【家园】装备强化升级

dev_chengFeng
ZhangBiao 2021-12-29 20:17:45 +08:00
parent a1301a4a22
commit 630d56c810
12 changed files with 3167 additions and 39 deletions

File diff suppressed because it is too large Load Diff

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@ -2317,6 +2317,7 @@ GENERAL_POPUP_TYPE={
HomeLandBuildingDetail = 63,--家园建筑详情
GemOneKey = 60, --命石一键合成
GemMoreCom = 61, --命石批量合成
HomeLandEquip = 65,--家园装备升级
--大号通用弹窗
YiJingBaoKu = 30,--易经宝库

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@ -249,6 +249,8 @@ ConfigName = {
HomeLand = "HomeLand",
HomeLandLevel = "HomeLandLevel",
HomeLandTask = "HomeLandTask",
EquipStrengthen = "EquipStrengthen",
EquipRankUp = "EquipRankUp",
}
require "Framework/GameDataBase"

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@ -420,6 +420,7 @@ VIEWHEROINFORESPONSE_SPECIALEFFECTS_FIELD = protobuf.FieldDescriptor();
VIEWHEROINFORESPONSE_FORCE_FIELD = protobuf.FieldDescriptor();
VIEWHEROINFORESPONSE_GUILDSKILL_FIELD = protobuf.FieldDescriptor();
VIEWHEROINFORESPONSE_TREELEVEL_FIELD = protobuf.FieldDescriptor();
VIEWHEROINFORESPONSE_HOMEEQUIPLV_FIELD = protobuf.FieldDescriptor();
RANKREQUEST = protobuf.Descriptor();
RANKREQUEST_TYPE_FIELD = protobuf.FieldDescriptor();
RANKREQUEST_ACTIVITEID_FIELD = protobuf.FieldDescriptor();
@ -656,10 +657,10 @@ WANDERDISPATCHRESPONSE_LAND_FIELD = protobuf.FieldDescriptor();
WANDERDISPATCHRESPONSE_HEROTIDS_FIELD = protobuf.FieldDescriptor();
WANDERDISPATCHRESPONSE_DROP_FIELD = protobuf.FieldDescriptor();
EQUIPINTENSIFYREQUSET = protobuf.Descriptor();
EQUIPINTENSIFYREQUSET_LOCATION_FIELD = protobuf.FieldDescriptor();
EQUIPINTENSIFYREQUSET_UPLEVEL_FIELD = protobuf.FieldDescriptor();
EQUIPINTENSIFYREQUSET_TYPE_FIELD = protobuf.FieldDescriptor();
EQUIPINTENSIFYRESPONSE = protobuf.Descriptor();
EQUIPINTENSIFYRESPONSE_INFOS_FIELD = protobuf.FieldDescriptor();
EQUIPINTENSIFYRESPONSE_EQUIPRANKUP_FIELD = protobuf.FieldDescriptor();
ARCHITECTUREUNLOCKINDICATION = protobuf.Descriptor();
ARCHITECTUREUNLOCKINDICATION_INFOS_FIELD = protobuf.FieldDescriptor();
@ -4533,11 +4534,21 @@ VIEWHEROINFORESPONSE_TREELEVEL_FIELD.default_value = 0
VIEWHEROINFORESPONSE_TREELEVEL_FIELD.type = 5
VIEWHEROINFORESPONSE_TREELEVEL_FIELD.cpp_type = 1
VIEWHEROINFORESPONSE_HOMEEQUIPLV_FIELD.name = "homeEquipLv"
VIEWHEROINFORESPONSE_HOMEEQUIPLV_FIELD.full_name = ".rpc.protocols.ViewHeroInfoResponse.homeEquipLv"
