特训提交
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@ -0,0 +1,158 @@
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----- --家园建筑升级 -----
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local TrainBuildLvUpPanel = Inherit(BasePanel)
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local this = TrainBuildLvUpPanel
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local HomeLand = ConfigManager.GetConfig(ConfigName.TrainBuild)
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local HomeLandLevel = ConfigManager.GetConfig(ConfigName.TrainBuildLevel)
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local costOneSec = ConfigManager.GetConfigData(ConfigName.SpecialConfig,170).Value
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--传入父脚本模块
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local parent
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--传入特效层级
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local sortingOrder=0
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local data=nil
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local Obj=nil
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function TrainBuildLvUpPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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--当前两个名字
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this.curName = Util.GetGameObject(this.gameObject,"Buildings/curName"):GetComponent("Text")
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this.nextName = Util.GetGameObject(this.gameObject,"Buildings/nextName"):GetComponent("Text")
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this.Content = Util.GetGameObject(this.gameObject,"Content")
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this.Obtain = Util.GetGameObject(this.Content,"Obtain")
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this.Cost = Util.GetGameObject(this.Content,"Cost")
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--Obtain
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this.limit = Util.GetGameObject(this.Obtain,"limit")
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this.gain = Util.GetGameObject(this.Obtain,"gain")
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this.gainIcon = Util.GetGameObject(this.Obtain,"gain/Icon"):GetComponent("Image")
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this.gainNum = Util.GetGameObject(this.Obtain,"gain/Num"):GetComponent("Text")
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this.gainAdd = Util.GetGameObject(this.Obtain,"gain/Add"):GetComponent("Text")
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--cost
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this.cost1Icon1 = Util.GetGameObject(this.Cost,"cost1/Icon"):GetComponent("Image")
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this.cost1Num1 = Util.GetGameObject(this.Cost,"cost1/Num"):GetComponent("Text")
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this.cost2 = Util.GetGameObject(this.Cost,"cost2")
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this.cost2Name = Util.GetGameObject(this.Cost,"cost2/Text"):GetComponent("Text")
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this.cost2Num = Util.GetGameObject(this.Cost,"cost2/Num"):GetComponent("Text")
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--fastDone
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this.fastDoneMoney = Util.GetGameObject(this.gameObject,"Btns/fastDone/Money")
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this.fastDoneIcon = Util.GetGameObject(this.fastDoneMoney,"Icon"):GetComponent("Image")
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this.fastDoneNum = Util.GetGameObject(this.fastDoneMoney,"Num"):GetComponent("Text")
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this.fastDoneBtn = Util.GetGameObject(this.gameObject,"Btns/fastDone/BtnDo")
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--Done
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this.doneNum = Util.GetGameObject(this.gameObject,"Btns/Done/Money/Text"):GetComponent("Text")
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this.doneBtn = Util.GetGameObject(this.gameObject,"Btns/Done/BtnDo")
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end
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function TrainBuildLvUpPanel:BindEvent()
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Util.AddClick(this.fastDoneBtn, function()
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-- local priviId = PrivilegeManager.GetPrivilegeRemainValue()
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TrainBuildManager.ResumeCost(data.dataSingle,string.split(costOneSec,"#"),function (num)
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MsgPanel.ShowTwo(string.format("是否花费%s妖晶立即升级?",num),function() end,function()
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NetManager.TrainingArchitectureUpRequest(data.dataMain.Id,2,function ()
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Game.GlobalEvent:DispatchEvent(GameEvent.UI.OnUpdateData)
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--特效
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Obj.effect2:SetActive(true)
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Timer.New(function ()
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Obj.effect2:SetActive(false)
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end,1):Start()
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PopupTipPanel.ShowTip(string.format("<color=#00FF00>%s</color>已升级至<color=#00FF00>%s</color>级",data.dataMain.Name,data.dataSingle.level))
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self:ClosePanel()
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end)
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end,"取消","确定")
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end)
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end)
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Util.AddClick(this.doneBtn, function()
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TrainBuildManager.ResumeCost(data.dataSingle,nil,function ()
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NetManager.TrainingArchitectureUpRequest(data.dataMain.Id,1,function ()
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Game.GlobalEvent:DispatchEvent(GameEvent.UI.OnUpdateData)
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self:ClosePanel()
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end)
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end)
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end)
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Util.AddClick(this.gameObject,function ()
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self:ClosePanel()
