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

dev_chengFeng
jiaoyangna 2020-07-28 16:54:43 +08:00
commit 60bf046b81
30 changed files with 1223 additions and 152 deletions

File diff suppressed because it is too large Load Diff

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@ -1377,6 +1377,7 @@ HELP_TYPE = {
OpenHappy=50,-- 开服狂欢
OpenSevenDay=52,-- 开服狂欢
SoulPrintCommond=53,-- 魂印合成
Sunro=54,--森罗环境
EquipCompose=55,-- 装备合成
TreasureCompose=56,-- 宝物合成
TimeLimitedCall=57,-- 限时召唤
@ -1756,6 +1757,7 @@ GENERAL_POPUP_TYPE={
EquipBatchSell=16,--装备批量出售
EquipSingleSell=17,--装备单种出售 拉条
TrialBomb=18,--次元炸弹
RecruitConfirm=19,----神将召唤、限时召唤、乾坤宝盒 二次确认界面
}
--抽卡类型

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@ -2278,4 +2278,5 @@
[12277] = "未查询到符合条件的装备!",
[12278] = "%d天%02d时",
[12279] = "妖系神将额外造成50%伤害\n非妖系神将降低50%攻击力",
[12280] = "该神将在巅峰赛阵容中已上阵",
}

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@ -590,7 +590,7 @@ end
-- 通过总轮数获取当前阶段名称
function this.GetTurnNameByRoundTimes(roundTimes,curTurn)
LogGreen("roundTimes "..roundTimes)
-- LogGreen("roundTimes "..roundTimes)
if not roundTimes or roundTimes <= 0 then
return Language[10122]
end

