Merge branch 'china/dev' into 0活动开发聚集地/特惠神装
commit
70b42de2ac
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@ -97,7 +97,7 @@ Material:
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- _ZWrite: 1
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m_Colors:
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- _Center: {r: 0, g: 0, b: 0, a: 1}
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- _Color: {r: 0, g: 85.445015, b: 2.4686809, a: 1}
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- _Color: {r: 68.87595, g: 41.56343, b: 0.32488734, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _Grain_Color: {r: 1, g: 1, b: 1, a: 1}
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- _Main_Color: {r: 1, g: 1, b: 1, a: 1}
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@ -4789,6 +4789,6 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: -13.27}
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m_AnchoredPosition: {x: 0, y: -13}
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m_SizeDelta: {x: 100, y: 100}
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m_Pivot: {x: 0.5, y: 0.5}
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@ -46,6 +46,8 @@ this.dailyRedPack = 0
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this.RewardItemSingleShowPopupIsRoleUpStarLayout = false
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this.RewardItemSingleShowPopupIsRoleUpStarLayout2 = false
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local update = function()
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local dt = Time.unscaledDeltaTime
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this.serverTime = this.serverTime + dt
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@ -47,10 +47,12 @@ function RewardItemSingleShowPopup:BindEvent()
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Util.AddClick(this.BtnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout2 = false
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self:ClosePanel()
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end)
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Util.AddClick(this.btnClose, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout2 = false
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self:ClosePanel()
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end)
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@ -71,6 +71,7 @@ end
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function RoleUpStarLayout:BindEvent()
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Util.AddOnceClick(this.heroSource, function()
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PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout = true
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PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout2 = true
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,curHeroData.heroConfig.Id)
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end)
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--升星
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@ -101,6 +102,11 @@ end
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function RoleUpStarLayout:OnShow()
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self.gameObject:SetActive(true)
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if PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout2 then
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PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout = true
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PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout2 = true
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,curHeroData.heroConfig.Id)
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end
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end
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function RoleUpStarLayout:SetData(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas)
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@ -110,7 +110,7 @@ function JumpViewNew:OnOpen(jumpId,heroConfig,parent)
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self.desc.text = string.format("<color=#%s>%s:%s/%s</color>",color, ItemConfig[costItemId].Name,itemcount,needCostNum)
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elseif self.jumpSData.Type == JumpType.XingChenShangDian then
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local storeTypeConfig = ConfigManager.GetConfigDataByKey(ConfigName.StoreTypeConfig,"StoreType",70)
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self.shopType = storeTypeConfig.Id
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self.shopType = 70
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local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.StoreConfig,"StoreId",storeTypeConfig.Id)
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local getChipNum = 1
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local costItemId = 0
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@ -191,6 +191,8 @@ function JumpViewNew:GoToJumpData()
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else
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if self.jumpSData.Type == JumpType.Store then
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ShopManager.SetSelectIndex(self.jumpSData.Skipfactor[1],{self.ShopId})
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elseif self.jumpSData.Type == JumpType.XingChenShangDian then
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ShopManager.SetSelectIndex(self.shopType,{self.ShopId})
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end
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JumpManager.GoJump(self.jumpSData.Id,function()
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self.parent:ClosePanel()
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@ -413,10 +413,6 @@ end
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-- 妖晶商店物品数据匹配
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function ShopViewNew:RechargeShopItemAdapter(shopItem, itemData)
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-- 获取对象
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local effect = Util.GetGameObject(shopItem, "Fx_SquareFlow")
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effect.gameObject:SetActive(false)
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Util.SetParticleSortLayer(effect, this.sortingOrder + 1)
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-- 获取对象
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local first = Util.GetGameObject(shopItem, "first")
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local firstNum = Util.GetGameObject(shopItem, "first/Text"):GetComponent("Text")
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@ -434,18 +430,6 @@ function ShopViewNew:RechargeShopItemAdapter(shopItem, itemData)
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local curBuyCount = itemData.buyTimes
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first:SetActive(curBuyCount < 1)
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firstNum.text = itemInfo.FirstMultiple[1][2]
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local isshow = false
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if self.ShopType == ShopManager.selectIndex2.shopType then
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for j = 1 , #ShopManager.selectIndex2.storeId do
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if itemData.id == ShopManager.selectIndex2.storeId[j] then
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isshow = true
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break
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end
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end
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end
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if isshow then
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effect.gameObject:SetActive(true)
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end
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-- 购买事件
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Util.AddOnceClick(shopItem, function()
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PayManager.Pay(itemData.goodsId, function(id)
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@ -456,6 +440,10 @@ end
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-- 商店物品数据匹配
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function ShopViewNew:ShopItemAdapter(shopItem, itemData)
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-- 获取对象
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local effect = Util.GetGameObject(shopItem, "Fx_SquareFlow")
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effect.gameObject:SetActive(false)
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Util.SetParticleSortLayer(effect, sortingOrder + 1)
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-- 获取对象
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local bg = Util.GetGameObject(shopItem, "bg")
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local item = Util.GetGameObject(bg, "item")
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@ -531,7 +519,7 @@ function ShopViewNew:ShopItemAdapter(shopItem, itemData)
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if isEmpty or not _IsUnLock then -- 物品空或者未解锁不现实物品特效
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self._GoodsItemList[shopItem]:OnOpen(false, goods[1],1,false,false,false)
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else
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self._GoodsItemList[shopItem]:OnOpen(false, goods[1],1,false,false,false,ShopViewNew.sortingOrder)
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self._GoodsItemList[shopItem]:OnOpen(false, goods[1],1,false,false,false,sortingOrder)
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end
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-- 商品颜色显示
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@ -542,6 +530,19 @@ function ShopViewNew:ShopItemAdapter(shopItem, itemData)
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self:SetAlpha(limitTip, textA)
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self:SetAlpha(limitTimes, textA)
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self:SetAlpha(itemPrice, textA)
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local isshow = false
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if self.ShopType == ShopManager.selectIndex2.shopType then
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for j = 1 , #ShopManager.selectIndex2.storeId do
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if itemData.id == ShopManager.selectIndex2.storeId[j] then
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isshow = true
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break
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end
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end
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end
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if isshow then
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effect.gameObject:SetActive(true)
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end
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-- 购买事件
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Util.AddOnceClick(lock, function()
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@ -661,7 +662,7 @@ function ShopViewNew:SetSortLayer(sortLayer)
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-- self.titleBg:GetComponent("Canvas").sortingOrder = sortLayer + 1
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-- 保存层级
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ShopViewNew.sortingOrder = sortLayer
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sortingOrder = sortLayer
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end
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return ShopViewNew
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