VIEWHEROINFORESPONSE_HOMEEQUIPLV_FIELD.number = 7
VIEWHEROINFORESPONSE_HOMEEQUIPLV_FIELD.index = 6
VIEWHEROINFORESPONSE_HOMEEQUIPLV_FIELD.label = 3
VIEWHEROINFORESPONSE_HOMEEQUIPLV_FIELD.has_default_value = false
VIEWHEROINFORESPONSE_HOMEEQUIPLV_FIELD.default_value = {}
VIEWHEROINFORESPONSE_HOMEEQUIPLV_FIELD.type = 5
VIEWHEROINFORESPONSE_HOMEEQUIPLV_FIELD.cpp_type = 1
VIEWHEROINFORESPONSE.name = "ViewHeroInfoResponse"
VIEWHEROINFORESPONSE.full_name = ".rpc.protocols.ViewHeroInfoResponse"
VIEWHEROINFORESPONSE.nested_types = {}
VIEWHEROINFORESPONSE.enum_types = {}
VIEWHEROINFORESPONSE.fields = {VIEWHEROINFORESPONSE_HERO_FIELD, VIEWHEROINFORESPONSE_EQUIP_FIELD, VIEWHEROINFORESPONSE_SPECIALEFFECTS_FIELD, VIEWHEROINFORESPONSE_FORCE_FIELD, VIEWHEROINFORESPONSE_GUILDSKILL_FIELD, VIEWHEROINFORESPONSE_TREELEVEL_FIELD}
VIEWHEROINFORESPONSE.fields = {VIEWHEROINFORESPONSE_HERO_FIELD, VIEWHEROINFORESPONSE_EQUIP_FIELD, VIEWHEROINFORESPONSE_SPECIALEFFECTS_FIELD, VIEWHEROINFORESPONSE_FORCE_FIELD, VIEWHEROINFORESPONSE_GUILDSKILL_FIELD, VIEWHEROINFORESPONSE_TREELEVEL_FIELD, VIEWHEROINFORESPONSE_HOMEEQUIPLV_FIELD}
VIEWHEROINFORESPONSE.is_extendable = false
VIEWHEROINFORESPONSE.extensions = {}
RANKREQUEST_TYPE_FIELD.name = "type"
@ -6639,31 +6650,21 @@ WANDERDISPATCHRESPONSE.enum_types = {}
WANDERDISPATCHRESPONSE.fields = {WANDERDISPATCHRESPONSE_LAND_FIELD, WANDERDISPATCHRESPONSE_HEROTIDS_FIELD, WANDERDISPATCHRESPONSE_DROP_FIELD}
WANDERDISPATCHRESPONSE.is_extendable = false
WANDERDISPATCHRESPONSE.extensions = {}
EQUIPINTENSIFYREQUSET_LOCATION_FIELD.name = "location"
EQUIPINTENSIFYREQUSET_LOCATION_FIELD.full_name = ".rpc.protocols.EquipIntensifyRequset.location"
EQUIPINTENSIFYREQUSET_LOCATION_FIELD.number = 1
EQUIPINTENSIFYREQUSET_LOCATION_FIELD.index = 0
EQUIPINTENSIFYREQUSET_LOCATION_FIELD.label = 1
EQUIPINTENSIFYREQUSET_LOCATION_FIELD.has_default_value = false
EQUIPINTENSIFYREQUSET_LOCATION_FIELD.default_value = 0
EQUIPINTENSIFYREQUSET_LOCATION_FIELD.type = 5
EQUIPINTENSIFYREQUSET_LOCATION_FIELD.cpp_type = 1
EQUIPINTENSIFYREQUSET_UPLEVEL_FIELD.name = "upLevel"
EQUIPINTENSIFYREQUSET_UPLEVEL_FIELD.full_name = ".rpc.protocols.EquipIntensifyRequset.upLevel"
EQUIPINTENSIFYREQUSET_UPLEVEL_FIELD.number = 2
EQUIPINTENSIFYREQUSET_UPLEVEL_FIELD.index = 1
EQUIPINTENSIFYREQUSET_UPLEVEL_FIELD.label = 1
EQUIPINTENSIFYREQUSET_UPLEVEL_FIELD.has_default_value = false
