Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev

dev_chengFeng
jiaoyangna 2021-09-16 16:57:26 +08:00
commit 61e3034702
8 changed files with 1738 additions and 45 deletions

Binary file not shown.

Before

Width:  |  Height:  |  Size: 27 KiB

After

Width:  |  Height:  |  Size: 26 KiB

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: c0e2ff0e5cbd6384ea4afd24a076c9f8 guid: 488d0d172a41d7d428ea8716d1d47d2f
TextureImporter: TextureImporter:
fileIDToRecycleName: {} fileIDToRecycleName: {}
externalObjects: {} externalObjects: {}
@ -97,7 +97,7 @@ TextureImporter:
outline: [] outline: []
physicsShape: [] physicsShape: []
bones: [] bones: []
spriteID: 6e9b8c9a138effa40b0c88b7b6d20c59 spriteID: 635c2966e00c6284fa45c30d5fd307b6
vertices: [] vertices: []
indices: indices:
edges: [] edges: []

File diff suppressed because it is too large Load Diff

View File

@ -33946,7 +33946,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 1, y: 0} m_AnchorMin: {x: 1, y: 0}
m_AnchorMax: {x: 1, y: 0} m_AnchorMax: {x: 1, y: 0}
m_AnchoredPosition: {x: -50, y: 152} m_AnchoredPosition: {x: -50, y: 199.6}
m_SizeDelta: {x: 100, y: 100} m_SizeDelta: {x: 100, y: 100}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &8374736667363694714 --- !u!114 &8374736667363694714
@ -103377,7 +103377,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 1846, y: -78} m_AnchoredPosition: {x: 1832, y: -78}
m_SizeDelta: {x: 100, y: 100} m_SizeDelta: {x: 100, y: 100}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!223 &4141209481787949115 --- !u!223 &4141209481787949115
@ -156776,9 +156776,9 @@ RectTransform:
m_Father: {fileID: -4381370023651553062} m_Father: {fileID: -4381370023651553062}
m_RootOrder: 3 m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMin: {x: 0.5, y: 0}
m_AnchorMax: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0}
m_AnchoredPosition: {x: -20, y: -754} m_AnchoredPosition: {x: -20, y: 206}
m_SizeDelta: {x: 1100, y: 202.5} m_SizeDelta: {x: 1100, y: 202.5}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1048028496800183147 --- !u!114 &1048028496800183147