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end)
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end
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function TrainBuildLvUpPanel:AddListener()
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end
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function TrainBuildLvUpPanel:RemoveListener()
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end
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function TrainBuildLvUpPanel:OnOpen(_args)
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data = _args[1]
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Obj = _args[2]
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end
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function TrainBuildLvUpPanel:OnShow()
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local curData = data.dataSingle
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local nextData = HomeLandLevel[curData.Id + 1]
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local str = string.split(costOneSec,"#")
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this.curName.text = string.format("%s %s级",data.dataMain.Name,curData.level)
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this.nextName.text = string.format("%s级",nextData.level)
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this.Obtain:SetActive(false)
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if curData.Gain and curData.Gain>0 then
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this.Obtain:SetActive(true)
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--this.gainIcon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(curData.Gain[1]))
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this.gainNum.text = curData.Gain
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this.gainAdd.text = string.format(" +%s",nextData.Gain - curData.Gain)
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end
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this.Cost:SetActive(false)
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if curData.Cost then
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this.Cost:SetActive(true)
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this.cost1Icon1.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(curData.Cost[1][1]))
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local color1 = BagManager.GetTotalItemNum(curData.Cost[1][1]) >= curData.Cost[1][2] and "#A47C31" or "red"
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this.cost1Num1.text = string.format("<color=%s>%s</color>",color1,curData.Cost[1][2])
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end
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this.cost2:SetActive(false)
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if curData.Rule and #curData.Rule>0 and type(curData.Rule[1])~="userdata" then
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this.cost2:SetActive(true)
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local color = TrainBuildManager.BuildData[curData.Rule[1]].level < curData.Rule[2] and "FF0000" or "A47C31"
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this.cost2Num.text = string.format("<color=#%s>%s到达%s级</color>",color,HomeLand[curData.Rule[1]].Name,curData.Rule[2])
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else
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end
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this.fastDoneIcon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(tonumber(str[1])))
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LogError("curData.Time===================="..curData.Time)
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this.fastDoneNum.text = math.ceil(curData.Time/60)*tonumber(str[2])
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this.doneNum.text = string.format("耗时:%s",this:CulculateTime(curData.Time))
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ForceRebuildLayout(this.gain.transform)
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ForceRebuildLayout(this.Obtain.transform)
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ForceRebuildLayout(this.Cost.transform)
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ForceRebuildLayout(this.Content.transform)
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end
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function TrainBuildLvUpPanel:CulculateTime(time)
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if time < 60 then
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return time.."秒"
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elseif time >= 60 and time < 3600 then
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return math.floor(time/60).."分"..(time%60).."秒"
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elseif time >= 3600 and time < 86400 then
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return math.floor(time/3600).."时"..math.floor((time%3600)/60).."分"
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elseif time >= 86400 then
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return math.floor(time/86400).."天"..math.floor((time%86400)/3600).."时"
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end
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end
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function TrainBuildLvUpPanel:OnClose()
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data=nil
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end
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function TrainBuildLvUpPanel:OnDestroy()
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this.spLoader:Destroy()
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end
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return TrainBuildLvUpPanel
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 6b56c98815a33484bb9f9c018be22ed9
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -4,6 +4,7 @@ local HomeLand = ConfigManager.GetConfig(ConfigName.TrainBuild)
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local HomeLandLevel = ConfigManager.GetConfig(ConfigName.TrainBuildLevel)
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local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local trainConfig=ConfigManager.GetConfig(ConfigName.Train)
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local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
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function this.Initialize()
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this.BuildData = {}
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table.insert(this.allHeroId,configData.HeroID)
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end
