【恭喜获得】提交

dev_chengFeng
ZhangBiao 2021-04-27 13:48:17 +08:00
parent cf1cf818e2
commit 74b2ef62ca
3 changed files with 360 additions and 180 deletions

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View File

@ -299,7 +299,7 @@ function this.OnShowLayout3Data()
local maxCompoundValue = math.floor(itemData.num/itemData.itemConfig.UsePerCount)
compoundMaxNum=maxCompoundValue > gameSetting.HeroCompoundLimit and gameSetting.HeroCompoundLimit or maxCompoundValue
endHeroNum=gameSetting.HeroNumlimit-LengthOfTable(HeroManager.GetAllHeroDatas())
compoundMaxNum=compoundMaxNum >endHeroNum and endHeroNum or compoundMaxNum
compoundMaxNum= 50 > endHeroNum and endHeroNum or 50
elseif itemData.itemConfig.ItemType==ItemType.Box then--宝箱
this.nameText.text=Language[10194]
this.btnCompoundText.text=Language[10195]

View File

@ -29,12 +29,9 @@ function RewardItemPopup:InitComponent()
--第一种显示
this.ScrollView = Util.GetGameObject(self.gameObject, "ScrollView")
this.dropGrid= Util.GetGameObject(self.gameObject, "ScrollView/Content/grid")
itemListPrefab = {}
for i = 1, 25 do --初始缓存10个
local view = SubUIManager.Open(SubUIConfig.ItemView, this.dropGrid.transform)
view.gameObject.name = "frame"..i
itemListPrefab[i] = view
end
this.dropGridArena= Util.GetGameObject(self.gameObject, "ScrollView/Content/grid2")
this.dropGrid2= Util.GetGameObject(self.gameObject, "ScrollView/Content/grid2/scorll/grid")
--关卡等级经验
this.lvAndExpGo=Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/lvAndExpGo")
this.lv=Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/lvAndExpGo/lv"):GetComponent("Text")
@ -50,26 +47,6 @@ function RewardItemPopup:InitComponent()
-- 任意位置继续
this.btnGoOn = Util.GetGameObject(self.gameObject, "btnBack/Image")
-- --第二种显示当超过25个元素时
-- this.ScrollView2 = Util.GetGameObject(self.gameObject, "bg")
-- this.dropGridMax= Util.GetGameObject(self.gameObject, "bg/ScrollView2/ScrollView2/Content")
-- itemListPrefabMax = {}
-- for i = 1, 25 do --初始缓存10个
-- local view = SubUIManager.Open(SubUIConfig.ItemView, this.dropGridMax.transform)
-- view.gameObject.name = "frame"..i
-- itemListPrefabMax[i] = view
-- end
-- this.lvAndExpGoMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo")
-- this.lvMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo/lv"):GetComponent("Text")
-- this.expMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo/exp"):GetComponent("Slider")
-- this.expTextMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo/exp/Text"):GetComponent("Text")
-- this.lvUpImageMax=Util.GetGameObject(self.gameObject, "bg/lvAndExpGo/lvUpImage")
-- -- 战斗结果按钮
-- this.btnResultMax = Util.GetGameObject(self.gameObject, "bg/btnResult")
-- this.btnMapBackMax = Util.GetGameObject(self.gameObject, "bg/btnBack")
-- this.btnBattleBackMax = Util.GetGameObject(self.gameObject, "bg/btnBattleBack")
--车迟斗法 显示
this.guildCarDelay = Util.GetGameObject(self.gameObject, "ScrollView/Content/Show/guildCarDelay")
this.guildCarDelaysoreNum = Util.GetGameObject(this.guildCarDelay.gameObject, "soreNum"):GetComponent("Text")
@ -108,17 +85,10 @@ function RewardItemPopup:BindEvent()
Util.AddClick(this.btnMapBack, function ()
self:ClosePanel()
end)
-- Util.AddClick(this.btnMapBackMax, function ()
-- self:ClosePanel()
-- end)
Util.AddClick(this.btnResult, function ()
UIManager.OpenPanel(UIName.DamageResultPanel, 1)
end)
-- Util.AddClick(this.btnResultMax, function ()
-- UIManager.OpenPanel(UIName.DamageResultPanel, 1)
-- end)
Util.AddClick(this.btnBattleBack, function ()
--LogGreen("isBackBattle = true")
isBackBattle = true
BattleManager.BattleBackFun()
end)
@ -150,7 +120,6 @@ function RewardItemPopup:OnOpen(...)