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@ -20,7 +20,6 @@ function BagPanel:InitComponent()
tabs1[i] = Util.GetGameObject(self.transform, "box/Btn" .. i)
tabs1RedPoint[i] = Util.GetGameObject(self.transform, "box/Btn" .. i .. "/redPoint")
end
--this.tabs1Go = Util.GetGameObject(self.transform, "Tabs1")
this.selectBtn1 = Util.GetGameObject(self.gameObject, "selectBtn")
this.BtView = SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
@ -29,7 +28,6 @@ function BagPanel:InitComponent()
this.ItemView = Util.GetGameObject(self.gameObject, "ItemView")
this.ItemViewEffect = Util.GetGameObject(self.gameObject, "ItemView/GameObject/effects")
this.item = Util.GetGameObject(self.gameObject, "Item")
--this.itemEffect = Util.GetGameObject(self.gameObject, "Item/effects")
this.grid = Util.GetGameObject(self.gameObject, "scroll/grid")
this.Scrollbar = Util.GetGameObject(self.gameObject, "Scrollbar"):GetComponent("Scrollbar")
this.isBagPanel = true
@ -61,7 +59,6 @@ function BagPanel:BindEvent()
Util.AddClick(this.BtnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
--UIManager.OpenPanel(UIName.MainPanel)
self:ClosePanel()
end)
for i = 0, 7 do
@ -108,7 +105,6 @@ end
function this:SetSelectBtn(_btn)
if _btn then
this.selectBtn1:SetActive(true)
--this.selectBtn1.transform.localPosition = _btn.transform.localPosition
this.selectBtn1.transform:SetParent(_btn.transform)
this.selectBtn1.transform.localPosition = Vector3.zero
Util.GetGameObject(this.selectBtn1.transform, "Text"):GetComponent("Text").text = Util.GetGameObject(_btn.transform, "Text"):GetComponent("Text").text
@ -130,13 +126,6 @@ function this:OnClickAllBtn()
for i = 1, #curAllEquipTreasure do
table.insert(itemData, curAllEquipTreasure[i])
end
--for i = 1, #allEquipData do
-- table.insert(itemData, allEquipData[i])
--end
--local allTalisman = TalismanManager.GetAllTalismanData(false, "0")
--for i = 1, #allTalisman do
-- table.insert(itemData, allTalisman[i])
--end
local soulPrintData = BagManager.GetAllSoulPrintData()
for i,v in ipairs(soulPrintData) do
table.insert(itemData, v)
@ -166,7 +155,6 @@ function this.OnClickTabBtn(_index, _clickBtn)
elseif _index == 0 then
this:OnClickAllBtn()
elseif (_index == ItemBaseType.SoulPrint) then
--itemData = BagManager.GetBagItemDataByItemType(ItemBaseType.SoulPrint)
itemData = BagManager.GetAllSoulPrintData()
itemNumText.text = Language[10189]..#itemData.."/"..specialConfig[9].Value
this:SetItemData(itemData, ItemBaseType.SoulPrint)
@ -273,7 +261,6 @@ function this.SingleItemDataShow(_go, _itemData)
if(UI_Effect_Kuang_JinSe) then
UI_Effect_Kuang_JinSe:SetActive(false)
end
--local UI_Effect_Kuang_HongSe = Util.GetGameObject(_go.transform, "GameObject/effects/UI_Effect_Kuang_HongSe")
upHeroInage:SetActive(false)
local frameMask = Util.GetGameObject(_go.transform, "GameObject/item/frameMask")
frameMask:SetActive(false)
@ -288,7 +275,6 @@ function this.SingleItemDataShow(_go, _itemData)
strongLv.gameObject:SetActive(false)
refine.gameObject:SetActive(false)
if _itemData.itemConfig then
--UI_Effect_Kuang_HongSe:SetActive(_itemData.itemConfig.Quantity == 6 )
Util.GetGameObject(_go.transform, "GameObject/item/innateImage"):SetActive(false)
Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):SetActive(false)
num:SetActive(true)
@ -361,20 +347,15 @@ function this.SingleItemDataShow(_go, _itemData)
Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg/circleFrame"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[itemConfig[_itemData.itemConfig.Id].Quantity].circle)
UI_Effect_Kuang_JinSe.gameObject:SetActive(true)
num:SetActive(false)
-- Util.GetGameObject(_go.transform, "GameObject/item/resetLv"):GetComponent("Text").text = "+" .. _itemData.level
end
end
local redPoint = Util.GetGameObject(_go.gameObject, "GameObject/redPoint")
Util.AddOnceClick(Util.GetGameObject(_go.gameObject, "GameObject/item/frame"), function()
if _itemData.itemConfig then
if _itemData.itemConfig.ItemBaseType == ItemBaseType.Equip then
-- if _itemData.itemConfig.Quantity >= 4 then
-- EquipManager.SetNotNewEquipAnyMore(_itemData.id)
-- redPoint:SetActive(false)
-- end
UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup, _itemData, function()
this.OnClickTabBtn(sortIndex, sortIndexBtnGo)
end)
end,nil,true)
elseif _itemData.itemConfig.ItemType == ItemType.SelfBox then--自选宝箱
UIManager.OpenPanel(UIName.RewardBoxPanel, _itemData, function()
this.OnClickTabBtn(sortIndex, sortIndexBtnGo)
@ -403,7 +384,6 @@ function this.SingleItemDataShow(_go, _itemData)
if _itemData.num >= _itemData.itemConfig.UsePerCount then
UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel, 3, _itemData, function()
this.OnClickTabBtn(sortIndex, sortIndexBtnGo)
--UIManager.ClosePanel(UIName.RewardItemSingleShowPopup)
end)
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.id, function()
@ -415,7 +395,6 @@ function this.SingleItemDataShow(_go, _itemData)
--宝器
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup, 0, _itemData.idDyn,_itemData.id, _itemData.lv,_itemData.refineLv, function()
this.OnClickTabBtn(sortIndex, sortIndexBtnGo)
--UIManager.ClosePanel(UIName.RewardTalismanSingleShowPopup)
end)
elseif _itemData.itemConfig.ItemBaseType == ItemBaseType.SoulPrint then
--魂印
@ -429,11 +408,6 @@ function this.SingleItemDataShow(_go, _itemData)
end
end)
--Util.AddOnceClick(pokemonFrame, function()
-- UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.id, function()
-- this.OnClickTabBtn(sortIndex, sortIndexBtnGo)
-- end)
--end)
--显示红点
redPoint:SetActive(false)
if _itemData.itemConfig.ItemType == ItemType.Equip then
@ -503,9 +477,6 @@ function BagPanel:OnShow()
else
this:OnClickAllBtn()
end
--this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
--this.BtView:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView.BagPanel })
SoundManager.PlayMusic(SoundConfig.BGM_Main)
BagManager.isBagPanel = true
@ -543,22 +514,13 @@ function BagPanel:OnSortingOrderChange()
Util.AddParticleSortLayer(list[i], this.sortingOrder- orginLayer)
end
orginLayer = this.sortingOrder
--Util.AddParticleSortLayer(this.itemEffect, self.sortingOrder - this.EffectOrginLayer)
this.EffectOrginLayer = self.sortingOrder
--this.bg.overrideSorting = true
--this.scroll.overrideSorting = true
--this.scroll.sortingOrder = self.sortingOrder - 10
--this.bg.sortingOrder = self.sortingOrder - 20
this.BtView:SetOrderStatus({ sortOrder = self.sortingOrder })
end
--界面关闭时调用(用于子类重写)
function BagPanel:OnClose()
this.noneImage:SetActive(false)
--BagManager.SetItemNewRewPooint()
-- EquipManager.SetEquipNewRewPooint()
BagManager.isBagPanel = false
if isFristOpenTime then
isFristOpenTime:Stop()