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end
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--所有正在特训的英雄id
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this.trainHeroId={}
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end
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@ -91,6 +94,9 @@ function this.GetServerData(msg,func)
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this.BuildData[value.id].endTime=value.startTime+singledata.Time
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end
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this.BuildData[value.id].dataSingle = singledata
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if value.heroId then
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table.insert(this.trainHeroId,value.heroId)
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end
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--end
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end
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end
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@ -190,43 +196,9 @@ function this.Check1to5Building()
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return false
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end
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--1-5建筑的单个升级
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function this.singleUpgrade(id)
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local data = this.BuildData[id].dataSingle
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if HomeLand[id].UnlockLevel[1] == 1 and PlayerManager.level < HomeLand[id].UnlockLevel[2] then
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elseif HomeLand[id].UnlockLevel[1] == 2 and HomeLandManager.BuildData[5].level < HomeLand[id].UnlockLevel[2] then
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elseif HomeLand[id].UnlockLevel[1] == 3 and PlayerManager.level < GlobalSystemConfig[HomeLand[id].UnlockLevel[2]].OpenRules[2] then
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else
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if data.Cost and BagManager.GetTotalItemNum(data.Cost[1][1]) >= data.Cost[1][2] then--所需材料够
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if not data.Rule or (this.BuildData[data.Rule[1]].level >= data.Rule[2]) then--到达升级条件
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if this.BuildData[id].endTime <= GetTimeStamp() then
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return true
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end
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end
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end
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end
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return false
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end
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--1-4建筑的单个领取
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function this.singleGet(id)
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local data = this.BuildData[id]
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if data.dataMain.Type == 1 and data.dataSingle.Gain and this.BuildData[5].level > data.dataMain.UnlockLevel[2] then
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return (GetTimeStamp() - data.startTime)/60*data.dataSingle.Gain[2] >= data.dataSingle.Storage[1][2]
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end
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return false
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end
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--检测任务
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function this.CheckMission()
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local data = this.SetRewardData()
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for index, value in ipairs(data) do
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if value.state == 1 then
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return true
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end
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end
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return false
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end
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--===============设置按钮位置=================
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local POS = {
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@ -0,0 +1,341 @@
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local TrainBuildPanel = quick_class("TrainBuildPanel", BasePanel)
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local HomeLandConfig = ConfigManager.GetConfig(ConfigName.TrainBuild)
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local HomeLandLevel = ConfigManager.GetConfig(ConfigName.HomeLandLevel)
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local HomeLandTask = ConfigManager.GetConfig(ConfigName.HomeLandTask)
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local GlobalSystemConfig = ConfigManager.GetConfig(ConfigName.GlobalSystemConfig)
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local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local costStr = string.split(ConfigManager.GetConfigData(ConfigName.SpecialConfig,100).Value,"#")
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local bool = false
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function TrainBuildPanel:InitComponent()
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self.spLoader = SpriteLoader.New()
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-- if not self.playerInfoView then
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-- self.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, self.transform)
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-- end
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self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform)
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self.btnBack = Util.GetGameObject(self.gameObject,"btnBack")
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self.map = Util.GetGameObject(self.gameObject,"Map")
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self.Grid = Util.GetGameObject(self.map,"Grid")
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self.Bg = Util.GetGameObject(self.map,"Bg")
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self.Privi = Util.GetGameObject(self.map,"Privi")
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self.PriviBtn = Util.GetGameObject(self.map,"goBtn")
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self.RightUp = Util.GetGameObject(self.map,"RightUp")
