[送无限抽]=======提交
parent
b0532edcca
commit
74d375cf7f
File diff suppressed because it is too large
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@ -1434,6 +1434,7 @@ ActivityTypeDef = {
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LingShouBaoGe = 100,--灵兽宝阁
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LingShowTeHui = 101, --灵兽特惠
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XinJiangLaiXi = 200,--新将来袭
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SongWuXianChou=106,--送无限抽
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XunBaoMiZong = 82, --寻宝迷踪
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--主题活动
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@ -18,6 +18,12 @@ function OpenSeverWelfarePanel:InitComponent()
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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this.NoviceItemList={}--存储itemview 重复利用
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this.getBtn=Util.GetGameObject(self.transform, "title/lingquButton")
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this.getTxt=Util.GetGameObject(self.transform, "title/lingquButton/Text"):GetComponent("Text")
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this.goBtn=Util.GetGameObject(self.transform, "title/qianwangButton")
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this.title=Util.GetGameObject(self.transform, "title")
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this.content=Util.GetGameObject(self.transform, "title/content")
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end
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--绑定事件(用于子类重写)
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@ -26,6 +32,9 @@ function OpenSeverWelfarePanel:BindEvent()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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self:ClosePanel()
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end)
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end
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--添加事件监听(用于子类重写)
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@ -59,15 +68,87 @@ end
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local isShowNeedGetUpTextId = 0
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local activityData = {}
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function this.OnShowPanelData(isTop,isAni)
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this.titleText.text = Language[10021]
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activityData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.OpenSeverWelfare)
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this.titleText.text = "送无限抽"
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activityData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.SongWuXianChou)
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isShowNeedGetUpTextId = 0
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if activityData then
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this.RemainTimeDown(this.timeTextGo,this.timeText,activityData.endTime - GetTimeStamp())
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ActivityGiftManager.OpenSeverWelfareRewardTabsSort(activityData.mission)
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this.ScrollView:SetData(activityData.mission, function (index, go)
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this.SingleDataShow(go, activityData.mission[index])
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local missions={}
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local first={}
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for i = 1, #activityData.mission do
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if activityData.mission[i].missionId==20016 then
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first=activityData.mission[i]
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else
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table.insert(missions,activityData.mission[i])
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end
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end
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ActivityGiftManager.OpenSeverWelfareRewardTabsSort(missions)
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this.ScrollView:SetData(missions, function (index, go)
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this.SingleDataShow(go, missions[index])
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end,not isTop,not isAni)
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--顶部每日奖励
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if first then
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local sConFigData = activityRewardConfig[first.missionId]
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if this.NoviceItemList[this.title] then
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for i = 1, 4 do
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this.NoviceItemList[this.title][i].gameObject:SetActive(false)
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end
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for i = 1, #sConFigData.Reward do
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if this.NoviceItemList[this.title][i] then
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this.NoviceItemList[this.title][i]:OnOpen(false, {sConFigData.Reward[i][1],sConFigData.Reward[i][2]}, 0.9,false,false,false,sortingOrder)
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this.NoviceItemList[this.title][i].gameObject:SetActive(true)
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end
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end
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else
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this.NoviceItemList[this.title]={}
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for i = 1, 4 do
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this.NoviceItemList[this.title][i] = SubUIManager.Open(SubUIConfig.ItemView, this.content.transform)
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this.NoviceItemList[this.title][i].gameObject:SetActive(false)
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end
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for i = 1, #sConFigData.Reward do
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this.NoviceItemList[this.title][i]:OnOpen(false, {sConFigData.Reward[i][1],sConFigData.Reward[i][2]}, 0.9,false,false,false,sortingOrder)
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this.NoviceItemList[this.title][i].gameObject:SetActive(true)
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end
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end
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local state = first.state
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local value = sConFigData.Values[2][1]
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--local isPass = FightPointPassManager.IsFightPointPass2(value)
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-- if state==0 and isPass then
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-- this.getBtn:SetActive(true)
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-- else
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-- this.getBtn:SetActive(state>0)
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-- end
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this.getBtn:SetActive(state>0)
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this.goBtn:SetActive(state == 0 and not isPass)
