ShopData[1][1]
self:ShowShop()
end
-- 设置要显示的商店类型
function ShopView:ShowShop()
self.ScrollView:ForeachItemGO(function (index, go)
go.gameObject:SetActive(false)
end)
-- 红点销毁
self.refreshRedpot:SetActive(false)
self.ShopId = ShopManager.GetShopDataByType(self.ShopType).id
self.ShopConfig = _ShopTypeConfig[self.ShopId]
-- 显示帮助按钮
self.helpBtn:SetActive(self.ShopConfig.HelpId ~= 0)
self:RefreshShopInfo(false, true)
-- 设置tip显隐
local isSSSHop = self.ShopType == SHOP_TYPE.SOUL_STONE_SHOP
self.scrollBg1:SetActive(not isSSSHop)
self.scrollBg2:SetActive(not isSSSHop)
self.titleBg:SetActive(not isSSSHop)
self.bottom:SetActive(not isSSSHop)
self.scrollBg3:SetActive(isSSSHop)
self.tip:SetActive(isSSSHop)
end
-- 刷新商店内容显示
function ShopView:RefreshShopInfo(isRefresh, isTop)
if self.ShopType == SHOP_TYPE.SOUL_STONE_SHOP then
self.RechargeShopData = OperatingManager.GetGiftGoodsInfoList(GoodsTypeDef.DemonCrystal)
else
self.ShopData = ShopManager.GetShopDataByType(self.ShopType)
end
self:RefreshLive()
self:RefreshBase()
self:RefreshItemList(isTop)
-- 刷新商店的查看时间
ShopManager.RefreshShopCheckTime(self.ShopType)
if isRefresh then
-- 物品节点播放特效
if self._GoodsItemList then
for _, item in pairs(self._GoodsItemList) do
item:OnShowUIeffectItemViewSaoguang()
end
end
end
end
-- 刷新立绘显示
function ShopView:RefreshLive()
if not self.ShopConfig.LiveName or self.ShopConfig.LiveName == "" then
self.live:SetActive(false)
return
end
self.live:SetActive(true)
self.liveImg:SetActive(false)
self.liveRoot:SetActive(false)
-- 立绘
--TODO:动态加载立绘
self.liveRoot:SetActive(true)
if self.liveNode then
poolManager:UnLoadLive(self.LiveName, self.liveNode)
end
local scale = self.ShopConfig.LiveScale
scale = Vector3.New(scale[1], scale[2], scale[3])
local livePos = Vector3.zero
if self.ShopConfig.LivePos then
livePos.x = self.ShopConfig.LivePos[1]
livePos.y = self.ShopConfig.LivePos[2]
end
self.LiveName = self.ShopConfig.LiveName
self.liveNode = poolManager:LoadLive(self.ShopConfig.LiveName, self.liveRoot.transform, scale, livePos)
local SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic")
local idle = function()
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
end
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle
poolManager:SetLiveClearCall(self.ShopConfig.LiveName, self.liveNode, function()
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle
end)
end
-- 刷新时间及刷新按钮
function ShopView:RefreshBase()
-- 自动刷新时间倒计时
local leftTime = ShopManager.GetShopRefreshLeftTime(self.ShopType)
self.isShowRefreshTime = leftTime >= 0
self.refreshTimePanel:SetActive(self.isShowRefreshTime)
-- 商店关闭时间倒计时
local closeTime = ShopManager.GetShopCloseTime(self.ShopType)
self.isShowCloseTime = closeTime >= 0 and not self.isShowRefreshTime
self.closeTimePanel:SetActive(self.isShowCloseTime)
if self.isShowCloseTime then
if self.ShopType == SHOP_TYPE.ARENA_SHOP or self.ShopType == SHOP_TYPE.TOP_MATCH_SHOP then
self.closeTimeLab:GetComponent("Text").text = "距离刷新:"
else
self.closeTimeLab:GetComponent("Text").text = "距离商人离开:"
end
end
-- 次数恢复时间
local countTime = ShopManager.GetShopRefreshCountRecoverTime(self.ShopType)
self.isShowCountTime = countTime >= 0
self.countTimePanel:SetActive(self.isShowCountTime)
--开始倒计时
self:StartTimeCount()
-- 主动刷新按钮
local leftCount = ShopManager.GetShopLeftRefreshCount(self.ShopType)
if leftCount == -2 then
-- 不支持刷新
self.refreshCountPanel:SetActive(false)
self.refreshBtnPanel:SetActive(false)
else
self.refreshBtnPanel:SetActive(true)
if leftCount == -1 then
-- 无限制次数刷新
self.refreshCountPanel:SetActive(false)