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self.RightDown = Util.GetGameObject(self.map,"RightDown")
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self.helpBtn = Util.GetGameObject(self.RightUp, "helpBtn")
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self.helpPosition=self.helpBtn:GetComponent("RectTransform").localPosition
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--progress
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self.helpBtn1 = Util.GetGameObject(self.progress,"Help1")
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self.progressPre = Util.GetGameObject(self.progress,"progressPre")
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self.preList1 = {}
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--detail
|
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self.preList2 = {}
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--地图点信息
|
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self.mapData = {}
|
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for i = 1, 7 do
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self.mapData[i] = {}
|
||||
self.mapData[i].Obj = Util.GetGameObject(self.Bg,"Map ("..i..")")
|
||||
self.mapData[i].Title = Util.GetGameObject(self.mapData[i].Obj,"Title")
|
||||
self.mapData[i].levelImg = Util.GetGameObject(self.mapData[i].Title,"levelImg")
|
||||
self.mapData[i].level = Util.GetGameObject(self.mapData[i].levelImg,"levelText"):GetComponent("Text")
|
||||
self.mapData[i].NameImg = Util.GetGameObject(self.mapData[i].Title,"NameImg")
|
||||
self.mapData[i].Name = Util.GetGameObject(self.mapData[i].Title,"NameImg/Text"):GetComponent("Text")
|
||||
self.mapData[i].RedPoint = Util.GetGameObject(self.mapData[i].Title,"redpoint")
|
||||
self.mapData[i].Lock = Util.GetGameObject(self.mapData[i].Title,"lock")
|
||||
self.mapData[i].RedPoint:SetActive(false)
|
||||
self.mapData[i].CanGet = Util.GetGameObject(self.mapData[i].Obj,"CanGet")
|
||||
self.mapData[i].Icon = Util.GetGameObject(self.mapData[i].Obj,"CanGet/Image"):GetComponent("Image")
|
||||
self.mapData[i].Btns = Util.GetGameObject(self.mapData[i].Obj,"Btns")
|
||||
self.mapData[i].BtnsCanvas = self.mapData[i].Btns:GetComponent("Canvas")
|
||||
self.mapData[i].OpenLimit = Util.GetGameObject(self.mapData[i].Title,"OpenLimit")
|
||||
self.mapData[i].limitText = Util.GetGameObject(self.mapData[i].OpenLimit,"OpenLimitText"):GetComponent("Text")
|
||||
self.mapData[i].upgradeImg = Util.GetGameObject(self.mapData[i].Obj,"Updating")
|
||||
self.mapData[i].upgradeImg:SetActive(true)
|
||||
self.mapData[i].updateTime = Util.GetGameObject(self.mapData[i].Obj,"updateTime")
|
||||
self.mapData[i].updateTimeText = Util.GetGameObject(self.mapData[i].updateTime,"updateText"):GetComponent("Text")
|
||||
self.mapData[i].timeSlide = Util.GetGameObject(self.mapData[i].updateTime,"Slide/Image"):GetComponent("Image")
|
||||
self.mapData[i].btnDetail = Util.GetGameObject(self.mapData[i].Btns,"Detail")
|
||||
self.mapData[i].btnUpgrade = Util.GetGameObject(self.mapData[i].Btns,"Upgrade")
|
||||
self.mapData[i].upGradeRed = Util.GetGameObject(self.mapData[i].btnUpgrade,"upGradeRed")
|
||||
self.mapData[i].btnCancel = Util.GetGameObject(self.mapData[i].Btns,"Cancel")
|
||||
self.mapData[i].btnCancel:SetActive(false)
|
||||
self.mapData[i].btnSpeedUp = Util.GetGameObject(self.mapData[i].Btns,"Speed")
|
||||
self.mapData[i].leftTime = -1
|
||||
self.mapData[i].showTime = -1
|
||||
|
||||
self.mapData[i].effect1 = Util.GetGameObject(self.mapData[i].upgradeImg,"c_jianzao")
|
||||
self.mapData[i].effect2 = Util.GetGameObject(self.mapData[i].upgradeImg,"c_shengji")
|
||||
self.mapData[i].effect1:SetActive(false)
|
||||
self.mapData[i].effect2:SetActive(false)
|
||||
end
|
||||
|
||||
self.curSelect = 0
|
||||
end
|
||||
|
||||
function TrainBuildPanel:BindEvent()
|
||||
|
||||
Util.AddClick(self.btnBack, function()
|
||||
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
|
||||
self:ClosePanel()
|
||||
end)
|
||||
--帮助按钮
|
||||
Util.AddClick(self.helpBtn, function()
|
||||
UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.HomeLand, self.helpPosition.x,self.helpPosition.y)
|
||||
end)
|
||||
Util.AddClick(self.Bg, function()
|
||||
self.curSelect = 0
|
||||
for j = 1, 7 do
|
||||
self.mapData[j].Btns:SetActive(false)
|
||||
end
|
||||
end)
|
||||
for i = 1, 7 do
|
||||
--打开菜单
|
||||
Util.AddOnceClick(self.mapData[i].Obj,function ()
|
||||
if self.curSelect ~= i then
|
||||
for j = 1, 7 do
|
||||
self.mapData[j].Btns:SetActive(false)
|
||||
end
|
||||
self.curSelect = i
|
||||
if TrainBuildManager.BuildData[i].dataMain.IsOpen ~= 1 then
|
||||
PopupTipPanel.ShowTip(string.format("%s 暂未开放",TrainBuildManager.BuildData[i].dataMain.Name))
|
||||
return
|
||||
end
|
||||
if HomeLandConfig[i].UnlockLevel[1] == 2 and TrainBuildManager.BuildData[1].level < HomeLandConfig[i].UnlockLevel[2] then
|
||||
PopupTipPanel.ShowTip(string.format("主城到达%s级开启",HomeLandConfig[i].UnlockLevel[2]))
|
||||
return
|
||||
end
|
||||
self.mapData[i].Btns:SetActive(true)
|
||||
PlayUIAnim(self.mapData[i].Btns)
|
||||
end
|
||||
end)
|
||||
|
||||
--打开升级界面
|
||||
Util.AddOnceClick(self.mapData[i].btnUpgrade,function ()
|
||||
--UIManager.OpenPanel(UIName.GeneralInfoPopup,GENERALINFO_TYPE.HomeLandUpgrade,{HomeLandManager.BuildData[i],self.mapData[i]})
|
||||
UIManager.OpenPanel(UIName.TrainBuildLvUpPanel,{TrainBuildManager.BuildData[i],self.mapData[i]})
|
||||
end)
|
||||
--打开信息界面
|
||||
Util.AddOnceClick(self.mapData[i].btnDetail,function ()
|
||||
UIManager.OpenPanel(UIName.TrainSelectHeroPanel,TrainBuildManager.BuildData[i])
|
||||
end)
|
||||
|
||||
--打开加速
|
||||
Util.AddOnceClick(self.mapData[i].btnSpeedUp,function ()
|
||||
local value = math.ceil((HomeLandManager.BuildData[i].endTime - GetTimeStamp())/tonumber(costStr[1]))*tonumber(costStr[3])
|
||||
-- LogGreen("需要16:"..tostring(value).." 现有:"..tostring(BagManager.GetTotalItemNum(16)))
|
||||
if BagManager.GetTotalItemNum(16) >= value then
|
||||
MsgPanel.ShowTwo(string.format("是否花费%s妖晶立即升级?",value),function() end,function()
|
||||
if BagManager.GetTotalItemNum(16) < value then
|
||||
PopupTipPanel.ShowTip("妖晶不足!")
|
||||
return
|
||||
end
|
||||
NetManager.ArchitectureOperateRequest({HomeLandManager.BuildData[i].dataMain.Id},2,0,function ()
|
||||
self.mapData[i].leftTime = -1
|
||||
PopupTipPanel.ShowTip(string.format("<color=#00FF00>%s</color>已升级至<color=#00FF00>%s</color>级",HomeLandManager.BuildData[i].dataMain.Name,HomeLandManager.BuildData[i].dataSingle.level))
|
||||
--特效
|
||||
self.mapData[i].effect2:SetActive(true)
|
||||
Timer.New(function ()
|
||||
self.mapData[i].effect2:SetActive(false)
|
||||
end,1):Start()
|
||||
NetManager.HomeInfoRequest(function ()
|
||||
self:OnShow()
|
||||
end)
|
||||
end)
|
||||
end,"取消","确定")
|
||||
else
|
||||
PopupTipPanel.ShowTip("妖晶不足!")