EQUIPINTENSIFYREQUSET_UPLEVEL_FIELD.default_value = 0
EQUIPINTENSIFYREQUSET_UPLEVEL_FIELD.type = 5
EQUIPINTENSIFYREQUSET_UPLEVEL_FIELD.cpp_type = 1
EQUIPINTENSIFYREQUSET_TYPE_FIELD.name = "type"
EQUIPINTENSIFYREQUSET_TYPE_FIELD.full_name = ".rpc.protocols.EquipIntensifyRequset.type"
EQUIPINTENSIFYREQUSET_TYPE_FIELD.number = 1
EQUIPINTENSIFYREQUSET_TYPE_FIELD.index = 0
EQUIPINTENSIFYREQUSET_TYPE_FIELD.label = 1
EQUIPINTENSIFYREQUSET_TYPE_FIELD.has_default_value = false
EQUIPINTENSIFYREQUSET_TYPE_FIELD.default_value = 0
EQUIPINTENSIFYREQUSET_TYPE_FIELD.type = 5
EQUIPINTENSIFYREQUSET_TYPE_FIELD.cpp_type = 1
EQUIPINTENSIFYREQUSET.name = "EquipIntensifyRequset"
EQUIPINTENSIFYREQUSET.full_name = ".rpc.protocols.EquipIntensifyRequset"
EQUIPINTENSIFYREQUSET.nested_types = {}
EQUIPINTENSIFYREQUSET.enum_types = {}
EQUIPINTENSIFYREQUSET.fields = {EQUIPINTENSIFYREQUSET_LOCATION_FIELD, EQUIPINTENSIFYREQUSET_UPLEVEL_FIELD}
EQUIPINTENSIFYREQUSET.fields = {EQUIPINTENSIFYREQUSET_TYPE_FIELD}
EQUIPINTENSIFYREQUSET.is_extendable = false
EQUIPINTENSIFYREQUSET.extensions = {}
EQUIPINTENSIFYRESPONSE_INFOS_FIELD.name = "infos"
@ -6677,11 +6678,21 @@ EQUIPINTENSIFYRESPONSE_INFOS_FIELD.message_type = CommonProto_pb.EQUIPINTENSIFYI
EQUIPINTENSIFYRESPONSE_INFOS_FIELD.type = 11
EQUIPINTENSIFYRESPONSE_INFOS_FIELD.cpp_type = 10
EQUIPINTENSIFYRESPONSE_EQUIPRANKUP_FIELD.name = "equipRankUp"
EQUIPINTENSIFYRESPONSE_EQUIPRANKUP_FIELD.full_name = ".rpc.protocols.EquipIntensifyResponse.equipRankUp"
EQUIPINTENSIFYRESPONSE_EQUIPRANKUP_FIELD.number = 2
EQUIPINTENSIFYRESPONSE_EQUIPRANKUP_FIELD.index = 1
EQUIPINTENSIFYRESPONSE_EQUIPRANKUP_FIELD.label = 1
EQUIPINTENSIFYRESPONSE_EQUIPRANKUP_FIELD.has_default_value = false
EQUIPINTENSIFYRESPONSE_EQUIPRANKUP_FIELD.default_value = 0
EQUIPINTENSIFYRESPONSE_EQUIPRANKUP_FIELD.type = 5
EQUIPINTENSIFYRESPONSE_EQUIPRANKUP_FIELD.cpp_type = 1
EQUIPINTENSIFYRESPONSE.name = "EquipIntensifyResponse"
EQUIPINTENSIFYRESPONSE.full_name = ".rpc.protocols.EquipIntensifyResponse"
EQUIPINTENSIFYRESPONSE.nested_types = {}
EQUIPINTENSIFYRESPONSE.enum_types = {}
EQUIPINTENSIFYRESPONSE.fields = {EQUIPINTENSIFYRESPONSE_INFOS_FIELD}
EQUIPINTENSIFYRESPONSE.fields = {EQUIPINTENSIFYRESPONSE_INFOS_FIELD, EQUIPINTENSIFYRESPONSE_EQUIPRANKUP_FIELD}
EQUIPINTENSIFYRESPONSE.is_extendable = false
EQUIPINTENSIFYRESPONSE.extensions = {}
ARCHITECTUREUNLOCKINDICATION_INFOS_FIELD.name = "infos"

