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

dev_chengFeng
zhangqiang 2020-08-26 17:45:32 +08:00
commit 730a39cd69
5 changed files with 31 additions and 21 deletions

View File

@ -1879,7 +1879,7 @@
[11878] = "升星被动技能id ",
[11879] = "新增技能",
[11880] = "道具不足!",
[11881] = "赠送1个元神玉",
[11881] = "赠送1个元神玉和20个置换玉",
[11882] = "赠送1个妖灵玉",
[11883] = "活动结束!",
[11884] = "赠送10个元神玉",

View File

@ -33,10 +33,13 @@ function this.InitializeData()
this.rewardData[v.ActivityId][v.Level].state = -2
this.rewardData[v.ActivityId][v.Level].Reward = {}
local temp = {}
this.rewardData[v.ActivityId][v.Level].type = 2
if v.Reward then
for n,m in ipairs(v.Reward) do
table.insert(temp,{ type = 1,item = { m[1] , m[2] } })
end
else
this.rewardData[v.ActivityId][v.Level].type = 1
end
if v.TreasureReward then
for n,m in ipairs(v.TreasureReward) do
@ -65,19 +68,21 @@ end
function this.UpdateTreasureState()
local level = this.GetLevel()
local activityId = ActivityGiftManager.GetActivityIdByType(ActivityTypeDef.TreasureOfSomeBody)
for k,v in pairs(this.rewardData[activityId]) do
if level < v.level then
v.state = -2
end
end
local TreasureRewardState = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.TreasureOfSomeBody)
if TreasureRewardState and TreasureRewardState.mission then
--state -2 未达成 -1 普通和额外全部领取 0未领取 1激活秘宝可以再次领取
for k,v in ipairs(TreasureRewardState.mission) do
if v and level >= v.missionId then
this.rewardData[activityId][v.missionId].state = v.state
if this.rewardData[activityId] then
for k,v in pairs(this.rewardData[activityId]) do
if level < v.level then
v.state = -2
end
end
end
local TreasureRewardState = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.TreasureOfSomeBody)
if TreasureRewardState and TreasureRewardState.mission then
--state -2 未达成 -1 普通和额外全部领取 0未领取 1激活秘宝可以再次领取
for k,v in ipairs(TreasureRewardState.mission) do
if v and level >= v.missionId then
this.rewardData[activityId][v.missionId].state = v.state
end
end
end
end
end
@ -85,11 +90,13 @@ end
function this.UpdateTreasureState2()
local level = this.GetLevel()
local activityId = ActivityGiftManager.GetActivityIdByType(ActivityTypeDef.TreasureOfSomeBody)
for k,v in pairs(this.rewardData[activityId]) do
if level < k then
v.state = -2
elseif v.state == -2 then
v.state = 0
if this.rewardData[activityId] then
for k,v in pairs(this.rewardData[activityId]) do
if level < k or (level > k and this.GetTreasureState() < 1 and v.type == 1) then
v.state = -2
elseif v.state == -2 then
v.state = 0
end
end
end
end
@ -158,6 +165,9 @@ function this.SetLevel(_level)
end
function this.GetLevel()
if this.level > 50 then
this.level = 50
end
return this.level
end

View File

@ -486,7 +486,7 @@ function this.TakeMissionRewardRequest(type, taskId, func)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.TakeMissionRewardResponse()
msg:ParseFromString(data)
QinglongSerectTreasureManager.SetLevel(msg.treasureScore)
--QinglongSerectTreasureManager.SetLevel(msg.treasureScore)
if func then
func(msg)
end

View File

@ -272,7 +272,7 @@ function RoleInfoPanel:BindEvent()
--前往化虚坛
Util.AddClick(this.goCompoundHero, function()
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.COMPOUND_HERO) then
JumpManager.GoJump(740001)
JumpManager.GoJump(750001)
else
PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(FUNCTION_OPEN_TYPE.COMPOUND_HERO))
end

View File

@ -1878,7 +1878,7 @@
11878,升星被动技能id
11879,新增技能
11880,道具不足!
11881,赠送1个元神玉
11881,赠送1个元神玉和20个置换玉
11882,赠送1个妖灵玉
11883,活动结束!
11884,赠送10个元神玉

1 10001 没有ActivityTypeDef为%s任务Id为%s的数据
1878 11878 升星被动技能id
1879 11879 新增技能
1880 11880 道具不足!
1881 11881 赠送1个元神玉 赠送1个元神玉和20个置换玉
1882 11882 赠送1个妖灵玉
1883 11883 活动结束!
1884 11884 赠送10个元神玉