|
||||
end
|
||||
end)
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
function TrainBuildPanel:AddListener()
|
||||
Game.GlobalEvent:AddEvent(GameEvent.UI.OnUpdateData, self.OnShow,self)
|
||||
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, self.OnShow,self)
|
||||
Game.GlobalEvent:AddEvent(GameEvent.Privilege.OnPrivilegeZeroUpdate, self.OnShow,self)
|
||||
end
|
||||
|
||||
function TrainBuildPanel:RemoveListener()
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnUpdateData, self.OnShow,self)
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, self.OnShow,self)
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.Privilege.OnPrivilegeZeroUpdate, self.OnShow,self)
|
||||
end
|
||||
|
||||
--待功能扩展(试图打开某个状态)
|
||||
function TrainBuildPanel:OnOpen()
|
||||
self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.HomeLand })
|
||||
end
|
||||
|
||||
|
||||
function TrainBuildPanel:OnSortingOrderChange()
|
||||
for i = 1, 7 do
|
||||
local curObj = self.mapData[i]
|
||||
Util.SetParticleSortLayer(curObj.effect1,self.sortingOrder + 1)
|
||||
Util.SetParticleSortLayer(curObj.effect2,self.sortingOrder + 1)
|
||||
curObj.BtnsCanvas.overrideSorting = true
|
||||
curObj.BtnsCanvas.sortingOrder = self.sortingOrder + 2
|
||||
end
|
||||
end
|
||||
|
||||
function TrainBuildPanel:OnShow()
|
||||
self.curSelect = 0
|
||||
for j = 1, 7 do
|
||||
self.mapData[j].Btns:SetActive(false)
|
||||
end
|
||||
self:SetBuildsState()
|
||||
self:SetTime()
|
||||
--self:InitDetailBar()
|
||||
self:SetRedPoint()
|
||||
|
||||
end
|
||||
|
||||
|
||||
--设置地图内建筑信息
|
||||
function TrainBuildPanel:SetBuildsState()
|
||||
for i = 1, 7 do
|
||||
local data = TrainBuildManager.BuildData[i]
|
||||
local curObj = self.mapData[i]
|
||||
curObj.data = TrainBuildManager.BuildData[i]
|
||||
curObj.OpenLimit:SetActive(true)
|
||||
curObj.Lock:SetActive(true)
|
||||
curObj.btnUpgrade:SetActive(false)
|
||||
-- curObj.btnCancel:SetActive(false)
|
||||
curObj.btnSpeedUp:SetActive(false)
|
||||
curObj.levelImg:SetActive(false)
|
||||
curObj.Name.text=data.dataMain.Name
|
||||
Util.SetGray(curObj.NameImg,true)
|
||||
curObj.effect1:SetActive(false)
|
||||
curObj.updateTime:SetActive(false)
|
||||
curObj.CanGet:SetActive(false)
|
||||
Util.SetParticleSortLayer(curObj.effect1,self.sortingOrder + 1)
|
||||
Util.SetParticleSortLayer(curObj.effect2,self.sortingOrder + 1)
|
||||
curObj.BtnsCanvas.overrideSorting = true
|
||||
curObj.BtnsCanvas.sortingOrder = self.sortingOrder + 2
|
||||
if data.dataMain.IsOpen == 1 then--部分建筑未进入版本显示未开放
|
||||
--如果主城未到等级,显示开启条件
|
||||
if HomeLandConfig[i].UnlockLevel[1] == 1 and PlayerManager.level < HomeLandConfig[i].UnlockLevel[2] then
|
||||
curObj.limitText.text = string.format("玩家等级到达%s级开启",HomeLandConfig[i].UnlockLevel[2])
|
||||
elseif HomeLandConfig[i].UnlockLevel[1] == 2 and TrainBuildManager.BuildData[1].level < HomeLandConfig[i].UnlockLevel[2] then
|
||||
curObj.limitText.text = string.format("主城到达%s级开启",HomeLandConfig[i].UnlockLevel[2])
|
||||
else
|
||||
curObj.OpenLimit:SetActive(false)
|
||||
curObj.Lock:SetActive(false)
|
||||
Util.SetGray(curObj.NameImg,false)
|
||||
if data.dataSingle then
|
||||
curObj.level.text = string.format("%s级",data.dataSingle.level)
|
||||
curObj.levelImg:SetActive(true)
|
||||
end
|
||||
end
|
||||
if data.dataSingle then
|
||||
if data.endTime > GetTimeStamp() then--如果有结束时间说明在升级,可以取消,可以加速
|
||||
-- curObj.btnCancel:SetActive(true)
|
||||
curObj.btnSpeedUp:SetActive(true)
|
||||
curObj.effect1:SetActive(true)
|
||||
curObj.updateTime:SetActive(true)
|
||||
curObj.leftTime = data.endTime - GetTimeStamp() >= 0 and data.endTime - GetTimeStamp() or -1
|
||||
curObj.updateTimeText.text = TimeToFelaxible(curObj.leftTime)
|
||||
curObj.timeSlide.fillAmount = (data.dataSingle.Time-curObj.leftTime)/data.dataSingle.Time
|
||||
-- PlayUIAnim(curObj.upgradeImg)
|
||||
else--如果没有就是可以点击升级
|
||||
if data.dataSingle.Cost then
|
||||
-- LogGreen("Name:"..tostring(data.dataSingle.Name).." cost:"..tostring(data.dataSingle.Cost[1][1]).."#"..data.dataSingle.Cost[1][2])
|
||||
curObj.btnUpgrade:SetActive(true)
|
||||
end
|
||||
end
|
||||
end
|
||||
if data.heroId and data.heroId~="" then
|
||||