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@ -4,6 +4,8 @@ local HomeLand = ConfigManager.GetConfig(ConfigName.HomeLand)
local HomeLandLevel = ConfigManager.GetConfig(ConfigName.HomeLandLevel)
local HomeLandTask = ConfigManager.GetConfig(ConfigName.HomeLandTask)
local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local EquipStrengthen = ConfigManager.GetConfig(ConfigName.EquipStrengthen)
local EquipRankUp = ConfigManager.GetConfig(ConfigName.EquipRankUp)
function this.Initialize()
this.BuildData = {}
for _, configData in ConfigPairs(HomeLand) do
@ -17,6 +19,23 @@ function this.Initialize()
this.BuildData[configData.Id].endTime = 0 --建筑升级的结束时间
end
end
this.EquipData = {}
this.levelProId = 0
for i = 1, 4 do
this.EquipData[i] = {}
this.EquipData[i].Id = 1001
end
this.curEquip = 1--当前停留的装备
end
--获取家园和装备强化信息
function this.GetData(func)
NetManager.HomeInfoRequest()
NetManager.EquipIntensifyRequset(-1)
if func then
func()
end
end
--接收服务器信息
@ -41,6 +60,27 @@ function this.GetServerData(msg,func)
end
end
--获取服务器装备信息
function this.GetServerEquipData(msg,func)
this.levelProId = msg.equipRankUp
this.levelProId = msg.equipRankUp + 1
-- this.levelProId = 1
if msg.infos and #msg.infos > 0 then
for index, value in ipairs(msg.infos) do
-- value.lvId = 1022
LogYellow("Location:"..tostring(value.location).." lvId:"..tostring(value.lvId).." 突破等级Id"..tostring(this.levelProId))
if value.location and value.location > 0 and value.location < 5 then
this.EquipData[value.location].Id = value.lvId
this.EquipData[value.location].configData = EquipStrengthen[value.lvId]
this.EquipData[value.location].configPro = EquipRankUp[this.levelProId]
end
end
end
if func then
func()
end
end
--升级材料和前置浮生殿等级检测
function this.ResumeCost(_data,_str,func)
if _data.Rule and this.BuildData[_data.Rule[1]].level < _data.Rule[2] then
@ -101,4 +141,55 @@ end
-- return num
-- end
--检测当前停留
function this.GetCurIndex()
for i = 1, 4 do
if this.EquipData[i].configData.Limit2 == EquipRankUp[this.levelProId].Level then
this.curEquip = i
return
end
end
end
--检测按钮显示
function this.GetCurIndexBtnsShow()
-- LogBlue("this.curEquip:"..tostring(this.curEquip))
-- LogBlue("Limit2:"..tostring(this.EquipData[this.curEquip].configData.Limit2))
-- LogBlue("this.levelProLevel:"..tostring(EquipRankUp[this.levelProId].Level))
return this.EquipData[this.curEquip].configData.Limit2 == EquipRankUp[this.levelProId].Level
end
--检测是否全部可以突破
function this.GetAllCanUpgrade()
local num = 0
for i = 1, 4 do
if this.EquipData[i].configData.Limit2 > EquipRankUp[this.levelProId].Level then
num = num + 1
end
end
if num == 4 then
return true
end
return false
end
--检测是否全部可以突破并提示
function this.GetAllCanUpgradeWithPopup()
local TEXT = {
[1] = {"武器","r_Equip_GuardianWeapon_0004"},
[2] = {"战甲","r_Equip_Coat_0005"},
[3] = {"头饰","r_Equip_HeadAccessory_0005"},
[4] = {"战靴","r_equip_Shoes_0005"},
}
local num = 0
for i = 1, 4 do
if this.EquipData[i].configData.Limit2 == EquipRankUp[this.levelProId].Level then
PopupTipPanel.ShowTip(string.format("%s未达到最大等级不可突破",TEXT[i][1]))
this.curEquip = i
return true
end
end
return false
end
return HomeLandManager

