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return PrivilegeManager.GetPrivilegeNumber(20) -end - ---判断当前的行动力是已经是上限 -function this.EnergyEnough() - -- 地图里用显示的数据,地图外面用背包的数据 - local curEnergy = BagManager.GetItemCountById(1) - local limitValue = this.GetTotalEnergy() - return curEnergy >= limitValue -end -- 返回剩余行动力 function this.GetLeftMapEnergy() @@ -415,7 +405,7 @@ function this.InitSingleEndlessHero(_msgHeroData) heroData.pDef = heroData.heroConfig.PhysicalDefence heroData.mDef = heroData.heroConfig.MagicDefence heroData.speed = heroData.heroConfig.Speed - heroData.skinId = _msgHeroData.skinId + heroData.skinId = _msgHeroData.skinId or 0 if heroData.skinId == 0 then heroData.skinConfig = heroData.heroConfig heroData.live = GetResourcePath(heroData.heroConfig.Live) @@ -680,32 +670,33 @@ function this.GetHeroLeftBlood(heroId) end end ---编队界面有死亡猎妖师重组编队数据 -function this.RoleListFormationNewMapTeam() - local newMapTeam = {} -- 地图中的编队数据 - local curTeam = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ENDLESS_MAP) - -- 成员数据 - if curTeam.teamHeroInfos and #curTeam.teamHeroInfos > 0 then - for i = 1, #curTeam.teamHeroInfos do - local roleData = curTeam.teamHeroInfos[i] - local curRoleHp = 0 - if this.allHeroBlood[roleData.heroId] then - curRoleHp = this.allHeroBlood[roleData.heroId].curHp - else - local allProp = HeroManager.CalculateWarAllProVal(roleData.heroId) - curRoleHp = allProp[3] - end - if curRoleHp > 0 then - local info = {} - info.position = #newMapTeam+1--curTeam.teamHeroInfos[i].position - info.heroId = roleData.heroId - table.insert(newMapTeam,info) - end - end - end - FormationManager.RefreshFormation(FormationTypeDef.FORMATION_ENDLESS_MAP, newMapTeam, curTeam.teamPokemonInfos) - return newMapTeam -end +-- --编队界面有死亡猎妖师重组编队数据 +-- function this.RoleListFormationNewMapTeam() +-- local newMapTeam = {} -- 地图中的编队数据 +-- local curTeam = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ENDLESS_MAP) +-- -- 成员数据 +-- if curTeam.teamHeroInfos and #curTeam.teamHeroInfos > 0 then +-- for i = 1, #curTeam.teamHeroInfos do +-- local roleData = curTeam.teamHeroInfos[i] +-- local curRoleHp = 0 +-- if this.allHeroBlood[roleData.heroId] then +-- curRoleHp = this.allHeroBlood[roleData.heroId].curHp +-- else +-- local allProp = HeroManager.CalculateWarAllProVal(roleData.heroId) +-- curRoleHp = allProp[3] +-- end +-- if curRoleHp > 0 then +-- local info = {} +-- info.position = #newMapTeam+1--curTeam.teamHeroInfos[i].position +-- info.heroId = roleData.heroId +-- table.insert(newMapTeam,info) +-- end +-- end +-- end +-- FormationManager.RefreshFormation(FormationTypeDef.FORMATION_ENDLESS_MAP, newMapTeam, curTeam.teamPokemonInfos) +-- return newMapTeam +-- end + -- 角色战斗失败,删除相应的地图队伍 function this.DeleteMapTeam() for i = 1, #MapManager.formationList do @@ -750,7 +741,8 @@ function this.InitMissionData() local data = {} data.Id = v.Id data.index = #this.mission + 1 - data.info = v.Desc + data.Desc = v.Desc + data.info = "" data.progress = 0 data.value = v.Values[2][1] data.BoxReward = {} @@ -770,11 +762,9 @@ function this.SetRewardData() local allMissionData = TaskManager.GetTypeTaskList(TaskTypeDef.wujinfuben) for k,v in ipairs(this.mission) do for j = 1,#allMissionData do - -- LogGreen("allMissionData[j].missionId:"..allMissionData[j].missionId.." allMissionData[j].state :"..allMissionData[j].state ) + LogGreen("allMissionData[j].missionId:"..allMissionData[j].missionId.." allMissionData[j].state :"..allMissionData[j].state .." allMissionData[j].progress:"..allMissionData[j].progress) if v.Id == allMissionData[j].missionId then - if v.progress == 0 then - v.progress = allMissionData[j].progress - end + v.progress = allMissionData[j].progress if allMissionData[j].state == 2 then v.state = 0 elseif allMissionData[j].state == 1 then @@ -782,6 +772,7 @@ function this.SetRewardData() elseif allMissionData[j].state == 0 then v.state = 2 end + v.info = v.Desc ..