LogError("data.heroid====================="..data.heroId)
|
||||
local heroData=HeroManager.GetSingleHeroData(data.heroId)
|
||||
curObj.Icon.sprite = self.spLoader:LoadSprite(GetResourcePath(heroData.heroConfig.Icon))
|
||||
-- if not curObj.OpenLimit.activeInHierarchy then
|
||||
-- curObj.showTime = data.startTime + 60
|
||||
-- curObj.CanGet:SetActive(data.startTime + 60 < GetTimeStamp())
|
||||
-- end
|
||||
curObj.CanGet:SetActive(true)
|
||||
PlayUIAnim(curObj.CanGet)
|
||||
end
|
||||
else
|
||||
curObj.limitText.text = "暂未开放"
|
||||
end
|
||||
|
||||
Util.AddOnceClick(curObj.CanGet,function ()
|
||||
NetManager.TrainingRequest()
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
--时间
|
||||
function TrainBuildPanel:SetTime()
|
||||
if self.timer then
|
||||
self.timer:Stop()
|
||||
self.timer = nil
|
||||
end
|
||||
|
||||
self.timer = Timer.New(function ()
|
||||
for i = 1, 7 do
|
||||
local curObj = self.mapData[i]
|
||||
curObj.updateTime:SetActive(curObj.leftTime >= 0)
|
||||
if curObj.leftTime >= 0 then
|
||||
curObj.updateTimeText.text = TimeToFelaxible(curObj.leftTime)
|
||||
curObj.leftTime = curObj.leftTime -1
|
||||
curObj.timeSlide.fillAmount = (curObj.data.dataSingle.Time-curObj.leftTime)/curObj.data.dataSingle.Time
|
||||
if curObj.leftTime < 0 then
|
||||
curObj.effect2:SetActive(true)
|
||||
NetManager.TrainingArchitectureInfoRequest(function ()
|
||||
self:OnShow()
|
||||
if UIManager.IsOpen(UIName.MsgPanel) then
|
||||
UIManager.ClosePanel(UIName.MsgPanel)
|
||||
end
|
||||
PopupTipPanel.ShowTip(string.format("<color=#00FF00>%s</color>已升级至<color=#00FF00>%s</color>级",curObj.data.dataMain.Name,curObj.data.dataSingle.level))
|
||||
Timer.New(function ()
|
||||
curObj.effect2:SetActive(false)
|
||||
end,1):Start()
|
||||
end)
|
||||
end
|
||||
end
|
||||
--curObj.CanGet:SetActive(curObj.showTime > 0 and curObj.showTime < GetTimeStamp())
|
||||
if curObj.showTime > 0 then
|
||||
--local bool = (GetTimeStamp() - curObj.data.startTime)/60*curObj.data.dataSingle.Gain[2] >= curObj.data.dataSingle.Storage[1][2]
|
||||
local img = bool and "f_fushengmeni_qipaohuang" or "f_fushengmeni_qipao"
|
||||
--curObj.CanGet:GetComponent("Image").sprite = self.spLoader:LoadSprite(img)
|
||||
end
|
||||
end
|
||||
|
||||
end, 1, -1, true)
|
||||
self.timer:Start()
|
||||
end
|
||||
|
||||
function TrainBuildPanel:SetRedPoint()
|
||||
|
||||
|
||||
end
|
||||
|
||||
function TrainBuildPanel:OnClose()
|
||||
self.curSelect = 0
|
||||
bool = false
|
||||
for j = 1, 7 do
|
||||
self.mapData[j].Btns:SetActive(false)
|
||||
end
|
||||
end
|
||||
|
||||
function TrainBuildPanel:OnDestroy()
|
||||
self.spLoader:Destroy()
|
||||
SubUIManager.Close(self.UpView)
|
||||
self.UpView = nil
|
||||
if self.timer then
|
||||
self.timer:Stop()
|
||||
self.timer = nil
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return TrainBuildPanel
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e452448e6af947c438beead65a51e9a5
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,211 @@
|
|||
----- 心愿抽卡弹窗 -----
|
||||
local TrainSelectHeroPanel = quick_class("TrainSelectHeroPanel", BasePanel)
|
||||
|
||||
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
|
||||
local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
|
||||
local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
|
||||
local this=TrainSelectHeroPanel
|
||||
local buildData=nil
|
||||
local curHeroId=nil
|
||||
function this:InitComponent()
|
||||
self.spLoader = SpriteLoader.New()
|
||||
self.btn_close = Util.GetGameObject(self.gameObject,"bg/btn_close")
|
||||
self.btn_star = Util.GetGameObject(self.gameObject,"bg/btn_star")
|
||||
self.btn_end = Util.GetGameObject(self.gameObject,"bg/btn_end")
|
||||
self.helpBtn = Util.GetGameObject(self.gameObject, "helpBtn")
|
||||
self.scroll = Util.GetGameObject(self.gameObject,"selectList")
|
||||
self.itemPre = Util.GetGameObject(self.gameObject,"itemPre")
|
||||
self.title= Util.GetGameObject(self.gameObject,"bg/title"):GetComponent("Text")
|
||||
self.infoTxt=Util.GetGameObject(self.gameObject,"bg/info"):GetComponent("Text")
|
||||
self.costImg=Util.GetGameObject(self.gameObject,"bg/costImg"):GetComponent("Image")
|
||||
