无尽副本修改提交

dev_chengFeng
jiaoyangna 2021-05-25 16:20:56 +08:00
parent f7235b087b
commit 5fb2aa23ce
22 changed files with 839 additions and 432 deletions

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View File

@ -129,7 +129,6 @@ function EndLessCarbonPanel:OnShow()
end
function this.InitActPowerShow()
local total = EndLessMapManager.GetTotalEnergy()
local curEnergy = 0
curEnergy = BagManager.GetItemCountById(1)
@ -204,7 +203,7 @@ function this.ShowCountTime()
-- 启动倒计时
this.timer = Timer.New(function ()
local leftTime = AutoRecoverManager.GetRecoverTime(1)
this.actCountTime.text = GetTimeMaoHaoStrBySeconds(math.floor(leftTime))
this.actCountTime.text = GetTimeMaoHaoStrBySeconds(math.floor(leftTime)).."后恢复1点"
end, 1, -1, true)
this.timer:Start()

View File

@ -159,10 +159,6 @@ end
function FormationSetPanel:GetFormationHeroIdsByForMId(forMationId)
teamHero = {}
local teamHeroInfos = FormationManager.GetFormationByID(forMationId).teamHeroInfos
--无尽副本队伍检测是否阵亡人员
if forMationId == FormationTypeDef.FORMATION_ENDLESS_MAP then
teamHeroInfos = EndLessMapManager.RoleListFormationNewMapTeam()
end
for i = 1, #teamHeroInfos do
local info = {}
info.index = teamHeroInfos[i].position

View File

@ -1,4 +1,4 @@
EndLessMapManager = {};
EndLessMapManager = {};
local this = EndLessMapManager
local endLessConfig = ConfigManager.GetConfig(ConfigName.EndlessMapConfig)
local gameSetting = ConfigManager.GetConfig(ConfigName.GameSetting)
@ -38,6 +38,8 @@ function this.Initialize()
this.openedFormat = false
this.isSkipFight = 1 -- 服务器记录的是否跳过战斗
this.EndLessRoleDead = false -- 无尽副本角色进入死亡状态,走一步重置
this.shiQiValue = endlessMorale[1].Exp[1]
this.scoreValueId = endlessTreasure[1].Integral[1][1]
this.InitMissionData()
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold,this.RefreshItemData)
end
@ -280,18 +282,6 @@ function this.GetLeftEnergy(func)
NetManager.ReqeustRefreshEnergy(func)
end
-- 返回行动力上限。跟VIP挂钩
function this.GetTotalEnergy()
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)

View File

@ -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<color=#FBFBFB>(%s/%s)</color>",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<color=#55c688>(%s/%s)</color>",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 = "<color=#FBFBFB>已完成全部任务</color>"
this.TargetRootText.text = "已完成全部任务"
else
this.TargetRootText.text = string.format("%s<color=#5FFF00>(%s/%s)</color>",this.curMission.info,this.curMission.progress,this.curMission.value)
this.TargetRootText.text = string.format("%s<color=#FFFFFF>(%s/%s)</color>",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..""
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
--- ==========================================================

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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)

View File

@ -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