elseif leftCount >= 0 then
-- 限制次数刷新
self.refreshCountPanel:SetActive(true)
self.countLab:GetComponent("Text").text = leftCount
end
local isAutoRecover = ShopManager.IsAutoRecoverCount(self.ShopType)
if isAutoRecover then
self.costIcon:SetActive(false)
self.costLab:SetActive(false)
self.countLabTip:GetComponent("Text").text = "(剩余免费刷新 次)"
self.isMaxTime = false
else
self.costIcon:SetActive(true)
self.costLab:SetActive(true)
self.countLabTip:GetComponent("Text").text = "(剩余可用刷新 次)"
-- 刷新物品计算
local shopInfo = ShopManager.GetShopInfoByType(self.ShopType)
local costId, abcd = shopInfo.RefreshItem[1][1], shopInfo.RefreshItem[2]
self.costIcon:GetComponent("Image").sprite = SetIcon(costId)
-- 商店特权正确性检测
if not shopInfo.RefreshPrivilege or shopInfo.RefreshPrivilege == 0 then
Log("错误:商店类型 == " .. self.ShopType .. "商店支持手动刷新但是未配置刷新次数对应的特权id无限制次数也需要配置特权id请检查")
end
local refreshNum = PrivilegeManager.GetPrivilegeUsedTimes(shopInfo.RefreshPrivilege)
self.costLab:GetComponent("Text").text = "×" .. CalculateCostCount(refreshNum, abcd)
end
end
-- 商店标题
if self.ShopConfig.Title and self.ShopConfig.Title ~= "" then
self.titleImg:GetComponent("Image").sprite = Util.LoadSprite(self.ShopConfig.Title)
end
self.contentBg:SetActive(false)
end
-- 开始倒计时
function ShopView:StartTimeCount()
local self = self
local function _TimeUpdate()
-- 检测计时器是否已销毁,避免计时器销毁后仍然会执行一次,导致报错的问题
if not self._TimeCounter then
return
end
-- 刷新时间
if self.isShowRefreshTime then
local refreshTime = ShopManager.GetShopRefreshLeftTime(self.ShopType)
if refreshTime >= 0 then
self.refreshTime:GetComponent("Text").text = TimeToHMS(refreshTime)
end
end
-- 关闭时间
if self.isShowCloseTime then
local closeTime = ShopManager.GetShopCloseTime(self.ShopType)
if closeTime >= 0 then
local timeStr = ""
-- if self.ShopType == SHOP_TYPE.ACTIVITY_SHOP then
-- timeStr = TimeToDHMS(closeTime)
-- else
timeStr = TimeToHMS(closeTime)
-- end
self.closeTime:GetComponent("Text").text = timeStr
end
end
-- 次数恢复时间
if self.isShowCountTime then
local refreshTime = ShopManager.GetShopRefreshCountRecoverTime(self.ShopType)
local maxTime = ShopManager.GetMaxRefreshCount(self.ShopType)
local isAutoRecover, leftTime = ShopManager.IsAutoRecoverCount(self.ShopType)
if refreshTime > 0 then
self.countTime:GetComponent("Text").text = TimeToHMS(refreshTime)
elseif isAutoRecover and maxTime == leftTime and not self.isMaxTime then
-- self:RefreshBase()
self.countTime:GetComponent("Text").text = "次数已满"
self.countLabTip:GetComponent("Text").text = "(剩余免费刷新 次)"
self.countLab:GetComponent("Text").text = leftTime
self.isMaxTime = true
elseif isAutoRecover and maxTime ~= leftTime and refreshTime == 0 then
self:RefreshBase()
self.isMaxTime = false
end
end
end
-- 开始吧
if not self._TimeCounter then
self._TimeCounter = Timer.New(_TimeUpdate, 1, -1, true)
self._TimeCounter:Start()
end
-- 刷新一次
_TimeUpdate()
end
-- 刷新物品列表
function ShopView:RefreshItemList(isTop)
if self.ShopType == SHOP_TYPE.SOUL_STONE_SHOP then
self.ScrollView.gameObject:SetActive(false)
self.RechargeScrollView.gameObject:SetActive(true)
local itemlist = self.RechargeShopData
self.RechargeScrollView:SetData(itemlist, function(index, shopItem)
local itemData = itemlist[index]
self:RechargeShopItemAdapter(shopItem, itemData)
end, not isTop)
else
-- 重置列表
self.RechargeScrollView.gameObject:SetActive(false)
self.ScrollView.gameObject:SetActive(true)
local itemlist = ShopManager.CheckShopItemList(self.ShopData.storeItem)
self.ScrollView:SetData(itemlist, function(index, shopItem)
local itemData = itemlist[index]