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@ -573,6 +573,7 @@ function this.UpdateHeroDatas(_msgHeroData)
this.SetEquipTreasureUpHeroDid(heroData.jewels,heroData.dynamicId)
this.SetTalismanLv(heroData.dynamicId,heroData.talismanList)
ExpeditionManager.InitHeroHpValue(heroData.dynamicId)
heroData.warPower = HeroManager.CalculateHeroAllProValList(1, heroData, false)[HeroProType.WarPower]
--this.SetSoulPrintUpHeroDid(heroData.soulPrintList,heroData.dynamicId)
--this.GetSingleProScoreVal()
end

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@ -115,7 +115,8 @@ function this:FormationAdapter(msg)
demon:SetActive(true)
local demonData = ConfigManager.GetConfigData(ConfigName.HeroConfig, demonId)
Util.GetGameObject(demon, "icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(demonData.Icon))
Util.GetGameObject(demon, "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(ConfigManager.GetConfigData(ConfigName.HeroConfig,demonId).Star))
local heroConFig = ConfigManager.GetConfigData(ConfigName.HeroConfig,demonId)
Util.GetGameObject(demon, "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(heroConFig.Quality,heroConFig.Star))
Util.GetGameObject(demon, "nameText"):GetComponent("Text").text = ConfigManager.GetConfigData(ConfigName.HeroConfig,demonId).ReadingName
SetHeroStars(starGrid, curData.hero.star)
proImage.sprite = Util.LoadSprite(GetProStrImageByProNum(demonData.PropertyName))

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@ -67,7 +67,7 @@ function this.InitHeroData(_msgHeroList)
end
this.UpdateHeroLvEnd()
--赋值每个星级的英雄等级上限
this.UpdateHeroPower()
-- this.UpdateHeroPower()
--赋值英雄战力
end
@ -155,6 +155,7 @@ function this.UpdateHeroDatas(_msgHeroData, isFindHandBook)
if isFindHandBook then --图鉴
PlayerManager.SetHeroHandBookListData(heroData.id, heroData.star)
end
heroData.warPower = this.CalculateHeroAllProValList(1, heroData.dynamicId, false)[HeroProType.WarPower]
--远征初始化血量
--ExpeditionManager.InitHeroHpValue(heroData)
end
@ -342,7 +343,7 @@ function this.GetHeroFormationStr(teamId)
return Language[11108]
-- 1001
elseif teamId == FormationTypeDef.ARENA_TOM_MATCH then
return Language[11101]
return Language[12280]
end
end
return ""
@ -366,7 +367,7 @@ function this.GetHeroFormationStr2(teamId)
elseif teamId == FormationTypeDef.EXPEDITION then
return Language[10699], FormationTypeDef.EXPEDITION
elseif teamId == FormationTypeDef.ARENA_TOM_MATCH then
return Language[11110], FormationTypeDef.ARENA_TOM_MATCH
return Language[12280], FormationTypeDef.ARENA_TOM_MATCH
end
end
return ""