View File

@ -12,6 +12,12 @@ local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
local isFristOpenTime = Timer.New() local isFristOpenTime = Timer.New()
local orginLayer=0--层级 local orginLayer=0--层级
local list={} local list={}
local ImgList = {
[ItemBaseType.Equip] = "r_chushou_zh",
[ItemBaseType.SoulPrint] = "r_fenjie_zh",
[ItemBaseType.EquipTreasure] = "r_fenjie_zh",
}
--初始化组件(用于子类重写) --初始化组件(用于子类重写)
function BagPanel:InitComponent() function BagPanel:InitComponent()
this.spLoader = SpriteLoader.New() this.spLoader = SpriteLoader.New()
@ -29,6 +35,7 @@ function BagPanel:InitComponent()
this.selectBtn1:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_xuanze_001") this.selectBtn1:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_xuanze_001")
this.BtView = SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform) this.BtView = SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform) this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
this.Ta = Util.GetGameObject(self.gameObject, "fenJieBtn")
this.fenJieBtn = Util.GetGameObject(self.gameObject, "fenJieBtn") this.fenJieBtn = Util.GetGameObject(self.gameObject, "fenJieBtn")
this.itemNumText = Util.GetGameObject(self.gameObject, "itemNumText") this.itemNumText = Util.GetGameObject(self.gameObject, "itemNumText")
this.ItemView = Util.GetGameObject(self.gameObject, "ItemView") this.ItemView = Util.GetGameObject(self.gameObject, "ItemView")
@ -39,7 +46,18 @@ function BagPanel:InitComponent()
this.isBagPanel = true this.isBagPanel = true
this.EffectOrginLayer = 0 this.EffectOrginLayer = 0
this.mask = Util.GetGameObject(self.gameObject, "mask") this.mask = Util.GetGameObject(self.gameObject, "mask")
this.tabsBtn = Util.GetGameObject(self.gameObject, "tabsBtn")
this.tabs = Util.GetGameObject(self.gameObject, "tabs")
this.tabs.transform.anchoredPosition = Vector2.New(0,-130)
this.tabs:SetActive(false)
this.tabsList = {}
this.selectImg = {}
for i = 1, 5 do
this.tabsList[i] = Util.GetGameObject(this.tabs, "btnHeroGrid/Btn"..i-1)
this.selectImg[i] = Util.GetGameObject(this.tabsList[i], "selectBtn")
this.selectImg[i]:SetActive(false)
end
this.selectImg[1]:SetActive(true)
--无信息图片 --无信息图片
this.noneImage=Util.GetGameObject(self.gameObject,"NoneImage") this.noneImage=Util.GetGameObject(self.gameObject,"NoneImage")
end end
@ -54,6 +72,16 @@ function BagPanel:BindEvent()
end) end)
for i = 1, 7 do for i = 1, 7 do
Util.AddClick(tabs1[i], function() Util.AddClick(tabs1[i], function()
--设置tabs的琐碎-----
this.tabs.transform.anchoredPosition = Vector2.New(0,-130)
this.tabs:SetActive(false)
this.isShowTabs = false
for j = 1, 5 do
this.selectImg[j]:SetActive(false)
end
this.selectImg[1]:SetActive(true)
--======================
if this.isFristOpen == false then if this.isFristOpen == false then
if i == sortIndex then if i == sortIndex then
return return
@ -79,18 +107,55 @@ function BagPanel:BindEvent()
else else
UIManager.OpenPanel(UIName.HeroAndEquipResolvePanel, 4)--魂印 UIManager.OpenPanel(UIName.HeroAndEquipResolvePanel, 4)--魂印
end end
elseif sortIndex == ItemBaseType.EquipTreasure then--法宝
local temp = EquipTreasureManager.GetAllTreasures()
if not temp or #temp < 1 then
PopupTipPanel.ShowTip("无可分解宝物")
else
UIManager.OpenPanel(UIName.ResolvePanel, 2)
end
end end
end) end)
Util.AddClick(this.tabsBtn, function()
this:MoveTabs()
end)
for i = 1, 5 do
Util.AddOnceClick(this.tabsList[i],function ()
for j = 1, 5 do
this.selectImg[j]:SetActive(false)
end
this.selectImg[i]:SetActive(true)
this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true,i-1)
end)
end
BindRedPointObject(RedPointType.Bag_HeroDebris, tabs1RedPoint[ItemBaseType.HeroChip]) BindRedPointObject(RedPointType.Bag_HeroDebris, tabs1RedPoint[ItemBaseType.HeroChip])
BindRedPointObject(RedPointType.Bag_BoxAndBlueprint, tabs1RedPoint[ItemBaseType.Special]) BindRedPointObject(RedPointType.Bag_BoxAndBlueprint, tabs1RedPoint[ItemBaseType.Special])
end end
function this:MoveTabs()
this.tabsBtn:GetComponent("Button").enabled = false
this.isShowTabs = not this.isShowTabs
if this.isShowTabs then
this.tabs:SetActive(true)
this.tabs.transform:DOAnchorPosY(370, 0.5, false):OnComplete(function()
this.tabsBtn:GetComponent("Button").enabled = true
end)
else
this.tabs.transform:DOAnchorPosY(-130, 0.5, false):OnComplete(function()
this.tabsBtn:GetComponent("Button").enabled = true