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@ -139,7 +139,7 @@ function HomeLand:BindEvent()
end)
--摘星阁
Util.AddOnceClick(self.mapData[6].Obj,function ()
PopupTipPanel.ShowTip("摘星阁")
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HomeLandEquip)
end)
--产出详情框

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@ -696,7 +696,7 @@ function this.ExecuteLoading()
--[[[52] =]]function() NetManager.GetLingMaiInfoRequest(0,LoadingPanel.OnStep) end, --灵脉秘境
--[[[53] =]]function() NetManager.SendGetTailsmanSoulData(LoadingPanel.OnStep) end, --法宝之灵
--[[[54] =]]function() NetManager.RequestArenaRankData(1,LoadingPanel.OnStep) end, --获取竞技场数据
--[[[55] =]]function() NetManager.HomeInfoRequest(LoadingPanel.OnStep) end, --家园获取数据
--[[[55] =]]function() HomeLandManager.GetData(LoadingPanel.OnStep) end, --家园获取数据
function() -- 登录请求最终接口,所有请求放在此接口之前
-- 登录成功确认
NetManager.LoginConfimRequest()

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@ -6378,8 +6378,10 @@ function NetManager.HomeAllGainRequset(_id,func)
local msg = PlayerInfoProto_pb.HomeAllGainResponse()
msg:ParseFromString(data)
-- UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1)
local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig,msg.drop.itemlist[1].itemId)
PopupTipPanel.ShowColorTip(ItemConfig.Name, Util.LoadSprite(GetSpriteNameByItemId(msg.drop.itemlist[1].itemId)), msg.drop.itemlist[1].itemNum)
if msg.drop and msg.drop.itemlist and msg.drop.itemlist[1] and msg.drop.itemlist[1].itemId then
local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig,msg.drop.itemlist[1].itemId)
PopupTipPanel.ShowColorTip(ItemConfig.Name, Util.LoadSprite(GetSpriteNameByItemId(msg.drop.itemlist[1].itemId)), msg.drop.itemlist[1].itemNum)
end
this.HomeInfoRequest(function ()
if func then
func(msg)
@ -6388,19 +6390,20 @@ function NetManager.HomeAllGainRequset(_id,func)
end)
end
--摘星阁装备强化
function NetManager.EquipIntensifyRequset(_location,_upLevel,func)
local data = PlayerInfoProto_pb.HomeAllGainRequset()
data.location = _location
data.upLevel = _upLevel
--摘星阁装备强化信息请求
function NetManager.EquipIntensifyRequset(_type,func)
local data = PlayerInfoProto_pb.EquipIntensifyRequset()
data.type = _type
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.EquipIntensifyRequset, MessageTypeProto_pb.EquipIntensifyResponse, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.HomeAllGainResponse()
local msg = PlayerInfoProto_pb.EquipIntensifyResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
HomeLandManager.GetServerEquipData(msg,function ()
if func then
func(msg)
end
end)
end)
end

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@ -92,6 +92,8 @@ local contentScripts = {
[GENERAL_POPUP_TYPE.ResolveReStar] = {view = require("Modules/Popup/View/GeneralPopup_ResolveReStar"), panelName = "GeneralPopup_ResolveReStar"},
--家园建筑详情
[GENERAL_POPUP_TYPE.HomeLandBuildingDetail] = {view = require("Modules/Popup/View/GeneralPopup_HomeLandBuildingDetail"), panelName = "GeneralPopup_HomeLandBuildingDetail"},
--家园装备升级
[GENERAL_POPUP_TYPE.HomeLandEquip] = {view = require("Modules/Popup/View/GeneralPopup_HomeLandEquip"), panelName = "GeneralPopup_HomeLandEquip"},
}
--子模块预设
local contentPrefabs={}