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if state == 1 then
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this.getTxt.text = Language[11948]
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Util.SetGray(this.getBtn,false)
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this.getBtn:GetComponent("Button").interactable = true
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elseif state==2 then
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this.getTxt.text = Language[10101]
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Util.SetGray(this.getBtn,true)
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this.getBtn:GetComponent("Button").interactable = false
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elseif state==0 and isPass then
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this.getTxt.text = Language[11948]
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Util.SetGray(this.getBtn,false)
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this.getBtn:GetComponent("Button").interactable = true
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end
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Util.AddClick(this.getBtn,function()
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NetManager.GetActivityRewardRequest(first.missionId, activityData.activityId, function(drop)
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--ActivityGiftManager.GetActivityRewardRequest(ActivityTypeDef.OpenSeverWelfare,rewardData.missionId, function(msg)
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UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function()
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this.OnShowPanelData(false,false)
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Game.GlobalEvent:DispatchEvent(GameEvent.Mission.GetOpenServerRewardRefreshFightPoint)
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end)
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end)
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end)
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Util.AddClick(this.goBtn,function()
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if sConFigData.Jump then
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JumpManager.GoJump(sConFigData.Jump[1])
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end
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end)
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end
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if isPlayAnim then
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SecTorPlayAnimByScroll(this.ScrollView)
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isPlayAnim = false
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@ -116,26 +197,30 @@ function this.SingleDataShow(go,rewardData)
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local getRewardProgress = Util.GetGameObject(activityRewardGo.gameObject, "getRewardProgress")
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local needGetUpText = Util.GetGameObject(activityRewardGo.gameObject, "needGetUpText")
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local state = rewardData.state
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local value = sConFigData.Values[1][1]
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local value = sConFigData.Values[2][1]
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local isPass = FightPointPassManager.IsFightPointPass(value)
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lingquButton:SetActive(isPass)
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lingquButton:SetActive(state>0)
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qianwangButton:SetActive(state == 0 and not isPass)
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if state == 1 then
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text.text = Language[11948]
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Util.SetGray(lingquButton,false)
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lingquButton:GetComponent("Button").interactable = true
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elseif state==2 then
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text.text = Language[10101]
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Util.SetGray(lingquButton,true)
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lingquButton:GetComponent("Button").interactable = false
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else
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text.text = Language[11948]
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Util.SetGray(lingquButton,false)
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lingquButton:GetComponent("Button").interactable = true
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end
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-- getFinishText:SetActive(state == 1)
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getFinishText:SetActive(false)
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needGetUpText:SetActive(state == 0)
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if isShowNeedGetUpTextId == 0 and state == 0 or isShowNeedGetUpTextId == rewardData.missionId then
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isShowNeedGetUpTextId = rewardData.missionId
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needGetUpText:SetActive(false)
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end
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--needGetUpText:SetActive(state == 0)
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-- if isShowNeedGetUpTextId == 0 and state == 0 or isShowNeedGetUpTextId == rewardData.missionId then
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-- isShowNeedGetUpTextId = rewardData.missionId
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-- needGetUpText:SetActive(false)
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-- end
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needGetUpText:SetActive(false)
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getRewardProgress:SetActive(state == 0)
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if state == 0 and isPass then
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getRewardProgress:GetComponent("Text").text = "(1/1)"
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@ -148,10 +233,10 @@ function this.SingleDataShow(go,rewardData)
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end
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end)
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Util.AddOnceClick(lingquButton, function()
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if isShowNeedGetUpTextId ~= rewardData.missionId then
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PopupTipPanel.ShowTip(Language[10022])
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return
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end
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-- if isShowNeedGetUpTextId ~= rewardData.missionId then
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-- PopupTipPanel.ShowTip(Language[10022])
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-- return
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-- end
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NetManager.GetActivityRewardRequest(rewardData.missionId, activityData.activityId, function(drop)
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--ActivityGiftManager.GetActivityRewardRequest(ActivityTypeDef.OpenSeverWelfare,rewardData.missionId, function(msg)