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@ -55,7 +55,6 @@ function this:InitComponent()
-- 试炼副本相关组件
this.leftUp = Util.GetGameObject(self.gameObject, "leftUp")
-- this.leftRelife = Util.GetGameObject(self.gameObject, "leftDown/leftLifeRoot")
this.centerDonwn = Util.GetGameObject(self.gameObject, "centerDown")
missionView.InitComponent(self.gameObject, this)
@ -93,16 +92,6 @@ function this:BindEvent()
Util.AddClick(this.btnAchive, function ()
UIManager.OpenPanel(UIName.EliteCarbonAchievePanel, MapManager.GetCurCarbonId(), false, 1)
end)
-- 背包
-- Util.AddClick(this.btnBag, function ()
-- UIManager.OpenPanel(UIName.MapBagPopup)
-- end)
--队伍
-- Util.AddClick(this.btnTeam, function ()
-- UIManager.OpenPanel(UIName.MapFormationInfoPopup)
-- end)
--排行
Util.AddClick(this.btnRank, function ()
UIManager.OpenPanel(UIName.CarbonScoreSortPanel,1)
@ -148,8 +137,6 @@ function this.SetEndlessShow()
end)
end)
else
-- UIManager.OpenPanel(UIName.MapLeavePanel) --暂时不要了
-- UIManager.OpenPanel(UIName.MapStatsPanel,true)--不需要确认退出了
Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out, 1, 0)
end
end
@ -216,12 +203,7 @@ function this:OnOpen(...)
EndLessMapManager.EndLessRoleDead = true
-- 永久隐藏设置按钮
ctrlView.Init()
-- 如果不是无尽副本,默认跳过战斗
--if CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
-- CarbonManager.isPassFight = EndLessMapManager.isSkipFight == 1
--else
CarbonManager.isPassFight = true
--end
CarbonManager.isPassFight = true
-- 在这设置所有副本的初始化设置
-- 根据副本类型显示
@ -289,7 +271,6 @@ function this.InitCarbonSet()
--如果是在序章
local isStartMap = MapManager.curMapId == 100
-- this.BtnBack:SetActive(not isStartMap)
this.BtnBack2:SetActive(not isStartMap)
end
@ -297,7 +278,6 @@ end
-- 根据副本的类型显示组件
function this.InitCompShow(type)
this.leftUp:SetActive(type == 2)
-- this.leftRelife:SetActive(type == 2)
this.centerDonwn:SetActive(true)
end
@ -351,7 +331,6 @@ function this.OnMapDataChange(refreshType)
-- 增加地图移动速度
elseif refreshType == 2 then
-- 增加视野范围
--fogSize = FoodBuffManager.fogSize
local u, v = Map_Pos2UV(MapManager.curPos)
TileMapView.UpdateWarFog(u, v, MapManager.fogSize)
@ -565,9 +544,6 @@ function this.BackToCarbonPanel()
end
end
SwitchPanel.OpenPanel(UIName.MainPanel)
-- SwitchPanel.OpenPanel(panelNeedOpen[CarbonManager.difficulty], function()
-- UIManager.ClosePanel(UIName.MapPanel)
-- end)
end
-- 刷新红点
@ -739,12 +715,6 @@ function this.OnDeadCount(startTime, lastPos)
ctrlView.SetCtrlState(true)
-- 死亡次前端无奈的加一次
MapManager.deadCount = MapManager.deadCount + 1
-- if CarbonManager.difficulty == 2 then
-- trialPanel.OnRoleDead()
-- if MapTrialManager.GetRelifeTimes() - MapManager.deadCount < 0 then -- 次数用完出图
-- return
-- end
-- end
-- 清空血条值
playerView.InitRoleHp(false)
playerView.SetBattleState(false)
@ -769,8 +739,6 @@ end
function this.StopWalking()
ctrlView.OnRoleDead()
-- 换层时路径不一定完了,不弹完会卡死
--ctrlView.CallListPop()
end
function this.CallListPop()

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@ -94,7 +94,7 @@ function TrialMapPanel:BindEvent()
--帮助按钮
Util.AddClick(this.helpBtn,function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Resolve_Recall,this.helpPos.x,this.helpPos.y)
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Sunro,this.helpPos.x,this.helpPos.y)
end)
--设置按钮
Util.AddClick(MapPanel.btnSetting, function ()
@ -127,7 +127,7 @@ end
--界面打开时调用(用于子类重写)
function TrialMapPanel:OnOpen()
this.powerRoot:SetActive(CarbonManager.difficulty == 2)
this.btnBomb:SetActive(CarbonManager.difficulty == 2)
this.btnBomb:SetActive(false)--CarbonManager.difficulty == 2)
-- 商店
this.buffShop:SetActive(CarbonManager.difficulty == CARBON_TYPE.TRIAL)
this.normalShop:SetActive(CarbonManager.difficulty == CARBON_TYPE.TRIAL)