this.tabs:SetActive(false)
end)
end
end
function this.JumpOnClickTabBtn(_sortIndex) function this.JumpOnClickTabBtn(_sortIndex)
sortIndex = _sortIndex sortIndex = _sortIndex
this.OnClickTabBtn(sortIndex, tabs1[sortIndex], true) this.OnClickTabBtn(sortIndex, tabs1[sortIndex], true)
end end
function this:SetSelectBtn(_btn) function this:SetSelectBtn(_btn)
if _btn then if _btn then
this.selectBtn1:SetActive(true) this.selectBtn1:SetActive(true)
@ -100,8 +165,9 @@ function this:SetSelectBtn(_btn)
else else
this.selectBtn1:SetActive(false) this.selectBtn1:SetActive(false)
end end
this.fenJieBtn:SetActive(sortIndex == ItemBaseType.SoulPrint or sortIndex == ItemBaseType.Equip)--装备 this.tabsBtn:SetActive(sortIndex == ItemBaseType.EquipTreasure)
this.fenJieBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite(sortIndex == ItemBaseType.SoulPrint and "r_fenjie_zh" or "r_chushou_zh" )--装备 this.fenJieBtn:SetActive(sortIndex == ItemBaseType.SoulPrint or sortIndex == ItemBaseType.Equip or sortIndex == ItemBaseType.EquipTreasure)--装备
this.fenJieBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite(tostring(ImgList[sortIndex]))--装备
this.itemNumText:SetActive(sortIndex == ItemBaseType.Equip or sortIndex == ItemBaseType.SoulPrint or sortIndex == ItemBaseType.EquipTreasure)--装备 法宝 this.itemNumText:SetActive(sortIndex == ItemBaseType.Equip or sortIndex == ItemBaseType.SoulPrint or sortIndex == ItemBaseType.EquipTreasure)--装备 法宝
end end
@ -129,7 +195,7 @@ function this.BagGoldChangeCallBackOnClickTabBtn()
this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true) this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
end end
function this.OnClickTabBtn(_index, _clickBtn, isTop,isNotAni) function this.OnClickTabBtn(_index, _clickBtn, isTop,isNotAni,_tabIndex)
sortIndexBtnGo = _clickBtn sortIndexBtnGo = _clickBtn
itemData = {} itemData = {}
local itemNumText = this.itemNumText:GetComponent("Text") local itemNumText = this.itemNumText:GetComponent("Text")
@ -152,14 +218,13 @@ function this.OnClickTabBtn(_index, _clickBtn, isTop,isNotAni)
itemNumText.text = Language[10173]..#itemData.."/"..specialConfig[9].Value itemNumText.text = Language[10173]..#itemData.."/"..specialConfig[9].Value
this:SetItemData(itemData, isTop,isNotAni) this:SetItemData(itemData, isTop,isNotAni)
elseif (_index == ItemBaseType.EquipTreasure) then elseif (_index == ItemBaseType.EquipTreasure) then
itemData = EquipTreasureManager.GetAllTreasures() itemData = EquipTreasureManager.GetAllTreasures(_tabIndex)
itemNumText.text = Language[10174]..LengthOfTable(itemData).."/"..specialConfig[10].Value itemNumText.text = Language[10174]..LengthOfTable(itemData).."/"..specialConfig[10].Value
this:SetItemData(itemData, isTop,isNotAni) this:SetItemData(itemData, isTop,isNotAni)
elseif (_index == ItemBaseType.Special) then elseif (_index == ItemBaseType.Special) then
itemData = BagManager.GetBagItemDataByItemTypeV2(ItemBaseType.Special,ItemBaseType.Materials,ItemType.HeadFrame) itemData = BagManager.GetBagItemDataByItemTypeV2(ItemBaseType.Special,ItemBaseType.Materials,ItemType.HeadFrame)
this:SetItemData(itemData, isTop,isNotAni) this:SetItemData(itemData, isTop,isNotAni)
else else
itemData = BagManager.GetBagItemDataByItemType(_index) itemData = BagManager.GetBagItemDataByItemType(_index)
this:SetItemData(itemData, isTop,isNotAni) this:SetItemData(itemData, isTop,isNotAni)
end end
@ -509,6 +574,17 @@ function BagPanel:OnShow()
this.sortingOrder = self.sortingOrder this.sortingOrder = self.sortingOrder
this.isFristOpen = true this.isFristOpen = true
this.mask:SetActive(true) this.mask:SetActive(true)
--设置tabs的琐碎-----
this.isShowTabs = false
this.tabs.transform.anchoredPosition = Vector2.New(0,-130)
this.tabs:SetActive(false)
for j = 1, 5 do
this.selectImg[j]:SetActive(false)
end
this.selectImg[1]:SetActive(true)
--======================
if this.ScrollView then if this.ScrollView then
this.ScrollView:SetIndex(1) this.ScrollView:SetIndex(1)
end end
@ -763,7 +839,8 @@ function BagPanel:OnDestroy()
list={} list={}
orginLayer2=0 orginLayer2=0
orginLayer=0 orginLayer=0
this.tabsList = {}
this.selectImg = {}
if this.playerInfoView then if this.playerInfoView then
SubUIManager.Close(this.playerInfoView) SubUIManager.Close(this.playerInfoView)
this.playerInfoView = nil this.playerInfoView = nil