self:ShopItemAdapter(shopItem, itemData)
end, not isTop)
end
end
-- 妖晶商店物品数据匹配
function ShopView:RechargeShopItemAdapter(shopItem, itemData)
-- 获取对象
local first = Util.GetGameObject(shopItem, "first")
local firstNum = Util.GetGameObject(shopItem, "first/Text"):GetComponent("Text")
local icon = Util.GetGameObject(shopItem, "icon"):GetComponent("Image")
local num = Util.GetGameObject(shopItem, "itemName"):GetComponent("Text")
local price = Util.GetGameObject(shopItem, "price/Text"):GetComponent("Text")
-- 计算数据
local itemInfo = ShopManager.GetRechargeItemInfo(itemData.goodsId)
icon.sprite = Util.LoadSprite(GetResourcePath(itemInfo.Resources))
num.text = itemInfo.Name
price.text = MoneyUtil.GetMoneyMark() .. MoneyUtil.GetMoney(itemInfo.Price)
-- 判断首充赠送
local curBuyCount = itemData.buyTimes
first:SetActive(curBuyCount < 1)
firstNum.text = itemInfo.FirstMultiple[1][2]
-- 购买事件
Util.AddOnceClick(shopItem, function()
PayManager.Pay(itemData.goodsId, function(id)
self:RechargeSuccessFunc(itemData.goodsId)
end)
end)
end
-- 商店物品数据匹配
function ShopView:ShopItemAdapter(shopItem, itemData)
-- 获取对象
local bg = Util.GetGameObject(shopItem, "bg")
local item = Util.GetGameObject(bg, "item")
local itemName = Util.GetGameObject(bg, "itemName"):GetComponent("Text")
local limitBg = Util.GetGameObject(bg, "buyLimitbg")
local limitTip = Util.GetGameObject(bg, "buyLimitbg/tip"):GetComponent("Text")
local limitTimes = Util.GetGameObject(bg, "buyLimitbg/buyLimit"):GetComponent("Text")
local priceBg = Util.GetGameObject(bg, "pricebg")
local itemPrice = Util.GetGameObject(bg, "pricebg/price"):GetComponent("Text")
local costIcon = Util.GetGameObject(bg, "pricebg/costIcon"):GetComponent("Image")
local discountbg = Util.GetGameObject(bg, "discountbg")
local empty = Util.GetGameObject(shopItem, "empty")
local lock = Util.GetGameObject(shopItem, "lock")
local lockTip = Util.GetGameObject(shopItem, "lock/tip"):GetComponent("Text")
-- 计算数据
local itemInfo = ShopManager.GetShopItemInfo(itemData.id)
local curBuyCount = itemData.buyNum
local maxLimitCount = ShopManager.GetShopItemLimitBuyCount(itemData.id)
local costId, price = ShopManager.calculateBuyCost(self.ShopType, itemData.id, 1)
local goods = ShopManager.GetShopItemGoodsInfo(itemData.id)
itemName.text = ConfigManager.GetConfigData(ConfigName.ItemConfig,goods[1][1]).Name--itemInfo.GoodsName
-- 折扣
if price == 0 then
discountbg:SetActive(true)
discountbg:GetComponent("Image").sprite = Util.LoadSprite("s_shop_zhekou_00")
else
local isDiscount = itemInfo.IsDiscount == 1
discountbg:SetActive(isDiscount)
if isDiscount then
discountbg:GetComponent("Image").sprite = Util.LoadSprite("s_shop_zhekou_0" .. itemInfo.DiscountDegree)
end
end
-- 消耗物品的信息
itemPrice.text = PrintWanNum2(tonumber(price))--tostring(price)
costIcon.sprite = SetIcon(costId)
-- 判断商品栏位是否解锁
local _IsUnLock = true
if self.ShopType == SHOP_TYPE.GUILD_SHOP then
local isUnLock, unLockLevel = MyGuildManager.GetGuildShopSortIsUnLock(itemInfo.Sort)
if not isUnLock then
_IsUnLock = false
lockTip.text = string.format("公会%d级解锁", unLockLevel)
end
end
lock:SetActive(not _IsUnLock)
priceBg.gameObject:SetActive(_IsUnLock)
itemName.gameObject:SetActive(_IsUnLock)
-- 限购
limitBg:SetActive(maxLimitCount ~= -1)
limitTimes.text = maxLimitCount
-- 售空 限购次数为-1 表示不限购
local isEmpty = maxLimitCount ~= -1 and curBuyCount >= maxLimitCount
if curBuyCount >= maxLimitCount then
empty:SetActive(true)
else
empty:SetActive(false)
end
empty:SetActive(isEmpty)
-- 数据匹配
if not self._GoodsItemList then