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@ -37,9 +37,7 @@ function this.ParseMissionState(missions, isInit)
local missionItem = missions
Log(Language[11366].. missionItem.itemId)
--Log("进图初始化副本任务IDState "..missionItem.state)
Log(Language[11367]..missionItem.missionStep)
--Log("进图初始化副本任务ID完成时间" .. missionItem.time)
--Log("missionItem.isOpen ".. string.format("%s", missionItem.isOpen))
local id = missionItem.itemId -- 任务索引值
@ -295,7 +293,7 @@ end
local directFight = function(showType, eventId, showValues, options)
local monsterGroupId = options[1]
--遇到怪就停在原处
-- Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
--获取自动战斗
local t=(PlayerPrefs.HasKey(PlayerManager.uid.."GeneralPopup_TrialSettingBtn"..1)
and PlayerPrefs.GetInt(PlayerManager.uid.."GeneralPopup_TrialSettingBtn"..1)==1) and 1 or 0
@ -303,25 +301,6 @@ local directFight = function(showType, eventId, showValues, options)
Game.GlobalEvent:DispatchEvent(GameEvent.Map.ShowEnemyInfo, monsterGroupId,eventId,showValues)
else--快速战斗
-- --如果英雄阵亡 无法选择其进行战斗
-- for i, v in ipairs(MapManager.trialHeroInfo) do
-- local num = #MapManager.trialHeroInfo
-- if v.heroHp<=0 then
-- num = num -1
-- if num == 0 then
-- PopupTipPanel.ShowTip("猎妖师全部死亡,无法进入战斗!")
-- Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
-- return
-- end
-- end
-- -- if MapTrialManager.selectHeroDid==v.heroId then
-- -- if v.heroHp<=0 then
-- -- PopupTipPanel.ShowTip(Language[11247])
-- -- Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
-- -- return
-- -- end
-- -- end
-- end
--先保存编队
local curFormation = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_DREAMLAND)
local choosedList={}
@ -334,8 +313,6 @@ local directFight = function(showType, eventId, showValues, options)
MapTrialManager.SetHeroHp(msg.remainHpList,MapTrialManager.selectHeroDid)
CarbonManager.InitQuickFightData(monsterGroupId, eventId, msg)
--更新精气值
-- LogGreen("战斗后的更新精气值:"..msg.essenceValue)
-- MapTrialManager.UpdatePowerValue(msg.essenceValue)--这句话会调用之后的event导致召唤boss特效播放两次直接把精气值付上就好了
MapTrialManager.powerValue = msg.essenceValue
-- --召唤Boss
if CarbonManager.difficulty == CARBON_TYPE.TRIAL and MapTrialManager.powerValue >= 100 then
@ -411,9 +388,6 @@ local trailBuffPanel = function(showType, eventId, showValues, options)
Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
Game.GlobalEvent:DispatchEvent(GameEvent.Map.ProgressChange, 1, options[1])
end)
-- if not UIManager.IsOpen(UIName.BuffOptionPanel) then
-- UIManager.OpenPanel(UIName.BuffOptionPanel, eventId)
-- end
end
-- 无尽商店
@ -481,9 +455,6 @@ local funcList2={
[7]=function() --踩宝箱只发0
NetManager.GetTrialBoxRewardRequest(0,function(msg)
Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointRemove, MapManager.curTriggerPos)--删除宝箱点
-- UIManager.OpenPanel(UIName.RewardItemPopup,msg.boxDrop,1,function()
-- Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
-- end)
local data = TrialMiniGameManager.IdToNameIconNum(msg.boxDrop.itemlist[1].itemId,msg.boxDrop.itemlist[1].itemNum)
PopupTipPanel.ShowColorTip(data[1],data[2],data[3])
Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
@ -511,7 +482,6 @@ local funcList2={
--地图点触发
function this.MapPointTrigger(style)
local i=0
-- Game.GlobalEvent:DispatchEvent(GameEvent.Map.StopWalk)
for k, v in pairs(MapManager.mapPointList) do
if MapPointConfig[v] and MapPointConfig[v].Style==style then
i =style
@ -520,7 +490,6 @@ function this.MapPointTrigger(style)
LogPink(i)
if funcList2[i] then
funcList2[i]()
-- Game.GlobalEvent:DispatchEvent(GameEvent.Guide.EventTriggered, eventId)
end
end
@ -532,10 +501,6 @@ function this.GetAllRewardTrigger()
and PlayerPrefs.GetInt(var)==1) and 1 or 0
if t==0 then return end
NetManager.GetTrialBoxRewardRequest(t,function(msg)
-- UIManager.OpenPanel(UIName.RewardItemPopup,msg.boxDrop,1,function()
-- Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
-- end)
Timer.New(function ()
for key, value in pairs(MapManager.mapPointList) do
-- LogPink("["..key.."] "..value)
@ -546,11 +511,6 @@ function this.GetAllRewardTrigger()
Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointRemove,key)--删除所有的buff点
end
end
-- local data = TrialMiniGameManager.IdToNameIconNum(msg.boxDrop.itemlist[1].itemId,msg.boxDrop.itemlist[1].itemNum)
-- PopupTipPanel.ShowColorTip(data[1],data[2],data[3])
-- UIManager.OpenPanel(UIName.RewardItemPopup,msg.boxDrop,1)
local thread=coroutine.start(function()
--宝箱奖励掉落
for i = 1, #msg.boxDrop.itemlist do