View File

@ -696,7 +696,13 @@ local jumpDic = {
this.JumpActivity(JumpType.XingChenShangDian,data[1]) this.JumpActivity(JumpType.XingChenShangDian,data[1])
end, end,
[JumpType.XunBaoMiZongShangDian] = function (data) --寻宝迷踪 [JumpType.XunBaoMiZongShangDian] = function (data) --寻宝迷踪
this.JumpActivity(JumpType.XunBaoMiZongShangDian,data[1]) local activityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.XunBaoMiZong)
if activityId and activityId > 0 and ActivityGiftManager.IsQualifiled(ActivityTypeDef.XunBaoMiZong) then
this.JumpActivity(JumpType.XunBaoMiZongShangDian,data[1])
else
PopupTipPanel.ShowTip("活动尚未开启")
this.isOpen = false
end
end, end,
[JumpType.FightLevel] = function (data) [JumpType.FightLevel] = function (data)
UIManager.OpenPanel(UIName.FightLevelChapterPanel) UIManager.OpenPanel(UIName.FightLevelChapterPanel)

View File

@ -599,7 +599,7 @@ function RewardItemPopup:RedCheckFuns()
-- 检测月卡激活是否需要拍脸 -- 检测月卡激活是否需要拍脸
OperatingManager.CheckMonthCardPatFace() OperatingManager.CheckMonthCardPatFace()
--寻宝迷踪红点检测 --寻宝迷踪红点检测
DynamicActivityManager.XunBaoMiZongRedCheck() CheckRedPointStatus(RedPointType.XunBaoMiZong)
end end
--界面销毁时调用(用于子类重写) --界面销毁时调用(用于子类重写)

View File

@ -412,13 +412,12 @@ function this.GetAllTreasuresByLocation(Location, PropertyName)
end end
--获取所有宝物 不算英雄身上穿的 --获取所有宝物 不算英雄身上穿的
function this.GetAllTreasures(PropertyName) function this.GetAllTreasures(PropertyName)
if PropertyName then
end
local curAllEquipTreasure = {} local curAllEquipTreasure = {}
for key, value in pairs(allTreasures) do for key, value in pairs(allTreasures) do
if value.upHeroDid == "" or value.upHeroDid == "0" then if value.upHeroDid == "" or value.upHeroDid == "0" then
if PropertyName then if PropertyName then
if jewelConfig[value.id].Race == PropertyName then if jewelConfig[value.id].Race == PropertyName or PropertyName == 0 then
table.insert(curAllEquipTreasure, value) table.insert(curAllEquipTreasure, value)
end end
else else
@ -427,20 +426,17 @@ function this.GetAllTreasures(PropertyName)
end end
end end
if LengthOfTable(curAllEquipTreasure) > 0 then if LengthOfTable(curAllEquipTreasure) > 0 then
table.sort( table.sort(curAllEquipTreasure,function(a, b)
curAllEquipTreasure, if a.quantity == b.quantity then
function(a, b) if a.lv == b.lv then
if a.quantity == b.quantity then return a.refineLv > b.refineLv
if a.lv == b.lv then
return a.refineLv > b.refineLv
else
return a.lv > b.lv
end
else else
return a.quantity > b.quantity return a.lv > b.lv
end end
else
return a.quantity > b.quantity
end end
) end)
return curAllEquipTreasure return curAllEquipTreasure
end end