local haveRecord = BattleRecordManager.isHaveRecord()
this.btnResult:SetActive(haveRecord and args[5])
this.btnBattleBack:SetActive(haveRecord and args[5] and BattleManager.GetLastBattleType() ~= BATTLE_TYPE.MAP_FIGHT and not GuideManager.IsInMainGuide() and not MapManager.Mapping and BattleManager.GetLastBattleType() ~= BATTLE_TYPE.TASUILINGXIAO)
-- this.btnResultMax:SetActive(haveRecord and args[5])
this.expeditionGo:SetActive(compShowType == 5)
this.guildDeathPos:SetActive(compShowType == 4)--十绝阵
this.guildTranscript:SetActive(compShowType == 6)
@ -160,30 +129,22 @@ function RewardItemPopup:OnOpen(...)
local isHideBG = args[6]
this.btnBack:GetComponent("Image").color = Color.New(0, 0, 0, isHideBG and 0 or 0.8)
this.btnGoOn:SetActive(not isHideBG)
if compShowType == 3 and not drop then
if compShowType == 3 then
this.GuildCarDelayShow()
this.guildCarDelay:SetActive(compShowType == 3)
for i = 1, #itemListPrefab do
itemListPrefab[i].gameObject:SetActive(false)
end
elseif compShowType == 4 then
this.GuildDeathPosShow()
elseif compShowType == 6 then
this.GuildTranscriptShow()
elseif compShowType == 7 then--踏碎凌霄
this.TaSuiLingXiaoShow()
end
--如果没有掉落就return
if #drop.itemlist < 1 and #drop.equipId < 1 and #drop.Hero < 1 and #drop.soulEquip < 1 and #drop.pokemon < 1 then
return
end
if compShowType == 4 then
this.GuildDeathPosShow()
end
if compShowType == 6 then
this.GuildTranscriptShow()
end
if compShowType == 7 then--踏碎凌霄
this.TaSuiLingXiaoShow(#drop.itemlist)
if #drop.itemlist < 1 then
for i = 1, #itemListPrefab do
itemListPrefab[i].gameObject:SetActive(false)
end
return
end
end
local starItemDataList=BagManager.GetItemListFromTempBag(drop)
-- LogError("获取宝物的数量:".. LengthOfTable(starItemDataList))
--做装备叠加特殊组拼数据
@ -208,34 +169,46 @@ function RewardItemPopup:OnOpen(...)