View File

@ -159,6 +159,10 @@ function this.RefreshUpdateIndication(buffer)
CheckRedPointStatus(RedPointType.Guild_AidMy)
LuckyTurnTableManager.SetTimes(msg.hadLuckTime,msg.hadAdvanceLuckyTime)
--三个抽奖勾选重置
PlayerPrefs.SetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.Ten,0)
PlayerPrefs.SetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.TimeLimitTen,0)
PlayerPrefs.SetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.QianKunBoxTen,0)
end
--服务器推送红点信息

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@ -155,26 +155,41 @@ function QianKunBox:refreshBtnShow()
return
end
end
local state = PlayerPrefs.GetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.QianKunBoxTen)
if n==bType.Btn1 then
if PrivilegeManager.GetPrivilegeUsedTimes(maxtimesId)+1>privilegeConfig[maxtimesId].Condition[1][2] then
PopupTipPanel.ShowTip(Language[11760])
return
end
RecruitManager.RecruitRequest(m.type, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(maxtimesId,1)--记录抽卡次数
UIManager.OpenPanel(UIName.QianKunBoxBuyOnePanel,msg.drop)
CheckRedPointStatus(RedPointType.QianKunBox)
end,freeTimesId)
local recruitOne = function()
RecruitManager.RecruitRequest(m.type, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(maxtimesId,1)--记录抽卡次数
UIManager.OpenPanel(UIName.QianKunBoxBuyOnePanel, msg.drop)
CheckRedPointStatus(RedPointType.QianKunBox)
end,freeTimesId)
end
if state==0 and d[1] ==16 then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitConfirm,RecruitType.QianKunBoxSingle,recruitOne)
else
recruitOne()
end
elseif n==bType.Btn10 then
if PrivilegeManager.GetPrivilegeUsedTimes(maxtimesId)+10>privilegeConfig[maxtimesId].Condition[1][2] then
PopupTipPanel.ShowTip(Language[11760])
return
end
RecruitManager.RecruitRequest(m.type, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(maxtimesId,10)--记录抽卡次数
UIManager.OpenPanel(UIName.QianKunBoxBuyTenPanel,msg.drop)
CheckRedPointStatus(RedPointType.QianKunBox)
end,freeTimesId)
local recruitTen = function()
RecruitManager.RecruitRequest(m.type, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(maxtimesId,10)--记录抽卡次数
UIManager.OpenPanel(UIName.QianKunBoxBuyTenPanel, msg.drop)
CheckRedPointStatus(RedPointType.QianKunBox)
end,freeTimesId)
end
if state==0 and d[1] ==16 then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitConfirm,RecruitType.QianKunBoxTen,recruitTen)
else
recruitTen()
end
end
end)
end