("(")..v.progress.."/"..v.value..(")") break end end @@ -827,28 +818,26 @@ function this.GetRewardData() return data end --------------------------------------------------------------------------士气----------------------------------------------- -this.shiQiValue = 101 function this.GetShiQiValue() local id = 0 local moraleLv1 = 0 local itemCount = BagManager.GetItemCountById(this.shiQiValue) for k,v in ConfigPairs(endlessMorale) do - if not v.Exp or v.Exp < 1 then + if not v.Exp or #v.Exp < 1 then moraleLv1 = v.Level id = v.Id break - elseif itemCount < v.Exp then + elseif itemCount < v.Exp[2] then moraleLv1 = v.Level id = v.Id break end end + LogGreen("itemCount:"..itemCount.." moraleLv1:"..moraleLv1.." id:"..id) return id,moraleLv1 end ------------------------------------------------------------------------------------秘宝----------------------------------------------------- this.treasureLevel = 0 -this.scoreValueId = 102 - function this.GetTreasureData() this.treasureDataReward = {} for k,v in ConfigPairs(ConfigManager.GetConfig(ConfigName.endlessTreasure)) do @@ -878,7 +867,7 @@ function this.GetTreasureLevel() local moraleLv1 = 0 local itemCount = BagManager.GetItemCountById(this.scoreValueId) for k,v in ConfigPairs(endlessTreasure) do - if not v.Integral then + if not v.Integral or #v.Integral < 1 then moraleLv1 = v.Level id = v.Id break @@ -899,7 +888,7 @@ function this.InitTreasureData(msg) this.treasureData = {} this.treasureData.tip = "无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝" --重置时间 - -- LogGreen("msg.resetTime:"..msg.resetTime) + LogGreen("msg.resetTime:"..msg.resetTime) this.treasureData.resetTime = msg.resetTime --购买状态 -- LogGreen("msg.isBuy:"..msg.isBuy) diff --git a/Assets/ManagedResources/~Lua/Modules/Map/View/EndLessMapView.lua b/Assets/ManagedResources/~Lua/Modules/Map/View/EndLessMapView.lua index 397109f425..c881b78432 100644 --- a/Assets/ManagedResources/~Lua/Modules/Map/View/EndLessMapView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Map/View/EndLessMapView.lua @@ -322,9 +322,10 @@ function EndLessMapView:ShowHeroData() if not this.heroList then this.heroList = {} end - LogGreen("this.heroList:"..#this.heroList) for k = 1, #this.heroList do - this.heroList[k].go.gameObject:SetActive(false) + if this.heroList[k] and this.heroList[k].go then + this.heroList[k].go.gameObject:SetActive(false) + end end for i, v in ipairs(curFormation.teamHeroInfos) do if not this.heroList[i] then @@ -344,37 +345,38 @@ function EndLessMapView:ShowHeroData() this.heroList[i].heroId = v.heroId local heroData = HeroManager.GetSingleHeroData(v.heroId) this.heroList[i].frame.sprite=Util.LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality, v.star)) - SetHeroIcon(v,this.heroList[i].icon,heroData.heroConfig) + SetHeroIcon(this.spLoader,heroData,this.heroList[i].icon,heroData.heroConfig) this.heroList[i].pro.sprite=Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName)) this.heroList[i].lv.text=heroData.lv - SetHeroStars(this.heroList[i].star, heroData.star) - + --spLoader, starGrid, star, type,_starSize,_scale,_pivot,rotation + SetHeroStars(this.spLoader,this.heroList[i].star, heroData.star) + local heroData1 = EndLessMapManager.allHeroBlood[v.heroId] --血量相关 - this.heroList[i].hpExp.value=heroData.hp/10000 - Util.SetGray(this.heroList[i].go,heroData.hp<=0)--死啦 + this.heroList[i].hpExp.value=heroData1.percentHp + Util.SetGray(this.heroList[i].go,heroData1.percentHp<=0)--死啦 end end function EndLessMapView:RefreshTargetRoote() this.curMission = EndLessMapManager.GetRewardData() if this.curMission.state == 0 then - this.TargetBtn1.gameObject:SetActive(true) - this.TargetBtn2.gameObject:SetActive(false) - this.TargetRootText.text = string.format("%s(%s/%s)",this.curMission.info,this.curMission.progress,this.curMission.value) - else this.TargetBtn1.gameObject:SetActive(false) this.TargetBtn2.gameObject:SetActive(true) + this.TargetRootText.text = string.format("%s(%s/%s)",this.curMission.Desc,this.curMission.progress,this.curMission.value) + else + this.TargetBtn1.gameObject:SetActive(true) + this.TargetBtn2.gameObject:SetActive(false) if this.curMission.index == #EndLessMapManager.mission and this.curMission.state == 2 then - this.TargetRootText.text = "已完成全部任务" + this.TargetRootText.text = "已完成全部任务" else - this.TargetRootText.text = string.format("%s(%s/%s)",this.curMission.info,this.curMission.progress,this.curMission.value) + this.TargetRootText.text = string.format("%s(%s/%s)",this.curMission.Desc,this.curMission.progress,this.curMission.value) end end end function EndLessMapView:SetShiQiValue() local cursinglePro - local itemCount = BagManager.GetItemCountById(this.shiQiValue) + local itemCount = BagManager.GetItemCountById(EndLessMapManager.shiQiValue) local id, lv = EndLessMapManager.GetShiQiValue() if lv ~= EndLessMapManager.moraleLv then isShow = true @@ -382,9 +384,9 @@ function EndLessMapView:SetShiQiValue() EndLessMapManager.moraleLv = lv EndLessMapManager.moraleId = id end - this.shiQiProgress.text = (endlessMorale[id].Exp and endlessMorale[id].Exp > 0) and itemCount.."/"..endlessMorale[id].Exp or "1/1" - this.shiQiLv.text = lv - this.shiQifillAmount = (endlessMorale[id].Exp and endlessMorale[id].Exp > 0) and itemCount/endlessMorale[id].Exp or 1 + this.shiQiProgress.text = (endlessMorale[id].Exp[2] and endlessMorale[id].Exp[2] > 0) and itemCount.."/"..endlessMorale[id].Exp[2] or "1/1" + this.shiQiLv.text = lv.."级" + this.shiQifillAmount = (endlessMorale[id].Exp[2] and endlessMorale[id].Exp[2] > 0) and itemCount/endlessMorale[id].Exp[2] or 1 @@ -472,36 +474,6 @@ function EndLessMapView:InitBoolState() end -- =================================================== -- ========= 各种按键操作的设置 ========================= --- 复位设置 -function EndLessMapView:ResetRoleState() - --if not this:CanClick() then return end - -- 重置角色位置(目前没有表现,做一下延迟) - Timer.New(function () - -- 通信一次 - NetManager.RequestResetState(function () - PopupTipPanel.ShowTip(Language[11279]) - -- 初始位置 - local position = challengeMapConfig[MapManager.curMapId].Position - local initPos = position[1] * 256 + position[2] - -- 前端同步位置 - MapManager.curPos = initPos - -- 重置队伍以及妖灵师的血量, 同时重置位置 - Game.GlobalEvent:DispatchEvent(GameEvent.Formation.OnResetFormationHp, initPos) - -- 请求一次血量, 复位之后请求一次血量 - NetManager.RequestAllHeroHp(function () - --Log("复位之后请求一次血量数据") - end) - -- 刷新迷雾 - local u,v = Map_Pos2UV(initPos) - TileMapView.UpdateWarFog(u, v, MapManager.fogSize) - FormationManager.SetOneKeyGoWithoutUI(FormationTypeDef.FORMATION_ENDLESS_MAP,20) - end) - end, 0.2):Start() - - -- 进入复位状态 - EndLessMapManager.isReset = true - -end -- 标记设置 function EndLessMapView:SetNoteShow() @@ -596,14 +568,9 @@ function EndLessMapView:RefreshEnergyValue(isInit, costType) EndLessMapManager.leftEnergy = curEnergy EndLessMapManager.isHungery() this:RefreshEnergyShow() - - -- 行动力从满状态切换到不满时启动定时器, 告诉服务器我走了 - if preEnergy == EndLessMapManager.GetTotalEnergy() and curEnergy < EndLessMapManager.GetTotalEnergy() then - MapManager.MapUpdateEvent(-1000, function () - Log("满行动力状态切换同步倒计时") - this:ShowCountTime() - end) - end + MapManager.MapUpdateEvent(-1000, function () + this:ShowCountTime() + end) end -- 刷新行动力组件显示 @@ -612,7 +579,6 @@ function EndLessMapView:RefreshEnergyShow() if curEnergy <= 0 then ctrlView.StopWalk() end - local totalEnergy = EndLessMapManager.GetTotalEnergy() -- 设置一下颜色 local str = "" @@ -624,7 +590,7 @@ function EndLessMapView:RefreshEnergyShow() end this.energyInfo.text = str - this.totalEnergy.text = totalEnergy + this.totalEnergy.text = "" end -- 刷新数值 @@ -647,14 +613,14 @@ end -- 无尽副本中角色死翘翘 function EndLessMapView:OnRoleDead() - this:RefreshEnergyValue(false, COST_TYPE.DEAD) - -- 死亡退出触发事件状态 - EndLessMapManager.isTrigger = false - -- 看看是否是死光光了 - if EndLessMapManager.IsAllDead() then - PopupTipPanel.ShowTip(Language[11282]) - this:ResetRoleState() - end + -- this:RefreshEnergyValue(false, COST_TYPE.DEAD) + -- -- 死亡退出触发事件状态 + -- EndLessMapManager.isTrigger = false + -- -- 看看是否是死光光了 + -- if EndLessMapManager.IsAllDead() then + -- PopupTipPanel.ShowTip(Language[11282]) + -- this:ResetRoleState() + -- end end -- 无尽副本在地图之间传送 @@ -677,31 +643,21 @@ end -- 行动力是否显示倒计时 function EndLessMapView:ShowCountTime() - this.timer = nil - this.actCountTime.text = "" - this.bgTime:SetActive(not EndLessMapManager.EnergyEnough()) - -- 初始化是判断一次 - if not EndLessMapManager.EnergyEnough() then - -- 启动倒计时 - this.timer = Timer.New(function () - local leftTime = AutoRecoverManager.GetRecoverTime(1) - if EndLessMapManager.EnergyEnough()then - -- 行动力恢复已满 - this.actCountTime.text = "" - if this.isPanelClose then - if this.timer then - this.timer:Stop() - end - this.bgTime:SetActive(false) - end - else - if not this.isPanelClose then - this.actCountTime.text = GetTimeMaoHaoStrBySeconds(math.floor(leftTime)) - end - end - end, 1, -1, true) - this.timer:Start() + if this.timer then + this.timer:Stop() + this.timer = nil end + + this.actCountTime.text = "" + this.bgTime:SetActive(true) + + this.timer = Timer.New(function () + local leftTime = AutoRecoverManager.GetRecoverTime(1) + if not this.isPanelClose then + this.actCountTime.text = GetTimeMaoHaoStrBySeconds(math.floor(leftTime)).."后恢复1点" + end + end, 1, -1, true) + this.timer:Start() end --- ========================================================== diff --git a/Assets/ManagedResources/~Lua/Modules/Mission/OptionBehaviourManager.lua b/Assets/ManagedResources/~Lua/Modules/Mission/OptionBehaviourManager.lua index 95c1a5520a..7ea3da441b 100644 --- a/Assets/ManagedResources/~Lua/Modules/Mission/OptionBehaviourManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Mission/OptionBehaviourManager.lua @@ -22,6 +22,7 @@ function this.UpdateEventPoint(msg, optionId, func) -- 下一个事件ID this.nextEventId = msg.eventId -- 行为类型 + LogGreen("msg.EventBehaviorCommon.behaviorType:"..msg.EventBehaviorCommon.behaviorType) local behaviorType = msg.EventBehaviorCommon.behaviorType -- 推任务专用消息 -- --LogGreen("msg中返回的事件ID是 ".. (msg.eventId or "无事件id")) @@ -284,6 +285,14 @@ function this.UpdateEventPoint(msg, optionId, func) {"Buff", {buffID = beArgs[1][1]}}, {"DeletePoint", {pos = MapManager.curTriggerPos}}, } + elseif behaviorType == 52 then -- 战斗并销毁指定地图点 + behaviorNodeList = { + {"Battle", {monsterID = beArgs[1][1]}, this.SetNextEventId}, + {"MapProgressChange", {type = 2, curEventID = 0, monsterID = beArgs[1][1]}}, + {"DeletePoint", {pointID = {beArgs[1][2]}}}, + } + elseif behaviorType == 53 then -- 战斗并销毁指定地图点 + end -- 没有行为 diff --git a/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua b/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua index 7ff04ec10f..3ca9749252 100644 --- a/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua @@ -367,19 +367,20 @@ function this.MapInfoRequest(mapModeId,func) local msg = MapInfoProto_pb.MapEnterResponse() msg:ParseFromString(data) MapManager.curMapId = msg.mapId - + --森罗幻境 英雄 local heros = msg.infos if heros then table.sort(heros,function (a,b) return a.position < b.position end) end - MapManager.trialHeroInfo = heros + MapManager.trialHeroInfo = heros MapTrialManager.curTowerLevel = msg.curTower MapTrialManager.bombUsed = msg.bombUsed MapTrialManager.killCount=msg.killCount MapTrialManager.powerValue = msg.essenceValue MapTrialManager.InitTrialRewardData(msg.trialRewardInfo) + MapManager.mapPointList = {} EndLessMapManager.PointNoteDataList = {} MapManager.InitData(msg) @@ -5029,9 +5030,9 @@ function this.AllEndLessHeroDataResponse(_index,func) local msg = HeroInfoProto_pb.GetEndlessHeroListInfoResponse() msg:ParseFromString(data) EndLessMapManager.InitAllEndlessHero(msg.heroList,true) - for i = 1 ,#msg.heroList do - LogGreen(msg.heroList[i].id.." "..msg.heroList[i].heroId) - end + -- for i = 1 ,#msg.heroList do + -- LogGreen(msg.heroList[i].id.." "..msg.heroList[i].heroId) + -- end if msg.isSendFinish then EndLessMapManager.InitMapInfoData(msg.endlessMapId) if func then @@ -5064,6 +5065,7 @@ function NetManager.EndlessTakeTreasureRequest(uid,func) Network:SendMessageWithCallBack(MessageTypeProto_pb.ENDLESS_TAKE_REWARD_REQUEST , MessageTypeProto_pb.ENDLESS_TAKE_REWARD_RESPONSE , msg, function(buffer) local data = buffer:DataByte() local msg = MapInfoProto_pb.EndlessTakeTreasureResponse() + msg:ParseFromString(data) if func then func(msg) end diff --git a/Assets/ManagedResources/~Lua/Modules/Player/PlayerManager.lua b/Assets/ManagedResources/~Lua/Modules/Player/PlayerManager.lua index a7194d6628..a3831a96fc 100644 --- a/Assets/ManagedResources/~Lua/Modules/Player/PlayerManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Player/PlayerManager.lua @@ -137,7 +137,7 @@ function this.RefreshItemNumBySerTime() for i, itemId in pairs(needRefreshItemTabs) do --一些类型的特殊判断 if itemId == 1 then--行动力 - if not EndLessMapManager.isTrigger and not EndLessMapManager.EnergyEnough() then-- 已经是行动力的上限不再刷新-- 正在正在触发事件不刷新 + if not EndLessMapManager.isTrigger then-- 已经是行动力的上限不再刷新-- 正在正在触发事件不刷新 this.RefreshItemNumById(itemId) end elseif itemId == 44 then--外敌挑战券 diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemPopup.lua b/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemPopup.lua index e6c9534a3c..ed9d12e17e 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemPopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemPopup.lua @@ -139,6 +139,7 @@ function RewardItemPopup:OnOpen(...) end --如果没有compShowType和Drop--背包已满 if not args[4] and (not drop or (#drop.itemlist < 1 and #drop.equipId < 1 and #drop.Hero < 1 and #drop.soulEquip < 1 and #drop.pokemon < 1)) then + LogGreen("掉落为空") self:ClosePanel() return end diff --git a/Assets/ManagedResources/~Lua/Modules/Task/TaskManager.lua