table.insert(itemDataList, v)
end
end
this.SetComPShowState(compShowType)
LogGreen("Init #itemDataList:"..tostring(#itemDataList))
this.InitGrid()
if #itemDataList < 1 then
self:ClosePanel()
self:SelectCanPopUpBagMaxMessage()
-- elseif #itemDataList <= 25 then
-- self:SetItemShow(drop)
-- elseif #itemDataList > 25 then
-- self:SetItemShowMax(drop)
else
self:SetItemShow(drop)
end
this.SetComPShowState(compShowType)--一些特殊显隐
SoundManager.PlaySound(SoundConfig.Sound_Reward)
this.ShowLvAndExp()
self:SelectCanPopUpBagMaxMessage()
end
function this.InitGrid()
this.dropGrid:SetActive(#itemDataList <= 20 )
this.dropGridArena:SetActive(#itemDataList > 20 )
itemListPrefab = {}
if #itemDataList <= 20 then
for i = 1, #itemDataList do --初始缓存<= 20
local view = SubUIManager.Open(SubUIConfig.ItemView, this.dropGrid.transform)
view.gameObject.name = "frame"..i
itemListPrefab[i] = view
end
else
for i = 1, #itemDataList do --初始缓存> 20
local view = SubUIManager.Open(SubUIConfig.ItemView, this.dropGrid2.transform)
view.gameObject.name = "frame"..i
itemListPrefab[i] = view
end
end
end
--一些元素的显隐
function this.SetComPShowState(type)
this.btnBack:GetComponent("Button").enabled = type ~= 2
this.ScrollView:SetActive(#itemDataList >= 1 )
-- this.ScrollView:SetActive(#itemDataList <= 25 )
-- this.ScrollView2:SetActive(#itemDataList > 25 )
this.lvAndExpGo:SetActive(type == 1)
this.btnMapBack:SetActive(type == 2)
-- this.lvAndExpGoMax:SetActive(type == 1)
-- this.btnMapBackMax:SetActive(type == 2)
-- this.btnMapBackMax:SetActive(type == 2)
this.guildCarDelay:SetActive(type == 3)
this.guildDeathPos:SetActive(type == 4)
this.guildTranscript:SetActive(type == 6)
@ -263,7 +236,7 @@ function this.GuildDeathPosShow()
end
end
--踏碎凌霄 挑战奖励掉落弹窗表现
function this.TaSuiLingXiaoShow(num)
function this.TaSuiLingXiaoShow()
if CommonActPageManager.TaSuiLingXiaoMsg then
local curDmg = CommonActPageManager.TaSuiLingXiaoMsg.damageVal
local maxDmg = CommonActPageManager.TaSuiLingXiaoHistoryDmg
@ -272,7 +245,6 @@ function this.TaSuiLingXiaoShow(num)
local b = curDmg > maxDmg or curDmg < maxDmg
this.tasuilingxiao_State.gameObject:SetActive(b)
-- this.tasuilingxiao:GetComponent("RectTransform").localPosition = Vector3.New(0,110*(math.floor(num/5)),0)
if curDmg > maxDmg then
this.tasuilingxiao_State.sprite=Util.LoadSprite("r_hero_zhanlishangsheng_png")
elseif curDmg < maxDmg then
@ -306,11 +278,6 @@ function RewardItemPopup:OnSortingOrderChange()
local curItemData=itemDataList[i]
view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
end
-- for i = 1, #itemListPrefabMax do
-- local view = itemListPrefabMax[i]
-- local curItemData=itemDataList[i]
-- view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
-- end
end
-- 根据物品列表数据显示物品
function RewardItemPopup:SetItemShow(drop)
@ -385,88 +352,6 @@ function RewardItemPopup:SetItemShow(drop)
end
callList:Pop()()
end
-- 根据物品列表数据显示物品
-- function RewardItemPopup:SetItemShowMax(drop)
-- BagManager.OnShowTipDropNumZero(drop)
-- if drop==nil then return end
-- for i = 1, #itemDataList do
-- itemDataList[i].itemConfig = itemConfig[itemDataList[i].sId]
-- end
-- self:ItemDataListSort(itemDataList)
-- for i = 1, math.max(#itemDataList, #itemListPrefabMax) do
-- local go = itemListPrefabMax[i]
-- if not go then
-- go = SubUIManager.Open(SubUIConfig.ItemView, this.dropGridMax.transform)
-- go.gameObject.name = "frame"..i
-- itemListPrefabMax[i] = go
-- end
-- go.gameObject:SetActive(false)
-- end
-- callList:Clear()
-- callList:Push(function ()
-- if isOpenGeiSSRAvtivityTime then