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@ -0,0 +1,131 @@
----- --家园装备升级 -----
local this = {}
local HomeLand = ConfigManager.GetConfig(ConfigName.HomeLand)
local HomeLandLevel = ConfigManager.GetConfig(ConfigName.HomeLandLevel)
local HomeLandTask = ConfigManager.GetConfig(ConfigName.HomeLandTask)
local EquipStrengthen = ConfigManager.GetConfig(ConfigName.EquipStrengthen)
local EquipRankUp = ConfigManager.GetConfig(ConfigName.EquipRankUp)
--传入父脚本模块
local parent
--传入特效层级
local sortingOrder=0
local data=nil
local TEXT = {
[1] = {"武器","r_Equip_GuardianWeapon_0004"},
[2] = {"战甲","r_Equip_Coat_0005"},
[3] = {"头饰","r_Equip_HeadAccessory_0005"},
[4] = {"战靴","r_equip_Shoes_0005"},
}
function this:InitComponent(gameObject)
this.spLoader = SpriteLoader.New()
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.titleText.text="摘星阁"
this.Btn1 = Util.GetGameObject(gameObject,"Btn1")
this.Btn2 = Util.GetGameObject(gameObject,"Btn2")
this.objList = {}
for i = 1, 4 do
this.objList[i] = {}
this.objList[i].Obj = Util.GetGameObject(gameObject,"Content/Grid/Pre ("..i..")")
this.objList[i].name = Util.GetGameObject(this.objList[i].Obj,"Name"):GetComponent("Text")
this.objList[i].level = Util.GetGameObject(this.objList[i].Obj,"Num"):GetComponent("Text")
this.objList[i].image = Util.GetGameObject(this.objList[i].Obj,"Icon"):GetComponent("Image")
this.objList[i].mask = Util.GetGameObject(this.objList[i].Obj,"Mask")
this.objList[i].select = Util.GetGameObject(this.objList[i].Obj,"Select")
end
this.Desc = Util.GetGameObject(gameObject,"Content/Desc"):GetComponent("Text")
end
function this:BindEvent()
Util.AddClick(this.Btn1,function()
local data = HomeLandManager.EquipData[HomeLandManager.curEquip].configData
if HomeLandManager.BuildData[data.Limit[1]].level < data.Limit[2] then
PopupTipPanel.ShowTip(string.format("%s到达%s级可升级",HomeLandManager.BuildData[data.Limit[1]].dataMain.Name,data.Limit[2]))
return
end
NetManager.EquipIntensifyRequset(HomeLandManager.curEquip,function ()
this:Refresh()
end)
end)
Util.AddClick(this.Btn2,function()
if HomeLandManager.GetAllCanUpgradeWithPopup() then
this:Refresh()
return
end
NetManager.EquipIntensifyRequset(0,function ()
this:Refresh()
end)
end)
end
function this:AddListener()
end
function this:RemoveListener()
end
function this:OnShow(_parent,_args)
data = _args
parent=_parent
sortingOrder =_parent.sortingOrder
HomeLandManager.GetCurIndex()
this:Refresh()
end
function this:Refresh()
for i = 1, 4 do
local go = this.objList[i]
go.select:SetActive(i == HomeLandManager.curEquip)
go.name.text = TEXT[i][1].."加持"
go.level.text = HomeLandManager.EquipData[i].configData.Level
go.image.sprite = this.spLoader:LoadSprite(TEXT[i][2])
Util.AddOnceClick(go.mask,function ()
HomeLandManager.curEquip = i
this:Refresh()
end)
end
local bool = HomeLandManager.GetCurIndexBtnsShow()
-- LogBlue("bool:"..tostring(bool))
this.Btn1:SetActive(bool)
this.Btn2:SetActive(not bool)
this:SetData()
end
function this:SetData()
-- LogPink(HomeLandManager.EquipData[HomeLandManager.curEquip].Id)
local curIndex = HomeLandManager.curEquip
local data = EquipStrengthen[HomeLandManager.EquipData[curIndex].Id].Rate--当前装备加成
local proData = EquipRankUp[HomeLandManager.levelProId].Rate--当前装备突破加成
local nextData = EquipStrengthen[HomeLandManager.EquipData[curIndex].Id + 1].Rate--下一装备加成
local nextProData = EquipRankUp[HomeLandManager.levelProId + 1].Rate--下一装备突破加成
local num1 = data + proData[curIndex]
-- LogYellow(tostring(data).." @ "..tostring(proData[curIndex]))
local num2 = 0
if HomeLandManager.GetAllCanUpgrade() then--如果都到达了等级上限
num2 = data + nextProData[curIndex]
-- LogYellow(tostring(data).." $ "..tostring(nextProData[curIndex]))
else
num2 = nextData + proData[curIndex]
-- LogYellow(tostring(nextData).." # "..tostring(proData[curIndex]))
end
this.Desc.text = string.format("神将佩戴的%s基础属性增加%s",TEXT[curIndex][1],num1).."%"..string.format("<color=#00FF00>%s",num2).."%</color>"
end
function this:OnClose()
HomeLandManager.curEquip = 1
data=nil
end
function this:OnDestroy()
this.SelectList = {}
this.spLoader:Destroy()
end
return this

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: e1dbee4100b7a7b48a48f68fc680720b
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
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@ -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.. " progress:".._userMissionList[i].progress)
--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
@ -206,7 +206,7 @@ end
function this.RefreshTypeTaskInfo(taskInfoList)
for i = 1, #taskInfoList do
local taskInfo = taskInfoList[i]
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)
--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)