View File

@ -279,26 +279,42 @@ function TimeLimitedCall:RefreshGetHeroTimes()
return
end
end
local state = PlayerPrefs.GetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.TimeLimitTen)
if n==bType.Btn1 then
if PrivilegeManager.GetPrivilegeUsedTimes(maxtimesId)+1>privilegeConfig[maxtimesId].Condition[1][2] then
PopupTipPanel.ShowTip(Language[11760])
return
end
RecruitManager.RecruitRequest(m.type, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(maxtimesId,1)--记录抽卡次数
UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero[1],m.type,bType.Btn1)
CheckRedPointStatus(RedPointType.TimeLimited)
end,freeTimesId)
local recruitOne = function()
RecruitManager.RecruitRequest(m.type, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(maxtimesId,1)--记录抽卡次数
UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero[1],m.type,bType.Btn1)
CheckRedPointStatus(RedPointType.TimeLimited)
end,freeTimesId)
end
if state==0 and d[1] ==16 then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitConfirm,RecruitType.TimeLimitSingle,recruitOne)
else
recruitOne()
end
elseif n==bType.Btn10 then
if PrivilegeManager.GetPrivilegeUsedTimes(maxtimesId)+10>privilegeConfig[maxtimesId].Condition[1][2] then
PopupTipPanel.ShowTip(Language[11760])
return
end
RecruitManager.RecruitRequest(m.type, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(maxtimesId,10)--记录抽卡次数
UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero, m.type,bType.Btn10)
CheckRedPointStatus(RedPointType.TimeLimited)
end,freeTimesId)
local recruitTen = function()
RecruitManager.RecruitRequest(m.type, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(maxtimesId,10)--记录抽卡次数
UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero, m.type,bType.Btn10)
CheckRedPointStatus(RedPointType.TimeLimited)
end,freeTimesId)
end
if state==0 and d[1] ==16 then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitConfirm,RecruitType.TimeLimitTen,recruitTen)
else
recruitTen()
end
end
end)
end

View File

@ -41,6 +41,8 @@ local contentScripts = {
[17] = {view = require("Modules/Popup/View/GeneralPopup_EquipSingleSell"), panelName = "GeneralPopup_EquipSingleSell",type=GENERAL_POPUP_TYPE.EquipSingleSell},
--森罗次元炸弹
[18] = {view = require("Modules/Popup/View/GeneralPopup_TrialBomb"), panelName = "GeneralPopup_TrialBomb",type=GENERAL_POPUP_TYPE.TrialBomb},
--神将召唤、限时召唤、乾坤宝盒 二次确认界面
[19] = {view = require("Modules/Popup/View/GeneralPopup_RecruitConfirm"), panelName = "GeneralPopup_RecruitConfirm",type=GENERAL_POPUP_TYPE.RecruitConfirm},
}
--子模块预设
local contentPrefabs={}

View File

@ -115,7 +115,7 @@ function RewardEquipSingleShowPopup:OnOpen(_equipData, _func,_isRewardItemPop,_i
equipData=_equipData
func=_func
isRewardItemPop = _isRewardItemPop and _isRewardItemPop or false
isShowfenjie = not (_isShowfenjie or false)
isShowfenjie = not not (_isShowfenjie or false)
end
function RewardEquipSingleShowPopup:OnShow()