-- isOpenGeiSSRAvtivityTime:Stop()
-- isOpenGeiSSRAvtivityTime = nil
-- end
-- isOpenGeiSSRAvtivityTime = Timer.New(function ()
-- isPlayerAniEnd = true
-- if isOpenGeiSSRAvtivity > 0 then
-- HeroManager.DetectionOpenFiveStarActivity(isOpenGeiSSRAvtivity)
-- end
-- end, 0.5):Start()
-- isPlayerAniEnd = true
-- if isOpenGeiSSRAvtivity > 0 then
-- HeroManager.DetectionOpenFiveStarActivity(isOpenGeiSSRAvtivity)
-- end
-- --在关卡界面获得装备 刷新下btview成员红点
-- -- Game.GlobalEvent:DispatchEvent(GameEvent.Equip.EquipChange)
-- end)
-- for i = #itemDataList, 1, -1 do
-- isPlayerAniEnd = false
-- local view = itemListPrefabMax[i]
-- local curItemData=itemDataList[i]
-- view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
-- --view.gameObject:SetActive(false)
-- callList:Push(function ()
-- local func = function()
-- view.gameObject:SetActive(true)
-- local btn = Util.GetGameObject(view.gameObject, "item/frame"):GetComponent("Button")
-- btn.enabled = false
-- PlayUIAnim(view.gameObject, function()
-- btn.enabled = true
-- end)
-- --改为后端更新
-- --this.SetItemData2(itemDataList[i])
-- if i <= 25 then
-- Timer.New(function ()
-- isPopGetSSR = false
-- callList:Pop()()
-- end, 0.05):Start()
-- else
-- isPopGetSSR = false
-- callList:Pop()()
-- end
-- end
-- if curItemData.configData and curItemData.itemType==3 and curItemData.configData.Quality == 5 then
-- HeroManager.DetectionOpenFiveStarActivity(curItemData.configData.Star)
-- end
-- if curItemData.configData and curItemData.itemType==3 and curItemData.configData.Quality == 5 and showHero then--五星英雄
-- isPopGetSSR = true
-- isOpenGeiSSRAvtivity = curItemData.configData.Star
-- UIManager.OpenPanel(UIName.DropGetSSRHeroShopPanel,curItemData.backData, func)
-- elseif curItemData.configData and curItemData.itemType==1 and
-- (curItemData.configData.ItemType == ItemType.Title or curItemData.configData.ItemType == ItemType.Ride) then--皮肤 坐骑
-- -- isPopGetSSR = true
-- -- UIManager.OpenPanel(UIName.DropGetPlayerDecorateShopPanel,curItemData.backData, func)
-- func()
-- else
-- func()
-- end
-- end)
-- end
-- callList:Pop()()
-- end
--存储本地
function this.SetItemData2(itemdata)
if itemdata.itemType==1 then
@ -508,17 +393,10 @@ end
function this.ShowLvAndExp()
--this.lvAndExpGo:SetActive(compShowType == 1)
if compShowType == 1 then
-- if #itemDataList <= 25 then
this.exp.value=PlayerManager.exp/userLevelData[PlayerManager.level].Exp
this.expText.text=PlayerManager.exp.."/"..userLevelData[PlayerManager.level].Exp
this.lv.text= PlayerManager.level
this.lvUpImage:SetActive(FightPointPassManager.oldLevel<PlayerManager.level)
-- elseif #itemDataList > 25 then
-- this.expMax.value=PlayerManager.exp/userLevelData[PlayerManager.level].Exp
-- this.expTextMax.text=PlayerManager.exp.."/"..userLevelData[PlayerManager.level].Exp
-- this.lvMax.text= PlayerManager.level
-- this.lvUpImageMax:SetActive(FightPointPassManager.oldLevel<PlayerManager.level)
-- end
this.exp.value=PlayerManager.exp/userLevelData[PlayerManager.level].Exp
this.expText.text=PlayerManager.exp.."/"..userLevelData[PlayerManager.level].Exp
this.lv.text= PlayerManager.level
this.lvUpImage:SetActive(FightPointPassManager.oldLevel<PlayerManager.level)
end
end
--掉落物品排序
@ -570,10 +448,12 @@ function RewardItemPopup:OnClose()
end
--检测是否需要弹每日任务飘窗
TaskManager.RefreshShowDailyMissionTipPanel()
for i = 1, #itemListPrefab do
destroy(itemListPrefab[i].gameObject)
end
itemListPrefab = {}
end
--界面销毁时调用(用于子类重写)
function RewardItemPopup:OnDestroy()
itemListPrefab = {}
end
return RewardItemPopup