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UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function()
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@ -233,9 +233,11 @@ function FightPointPassMainPanel:InitComponent()
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this.OpenSeverWelfare = Util.GetGameObject(self.gameObject, "Bg/LeftUp/box/btnOpenSeverWelfare/bg")
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this.OpenSeverWelfareicon = Util.GetGameObject(this.UI_Effect_MuBiaoJiangLi, "UI_MuBiaoJiangLi_Import_05"):GetComponent("Image")
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this.OpenSeverWelfareiconText = Util.GetGameObject(this.OpenSeverWelfare, "iconText"):GetComponent("Image")
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this.OpenSeverWelfareProgressBg = Util.GetGameObject(this.OpenSeverWelfare, "progressBg")
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this.OpenSeverWelfareProgressText = Util.GetGameObject(this.OpenSeverWelfare, "progressBg/progress"):GetComponent("Text")
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this.OpenSeverWelfareProgressImage = Util.GetGameObject(this.OpenSeverWelfare, "progressBg/progressImage"):GetComponent("Image")
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this.OpenSeverWelfareTimeText = Util.GetGameObject(this.OpenSeverWelfare, "time"):GetComponent("Text")
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this.OpenSeverWelfareTimeText.gameObject:SetActive(false)
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this.OpenSeverWelfareInfoText = Util.GetGameObject(this.OpenSeverWelfare, "info"):GetComponent("Text")
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this.OpenSeverWelfareRed = Util.GetGameObject(this.OpenSeverWelfare, "redpot")
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this.battleUpLvTip = Util.GetGameObject(self.gameObject, "Bg/btnDown/battleUpLvTip")
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@ -414,13 +416,22 @@ function FightPointPassMainPanel:OnOpen(func)
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callBack = func
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end
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end
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function FightPointPassMainPanel:OnFocus()
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local activityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.FirstRecharge)
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if activityId and activityId~=0 and ActTimeCtrlManager.SingleFuncState(1) then
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this.btnFirstRechar:SetActive(true)
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else
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this.btnFirstRechar:SetActive(false)
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end
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end
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-- 从战斗出来会加载两次
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function FightPointPassMainPanel:OnShow()
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CheckRedPointStatus(RedPointType.XiaoYaoYouRedPoint)
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CheckRedPointStatus(RedPointType.numberGame)
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local activityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.FirstRecharge)
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if activityId and activityId~=0 and DynamicActivityManager.IsQualifiled(1) then
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if activityId and activityId~=0 and ActTimeCtrlManager.SingleFuncState(1) then
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this.btnFirstRechar:SetActive(true)
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else
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this.btnFirstRechar:SetActive(false)
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@ -1019,23 +1030,39 @@ local OpenSeverWelfareRewardShow = {
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function this.UpdateOpenSeverWelfare()
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local mainLevelConfig = ConfigManager.GetConfig(ConfigName.MainLevelConfig)
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local activityRewardConfig = ConfigManager.GetConfig(ConfigName.ActivityRewardConfig)
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local activityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.OpenSeverWelfare)
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local activityData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.OpenSeverWelfare)
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local activityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.SongWuXianChou)
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local activityData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.SongWuXianChou)
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--LogGreen("#activityData.mission "..#activityData.mission)
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if activityId and activityId > 0 and activityData and #activityData.mission > 0 then
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ActivityGiftManager.OpenSeverWelfareRewardTabsSort(activityData.mission)
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--ActivityGiftManager.OpenSeverWelfareRewardTabsSort(activityData.mission)
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local curMissionConfig = nil
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local isShowBtn = false
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local isShowRed = false
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for i = 1, #activityData.mission do
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if activityData.mission[i].state == 0 and not curMissionConfig then
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if activityData.mission[i].state == 0 and not curMissionConfig then
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curMissionConfig = activityRewardConfig[activityData.mission[i].missionId]
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--LogError("activityData.mission[i].missionId=="..activityData.mission[i].missionId)
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-- local value = curMissionConfig.Values[2][1]
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-- local isPass = FightPointPassManager.IsFightPointPass2(value)
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-- if isPass then
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-- isShowRed=true
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-- end
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end
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if activityData.mission[i].state == 0 then
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isShowBtn = true
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if activityData.mission[i].state == 1 then
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isShowRed = true
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end
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end
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this.btnOpenSeverWelfare:SetActive(isShowBtn)
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if not curMissionConfig then return end
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local isAll=false
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if not curMissionConfig then