b/Assets/ManagedResources/~Lua/Modules/Task/TaskManager.lua index a36ce8e900..523d7851ec 100644 --- a/Assets/ManagedResources/~Lua/Modules/Task/TaskManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Task/TaskManager.lua @@ -33,7 +33,7 @@ function this.InitTypeTaskList(_userMissionList) userMissionList.takeTimes = _userMissionList[i].takeTimes userMissionList.heroId = _userMissionList[i].heroId userMissionList.lock = _userMissionList[i].lock - LogRed("任务 类型:"..userMissionList.type.." ID:"..userMissionList.missionId.." 状态:"..userMissionList.state.." lock "..userMissionList.lock) + LogRed("任务 类型:"..userMissionList.type.." ID:"..userMissionList.missionId.." 状态:"..userMissionList.state.." lock "..userMissionList.lock.. " progress:".._userMissionList[i].progress) if not TypeTaskData[_userMissionList[i].type] then TypeTaskData[_userMissionList[i].type] = {} end @@ -157,7 +157,6 @@ end --(后台推送刷新调用) function this.SetTypeTaskInfo(type, Id, state, progress, takeTimes,heroId,lock) - --LogError("任务 "..type.." id:"..Id.." state:"..state.." progress "..progress) if not TypeTaskData[type] then TypeTaskData[type] = {} end @@ -207,7 +206,7 @@ end function this.RefreshTypeTaskInfo(taskInfoList) for i = 1, #taskInfoList do local taskInfo = taskInfoList[i] - -- Log("服务器推送任务刷新type:"..taskInfo.type.."missionId:"..taskInfo.missionId.."state:"..taskInfo.state.."progress:"..taskInfo.progress.."takeTimes:"..taskInfo.takeTimes) + LogRed("服务器推送任务刷新type:"..taskInfo.type.."missionId:"..taskInfo.missionId.."state:"..taskInfo.state.."progress:"..taskInfo.progress.."takeTimes:"..taskInfo.takeTimes) this.SetTypeTaskInfo(taskInfo.type, taskInfo.missionId, taskInfo.state, taskInfo.progress, taskInfo.takeTimes,taskInfo.heroId,taskInfo.lock) end Game.GlobalEvent:DispatchEvent(GameEvent.MissionDaily.OnMissionDailyChanged) diff --git a/Assets/ManagedResources/~Lua/Modules/TreasureOfHeaven/EndLessTreasurePanel.lua b/Assets/ManagedResources/~Lua/Modules/TreasureOfHeaven/EndLessTreasurePanel.lua index 4800067ea6..91b3b80ccf 100644 --- a/Assets/ManagedResources/~Lua/Modules/TreasureOfHeaven/EndLessTreasurePanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/TreasureOfHeaven/EndLessTreasurePanel.lua @@ -85,7 +85,7 @@ end --任务列表 function EndLessTreasurePanel:showTaskList() itemnum = BagManager.GetItemCountById(EndLessMapManager.scoreValueId) or 0 - self.scoreText.text = BagManager.GetItemCountById(itemnum) + self.scoreText.text = itemnum if not self.itemsList then self.itemsList = {} end @@ -214,17 +214,19 @@ function EndLessTreasurePanel:OnBtnDealClicked(rewardItem,singleData) PopupTipPanel.ShowTip(Language[11330]) elseif singleData.state == 3 or singleData.state == 2 then NetManager.EndlessTakeTreasureRequest(singleData.Id,function(msg) - UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1) - --需要刷新界面 - if self.treasureData.treasureState == 0 then--判断是否已经购买了礼包 - EndLessMapManager.SetTreasureState(singleData.Id,1) - else - EndLessMapManager.SetTreasureState(singleData.Id,-1) - end - self:refresh()--刷新界面 + + UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function() + --需要刷新界面 + if self.treasureData.treasureState == 0 then--判断是否已经购买了礼包 + EndLessMapManager.SetTreasureState(singleData.Id,1) + else + EndLessMapManager.SetTreasureState(singleData.Id,-1) + end + self:refresh()--刷新界面 + end) end) elseif singleData.state == 1 then - UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel,1) + UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel,3) end end