self.costNum=Util.GetGameObject(self.gameObject,"bg/costNum"):GetComponent("Text")
|
||||
-- 设置循环滚动,万一内容不停地加
|
||||
local rootHight = self.scroll.transform.rect.height
|
||||
local width = self.scroll.transform.rect.width
|
||||
|
||||
self.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scroll.transform,
|
||||
self.itemPre, nil, Vector2.New(width, rootHight), 1, 5, Vector2.New(20, 45))
|
||||
self.scrollView.moveTween.MomentumAmount = 1
|
||||
self.scrollView.moveTween.Strength = 2
|
||||
|
||||
self.itemList = {}
|
||||
self.maskList = {}
|
||||
--wishList
|
||||
|
||||
self.selctHero=Util.GetGameObject(self.gameObject,"bg/bglist/hero")
|
||||
--tabList
|
||||
self.tabListObj = {}
|
||||
self.selectBtn = Util.GetGameObject(self.gameObject,"Tabs/grid/selectBtn")
|
||||
for j = 1, 4 do
|
||||
self.maskList[j] = {}
|
||||
self.itemList[j] = {}
|
||||
self.tabListObj[j] = Util.GetGameObject(self.gameObject,"Tabs/grid/Btn"..j)
|
||||
end
|
||||
|
||||
|
||||
self.helpPosition = self.helpBtn:GetComponent("RectTransform").localPosition
|
||||
end
|
||||
|
||||
function this:BindEvent()
|
||||
for i = 1, 4 do
|
||||
Util.AddOnceClick(self.tabListObj[i],function ()
|
||||
self.curSelect = i
|
||||
this:Refresh(true,false)
|
||||
end)
|
||||
end
|
||||
|
||||
|
||||
Util.AddOnceClick(self.btn_close,function ()
|
||||
LogError("点击确定按钮")
|
||||
self:ClosePanel()
|
||||
end)
|
||||
Util.AddOnceClick(self.btn_star,function ()
|
||||
if buildData.heroId and buildData.heroId~="" then
|
||||
PopupTipPanel.ShowTip("已有特训英雄")
|
||||
return
|
||||
end
|
||||
if curHeroId==nil or curHeroId=="" then
|
||||
PopupTipPanel.ShowTip("请选择特训英雄")
|
||||
return
|
||||
end
|
||||
NetManager.TrainingRequest(buildData.dataMain.Id,curHeroId,1,function ()
|
||||
self:Refresh()
|
||||
end)
|
||||
end)
|
||||
Util.AddOnceClick(self.btn_end,function ()
|
||||
if buildData.heroId and buildData.heroId~="" then
|
||||
NetManager.TrainingRequest(buildData.dataMain.Id,buildData.heroId,2,function ()
|
||||
self:Refresh()
|
||||
end)
|
||||
end
|
||||
end)
|
||||
|
||||
--帮助按钮
|
||||
Util.AddClick(self.helpBtn, function()
|
||||
LogError("点击帮助按钮")
|
||||
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.WishCard,self.helpPosition.x,self.helpPosition.y)
|
||||
end)
|
||||
end
|
||||
|
||||
function this:AddListener()
|
||||
end
|
||||
|
||||
function this:RemoveListener()
|
||||
end
|
||||
|
||||
|
||||
|
||||
function this:OnOpen(_data)
|
||||
buildData=_data
|
||||
self.title.text=buildData.dataMain.Name
|
||||
self.infoTxt.text=buildData.dataMain.Name.."每分钟增加"..buildData.dataSingle.Gain.."特训经验"
|
||||
curHeroId=buildData.heroId
|
||||
LogError("buildData.dataMain.Id==="..buildData.dataMain.Id)
|
||||
if buildData.heroId and buildData.heroId~="" then
|
||||
self.btn_star:SetActive(false)
|
||||
else
|
||||
self.btn_star:SetActive(true)
|
||||
end
|
||||
end
|
||||
function this:OnShow()
|
||||
this:Refresh(true,false)
|
||||
end
|
||||
|
||||
function this:Refresh(isTop,isAni)
|
||||
--self.selectBtn:GetComponent("RectTransform").localPosition = self.tabListObj[self.curSelect]:GetComponent("RectTransform").localPosition
|
||||
this:SetHeroList(isTop,isAni)
|
||||
this:SetUpHero()
|
||||
end
|
||||
|
||||
function this:SetUpHero()
|
||||
local go = self.selctHero
|
||||
local frame = Util.GetGameObject(go, "frame"):GetComponent("Image")
|
||||
local icon = Util.GetGameObject(go, "icon"):GetComponent("Image")
|
||||
local proIcon = Util.GetGameObject(go, "proIcon"):GetComponent("Image")
|
||||
local starGrid = Util.GetGameObject(go, "star")
|
||||
local choosed = Util.GetGameObject(go, "choosed")
|
||||
local heroId = curHeroId
|
||||
choosed:SetActive(false)
|
||||
if heroId and heroId~="" then
|
||||
go:SetActive(true)
|
||||
local heroData = HeroManager.GetSingleHeroData(heroId)
|
||||
frame.sprite = self.spLoader:LoadSprite(GetBgByHeroNatural(heroData.heroConfig.Natural))
|
||||
icon.sprite = self.spLoader:LoadSprite(GetResourcePath(heroData.heroConfig.Icon))
|
||||
proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
|
||||
SetHeroStars(self.spLoader,starGrid, heroData.star)
|
||||
Util.AddOnceClick(go,function ()
|
||||
end)
|
||||
else
|
||||
go:SetActive(false)
|
||||
end
|
||||
|
||||
|
||||