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isAll=true
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curMissionConfig = activityRewardConfig[20016]
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end
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if activityData and activityData.mission then
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this.btnOpenSeverWelfare:SetActive(true)
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else
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this.btnOpenSeverWelfare:SetActive(false)
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end
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-- 奖励图
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this.OpenSeverWelfareicon.sprite = this.spLoader:LoadSprite(OpenSeverWelfareRewardShow[curMissionConfig.Reward[1][1]].image1)
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this.OpenSeverWelfareicon:SetNativeSize()
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@ -1047,15 +1074,24 @@ function this.UpdateOpenSeverWelfare()
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else
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this.OpenSeverWelfareiconText.gameObject:SetActive(false)
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end
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--
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LogError("FightPointPassManager.lastPassFightId=="..FightPointPassManager.lastPassFightId)
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local curPassLevelSortId = FightPointPassManager.lastPassFightId ~= FightPointPassManager.curOpenFight and mainLevelConfig[FightPointPassManager.lastPassFightId].SortId or 0
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local getRewardLevelSortId = mainLevelConfig[curMissionConfig.Values[1][1]].SortId
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this.OpenSeverWelfareRed:SetActive(curPassLevelSortId >= getRewardLevelSortId)
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local getRewardLevelSortId = mainLevelConfig[curMissionConfig.Values[2][1]].SortId
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this.OpenSeverWelfareRed:SetActive(isShowRed)
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if isAll then
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this.OpenSeverWelfareProgressText.gameObject:SetActive(false)
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this.OpenSeverWelfareProgressBg:SetActive(false)
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this.OpenSeverWelfareInfoText.gameObject:SetActive(false)
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else
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this.OpenSeverWelfareProgressText.gameObject:SetActive(true)
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this.OpenSeverWelfareProgressBg:SetActive(true)
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this.OpenSeverWelfareInfoText.gameObject:SetActive(true)
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end
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curPassLevelSortId = curPassLevelSortId >= getRewardLevelSortId and getRewardLevelSortId or curPassLevelSortId
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this.OpenSeverWelfareProgressText.text = curPassLevelSortId .. "/" .. getRewardLevelSortId
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this.OpenSeverWelfareProgressImage.fillAmount =curPassLevelSortId/ getRewardLevelSortId
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this.OpenSeverWelfareInfoText.text = GetLanguageStrById(curMissionConfig.ContentsShow)
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this.RemainTimeDown(this.btnOpenSeverWelfare,this.OpenSeverWelfareTimeText,activityData.endTime - GetTimeStamp())
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--this.RemainTimeDown(this.btnOpenSeverWelfare,this.OpenSeverWelfareTimeText,activityData.endTime - GetTimeStamp())
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else
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this.btnOpenSeverWelfare:SetActive(false)
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end
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@ -57,6 +57,8 @@ function this.InitAllFightPointState(msg)
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this.curOpenFight = msg.fightId
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if mainLevelConfig[this.curOpenFight].SortId-1 > 0 then
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this.lastPassFightId = ConfigManager.GetConfigDataByKey(ConfigName.MainLevelConfig,"SortId", mainLevelConfig[this.curOpenFight].SortId-1).Id
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LogError("this.lastPassFightId=="..this.lastPassFightId)
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PlayerPrefs.SetInt(PlayerManager.uid .. OLD_ID,this.lastPassFightId)
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end
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this.curFightState = msg.state
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this.adventrueEnemyList=msg.adventureBossInfo
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@ -130,6 +132,33 @@ function this.IsFightPointPass(fightId)
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return isPass
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end
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-- 获取某一关卡是否通关
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function this.IsFightPointPass2(fightId)
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local isPass = false
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LogError("fightid=="..fightId.." this.curOpenFight=="..this.curOpenFight)
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local curDiff = mainLevelConfig[this.curOpenFight].Difficulty
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local judgeDiff = mainLevelConfig[fightId].Difficulty
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if curDiff == judgeDiff then
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if fightId < this.curOpenFight then
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isPass = true
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elseif fightId == this.curOpenFight then
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if this.curFightState == 2 then -- 最后一章的最后一关
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isPass = true
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else
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isPass = true
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end
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else
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isPass = false
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end
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elseif curDiff > judgeDiff then
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isPass = true
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else
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isPass = false
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end
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return isPass
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end
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-- 战斗胜利后,刷新当前关卡的ID
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function this.RefreshFightId(msg)
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--local data = mainLevelConfig[this.curOpenFight]
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