self._GoodsItemList = {}
end
if not self._GoodsItemList[shopItem] then
self._GoodsItemList[shopItem] = SubUIManager.Open(SubUIConfig.ItemView, item.transform)
end
Util.SetGray(self._GoodsItemList[shopItem].gameObject, not _IsUnLock)
if isEmpty or not _IsUnLock then -- 物品空或者未解锁不现实物品特效
self._GoodsItemList[shopItem]:OnOpen(false, goods[1],1,false,false,false)
else
self._GoodsItemList[shopItem]:OnOpen(false, goods[1],1,false,false,false,ShopView.sortingOrder)
end
-- 商品颜色显示
local imgColor = isEmpty and Color.New(0.5, 0.5, 0.5, 1) or Color.New(1, 1, 1, 1)
local textA = isEmpty and 0.7 or 1
Util.SetColor(bg, imgColor)
self:SetAlpha(itemName, textA)
self:SetAlpha(limitTip, textA)
self:SetAlpha(limitTimes, textA)
self:SetAlpha(itemPrice, textA)
-- 购买事件
Util.AddOnceClick(lock, function()
PopupTipPanel.ShowTip("商品未解锁")
end)
Util.AddOnceClick(empty, function()
PopupTipPanel.ShowTip("商品已售空")
end)
Util.AddOnceClick(bg, function()
-- 售空
if isEmpty then
PopupTipPanel.ShowTip("商品已售空")
return
end
if not _IsUnLock then
PopupTipPanel.ShowTip("商品未解锁")
return
end
UIManager.OpenPanel(UIName.ShopBuyPopup, self.ShopType, itemData.id)
end)
end
-- 充值成功回调
function ShopView:RechargeSuccessFunc(id)
FirstRechargeManager.RefreshAccumRechargeValue(id)
OperatingManager.RefreshGiftGoodsBuyTimes(GoodsTypeDef.DemonCrystal, id)
self:RefreshShopInfo(false, false)
--PopupTipPanel.ShowTip("购买成功,请到邮箱中领取!")
PlayerPrefs.SetInt(PlayerManager.uid.."czlb", 0)
CheckRedPointStatus(RedPointType.GrowthPackage)--成长礼包红点检测
end
--界面关闭时调用(用于子类重写)
function ShopView:OnClose()
self.gameObject:SetActive(false)
if self._TimeCounter then
self._TimeCounter:Stop()
self._TimeCounter = nil
end
end
--界面销毁时调用(用于子类重写)
function ShopView:OnDestroy()
-- 物品节点回收
if self._GoodsItemList then
for _, item in pairs(self._GoodsItemList) do
Util.SetColor(item.gameObject, Color.New(1,1,1,1))
Util.SetGray(item.gameObject, false)
SubUIManager.Close(item)
end
self._GoodsItemList = {}
end
if self.ScrollView then
SubUIManager.Close(self.ScrollView)
self.ScrollView = nil
end
if self.RechargeScrollView then
SubUIManager.Close(self.RechargeScrollView)
self.RechargeScrollView = nil
end
if self.liveNode then
poolManager:UnLoadLive(self.LiveName, self.liveNode)
self.liveNode = nil
end
end
---=================================工具函数==========================================
-- 设置文本透明度
function ShopView:SetAlpha(text, a)
local color = text.color
color.a = a
text.color = color
end
---=====================================对外接口=============================----
-- 设置立绘位置
function ShopView:SetLivePosition(pos)
-- 计算位置
if not pos then
return
end
if not self.liveNode then
return
end
self.liveNode.transform.localPosition = pos
end
-- 设置商店物品栏位置
function ShopView:SetItemContentPosition(pos)
-- 计算位置
if not pos then
return
end
self.scrollBg.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(pos.x, pos.y)
--self.scrollBg.transform.localPosition = pos
end
-- 设置基础信息位置
function ShopView:SetBasePanelPostion(pos)
self.basePanel:GetComponent("RectTransform").anchoredPosition = pos
end
-- 设置层级
function ShopView:SetSortLayer(sortLayer)
if not self._GoodsItemList then
self._GoodsItemList = {}
end
--
-- Log("sortLayer _GoodsItemList "..sortLayer.." "..LengthOfTable(self._GoodsItemList))
for _, item in pairs(self._GoodsItemList) do
item:SetEffectLayer(sortLayer)--ShopView.sortingOrder)
end
-- self.titleBg:GetComponent("Canvas").sortingOrder = sortLayer + 1
-- 保存层级
ShopView.sortingOrder = sortLayer
end
return ShopView

View File

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