Util.AddLongPressClick(go,function ()
|
||||
UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, heroId, 5)
|
||||
end,0.5)
|
||||
end
|
||||
|
||||
function this:SetHeroList(isTop,isAni)
|
||||
local heroList = TrainBuildManager.GetAllCanTrainHero()
|
||||
local list={}
|
||||
for k, v in pairs(heroList) do
|
||||
if CheckListIsContainValue1(TrainBuildManager.trainHeroId,v.dynamicId)==false or v.dynamicId==buildData.heroId then
|
||||
table.insert(list,v)
|
||||
end
|
||||
end
|
||||
self.scrollView:SetData(list, function (index, item)
|
||||
this:ShowSingleHero(item, list[index],index)
|
||||
end,not isTop,not isAni)
|
||||
end
|
||||
|
||||
function this:ShowSingleHero(go,data,index)
|
||||
local heroData = data.heroConfig
|
||||
Util.GetGameObject(go, "frame"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetBgByHeroNatural(heroData.Natural))
|
||||
Util.GetGameObject(go, "icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetResourcePath(heroData.Icon))
|
||||
Util.GetGameObject(go, "proIcon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.PropertyName))
|
||||
Util.GetGameObject(go, "name"):GetComponent("Text").text = heroData.ReadingName
|
||||
Util.GetGameObject(go, "choosed/Text"):GetComponent("Text").text="特训中"
|
||||
Util.GetGameObject(go, "lvBg/lv"):GetComponent("Text").text = data.lv
|
||||
local choosed=Util.GetGameObject(go, "choosed")
|
||||
choosed:SetActive(curHeroId==data.dynamicId)
|
||||
local trainInfo=Util.GetGameObject(go, "trainLvBg")
|
||||
local trainLv=Util.GetGameObject(go, "trainLvBg/Text"):GetComponent("Text")
|
||||
local starGrid = Util.GetGameObject(go, "star")
|
||||
SetHeroStars(self.spLoader,starGrid,data.star)
|
||||
-- Util.AddLongPressClick(go,function ()
|
||||
-- UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, data.Reward[1], 5)
|
||||
-- end,0.5)
|
||||
Util.AddOnceClick(go,function()
|
||||
if buildData.heroId and buildData.heroId~="" then
|
||||
if data.dynamicId~=buildData.heroId then
|
||||
PopupTipPanel.ShowTip("请先为当前英雄结束特训")
|
||||
return
|
||||
end
|
||||
if data.dynamicId==buildData.heroId then
|
||||
PopupTipPanel.ShowTip("当前英雄特训中")
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
if curHeroId~=data.dynamicId then
|
||||
curHeroId=data.dynamicId
|
||||
else
|
||||
curHeroId=nil
|
||||
end
|
||||
choosed:SetActive(curHeroId==data.dynamicId)
|
||||
this:SetUpHero()
|
||||
end)
|
||||
end
|
||||
|
||||
function this:OnClose()
|
||||
end
|
||||
|
||||
function this:OnDestroy()
|
||||
self.itemList = {}
|
||||
self.maskList = {}
|
||||
self.wishListObj = {}
|
||||
self.tabListObj = {}
|
||||
self.spLoader:Destroy()
|
||||
end
|
||||
|
||||
return this
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6a4d85596cb251d409dc0e2124c4d4b1
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -197,7 +197,7 @@ function this:InitComponent()
|
|||
--家园
|
||||
this.btnHomeLand = Util.GetGameObject(this.gameObject, "scene/layer4/btnHomeLand")
|
||||
--洞府功能屏蔽
|
||||
this.btnHomeLand:SetActive(false)
|
||||
--this.btnHomeLand:SetActive(false)
|
||||
--跨服
|
||||
this.btnJumpServer = Util.GetGameObject(this.gameObject, "scene/layer4/btnJumpServer")
|
||||
--跨服战斗功能屏蔽
|
||||
|
@ -583,7 +583,11 @@ function this:BindEvent()
|
|||
this.ScenceBtnClick(FUNCTION_OPEN_TYPE.ARENA)
|
||||
end)
|
||||
Util.AddClick(this.btnHomeLand, function()
|
||||
JumpManager.GoJump(40059)
|
||||
--JumpManager.GoJump(40059)
|
||||
|
||||
NetManager.TrainingArchitectureInfoRequest(function()
|
||||
UIManager.OpenPanel(UIName.TrainBuildPanel)
|
||||
end)
|
||||
this.ScenceBtnClick(FUNCTION_OPEN_TYPE.HOMELAND)
|
||||
-- if ActTimeCtrlManager.IsQualifiled(FUNCTION_OPEN_TYPE.ENDLESS) then
|
||||
-- PlayerManager.carbonType = 2
|
||||
|
|
|
@ -7627,6 +7627,11 @@ function NetManager.TrainingRequest(_id,_heroId,_type,_func)
|
|||
local msg = HeroInfoProto_pb.TrainingResponse()
|
||||
msg:ParseFromString(data)
|
||||
LogError("特训请求")
|
||||
if _type==1 then
|
||||
table.insert(TrainBuildManager.trainHeroId,_heroId)
|
||||
elseif _type==2 then
|
||||
table.remove(TrainBuildManager.trainHeroId,_heroId)
|
||||
end
|
||||
TrainBuildManager.SetBuildInfo(msg.info)
|
||||
if _func then
|
||||
_func()
|
||||
|
|
Loading…
Reference in New Issue