View File

@ -0,0 +1,88 @@
----- 招募二次确认弹窗 -----
local this = {}
--传入父脚本模块
local parent
--传入特效层级
local sortingOrder=0
local i
local func
function this:InitComponent(gameObject)
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.root = Util.GetGameObject(gameObject, "Root")
this.confirm = Util.GetGameObject(gameObject, "ConfirmBtn")
this.cancel = Util.GetGameObject(gameObject, "CancelBtn")
this.btn=Util.GetGameObject(this.root,"Btn1")
this.rootText=Util.GetGameObject(this.root,"Text"):GetComponent("Text")
end
function this:BindEvent()
Util.AddClick(this.confirm,function()
parent:ClosePanel()
if func then
func()
end
end)
Util.AddClick(this.cancel,function()
parent:ClosePanel()
end)
end
function this:AddListener()
end
function this:RemoveListener()
end
function this:OnShow(_parent,...)
parent=_parent
sortingOrder = _parent.sortingOrder
--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
local _args = {...}
func = _args[2]
this.titleText.text=Language[11351]
local go=Util.GetGameObject(this.btn,"Go")
local var
if _args[1] == RecruitType.Single then
var=PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.Ten
this.rootText.text = "确认花费200妖晶进行1次神将召唤"
elseif _args[1] == RecruitType.QianKunBoxSingle then
var=PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.QianKunBoxTen
this.rootText.text = "确认花费200妖晶抽取1次乾坤宝盒"
elseif _args[1] == RecruitType.TimeLimitSingle then
var=PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.TimeLimitTen
this.rootText.text = "确认花费200妖晶进行1次限时召唤 "
elseif _args[1] == RecruitType.Ten then
var=PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.Ten
this.rootText.text = "确认花费2000妖晶进行10次神将召唤"
elseif _args[1] == RecruitType.QianKunBoxTen then
var=PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.QianKunBoxTen
this.rootText.text = "确认花费2000妖晶抽取10次乾坤宝盒"
elseif _args[1] == RecruitType.TimeLimitTen then
var=PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.TimeLimitTen
this.rootText.text = "确认花费2000妖晶进行10次限时召唤"
end
Util.AddOnceClick(this.btn,function()
this.btnClick=(this.btnClick and this.btnClick==1) and 0 or 1
LogPink(this.btnClick)
PlayerPrefs.SetInt(var,this.btnClick)
go:SetActive(PlayerPrefs.GetInt(var)==1)
end)
if PlayerPrefs.HasKey(var) then
go:SetActive(PlayerPrefs.GetInt(var)==1)
else
go:SetActive(false)
end
end
function this:OnClose()
end
function this:OnDestroy()
this.btn={}
end
return this

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 1d3cd0fe4ce84524c9de9034cb67d2bf
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -195,27 +195,46 @@ function this.UpdatePanelData()
return
end
end
local state = PlayerPrefs.GetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.Ten)
if n==bType.Btn1 then
if PrivilegeManager.GetPrivilegeUsedTimes(maxTimesId)+1>privilegeConfig[maxTimesId].Condition[1][2] then
PopupTipPanel.ShowTip(Language[11760])
return
end
RecruitManager.RecruitRequest(m.type, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(maxTimesId,1)--记录抽卡次数
UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero[1],m.type,bType.Btn1)
end,v.privilegeId)
--抽卡
local recruitOne = function()
RecruitManager.RecruitRequest(m.type, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(maxTimesId,1)--记录抽卡次数
UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero[1],m.type,bType.Btn1)
end,v.privilegeId)
end
if state==0 and d[1] ==16 then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitConfirm,RecruitType.Single,recruitOne)
else
recruitOne()
end
elseif n==bType.Btn10 then
if PrivilegeManager.GetPrivilegeUsedTimes(maxTimesId)+10>privilegeConfig[maxTimesId].Condition[1][2] then
PopupTipPanel.ShowTip(Language[11760])
return
end
RecruitManager.RecruitRequest(m.type, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(maxTimesId,10)--记录抽卡次数
UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero, m.type,bType.Btn10)
if m.type == 11 then
RecruitManager.isTenRecruit = 1
end
end,v.privilegeId)
--抽卡
local recruitTen = function()
RecruitManager.RecruitRequest(m.type, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(maxTimesId,10)--记录抽卡次数
UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero, m.type,bType.Btn10)
if m.type == 11 then
RecruitManager.isTenRecruit = 1
end
end,v.privilegeId)
end
if state==0 and d[1] ==16 then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitConfirm,RecruitType.Ten,recruitTen)
else
recruitTen()
end
end
end)
end

View File

@ -2277,3 +2277,4 @@
12277,未查询到符合条件的装备!
12278,%d天%02d时
12279,妖系神将额外造成50%伤害\n非妖系神将降低50%攻击力
12280,该神将在巅峰赛阵容中已上阵

1 10001 没有ActivityTypeDef为%s任务Id为%s的数据
2277 12277 未查询到符合条件的装备!
2278 12278 %d天%02d时
2279 12279 妖系神将额外造成50%伤害\n非妖系神将降低50%攻击力
2280 12280 该神将在巅峰赛阵容中已上阵

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