【幸运探宝优化】界面显示规则优化

dev_chengFeng
jiaoyangna 2021-05-12 17:07:43 +08:00
parent 1e83996522
commit 778f2360a7
4 changed files with 38 additions and 42 deletions

View File

@ -145,7 +145,7 @@ function LuckyTurnTablePanel:BindEvent()
end) end)
Util.AddClick(this.btnPreview, function() Util.AddClick(this.btnPreview, function()
UIManager.OpenPanel(UIName.RewardPreviewPopup, PRE_REWARD_POOL_TYPE.LUCK_FIND) UIManager.OpenPanel(UIName.RewardPreviewPopup, LuckyTurnTableManager.curTreasureType == TreasureType.Lucky and PRE_REWARD_POOL_TYPE.LUCK_FIND or PRE_REWARD_POOL_TYPE.UPPER_LUCK_FIND)
end) end)
end end

View File

@ -101,7 +101,7 @@ function this.InitPreData()
this.previewElementData={} this.previewElementData={}
this.previewLuckData = {} --- 幸运探宝 this.previewLuckData = {} --- 幸运探宝
this.previewLingShou={} --灵兽奖励数据 this.previewLingShou={} --灵兽奖励数据
-- this.previewGhostFindData = {} this.previewGhostFindData = {}
-- this.previewTimeLimitedData = {}--限时招募 -- this.previewTimeLimitedData = {}--限时招募
-- this.previewTimeLimitedUPData={} -- this.previewTimeLimitedUPData={}
-- this.previewLotterySoulData = {}--乾坤宝囊其他奖励 -- this.previewLotterySoulData = {}--乾坤宝囊其他奖励
@ -123,19 +123,26 @@ function this.InitPreData()
table.insert(this.previewLingShou,v) table.insert(this.previewLingShou,v)
end end
end end
for key, value in ConfigPairs(dailyRewardConfig) do for key, value in ConfigPairs(dailyRewardConfig) do
table.insert( this.previewLuckData, value) if value.ActivityId == 30 then
table.insert( this.previewLuckData, value)
else
table.insert( this.previewGhostFindData, value)
end
end end
if #this.previewLuckData > 1 then if #this.previewLuckData > 1 then
table.sort(this.previewLuckData, function(a, b) table.sort(this.previewLuckData, function(a, b)
if itemConfig[a.Reward[1]].Quantity == itemConfig[b.Reward[1]].Quantity then return a.Rank < b.Rank
return a.Reward[1] > b.Reward[1]
else
return itemConfig[a.Reward[1]].Quantity > itemConfig[b.Reward[1]].Quantity
end
end) end)
end end
if #this.previewGhostFindData > 1 then
table.sort(this.previewGhostFindData, function(a, b)
return a.Rank < b.Rank
end)
end
--灵兽奖品排序 --灵兽奖品排序
if #this.previewLingShou > 1 then if #this.previewLingShou > 1 then
table.sort(this.previewLingShou, function(a, b) table.sort(this.previewLingShou, function(a, b)
@ -219,8 +226,8 @@ function this.GetRewardPreviewData(type)
return this.previewElementData return this.previewElementData
elseif type == PRE_REWARD_POOL_TYPE.LUCK_FIND then--常驻 elseif type == PRE_REWARD_POOL_TYPE.LUCK_FIND then--常驻
return this.previewLuckData return this.previewLuckData
-- elseif type == PRE_REWARD_POOL_TYPE.GHOST_FIND then--常驻 elseif type == PRE_REWARD_POOL_TYPE.UPPER_LUCK_FIND then--常驻
-- return this.previewGhostFindData return this.previewGhostFindData
elseif type ==PRE_REWARD_POOL_TYPE.FRIEND then--常驻 elseif type ==PRE_REWARD_POOL_TYPE.FRIEND then--常驻
return this.previewFriendData return this.previewFriendData
elseif type==PRE_REWARD_POOL_TYPE.NORMAL then--常驻 elseif type==PRE_REWARD_POOL_TYPE.NORMAL then--常驻

View File

@ -50,8 +50,8 @@ function RewardPreviewPopup:OnOpen(type)
this.tabBox:SetActive(false) this.tabBox:SetActive(false)
this.previewRoot:SetActive(true) this.previewRoot:SetActive(true)
this.grid.transform:DOAnchorPosY(0, 0, true) this.grid.transform:DOAnchorPosY(0, 0, true)
if type == PRE_REWARD_POOL_TYPE.LUCK_FIND then if type == PRE_REWARD_POOL_TYPE.LUCK_FIND or type == PRE_REWARD_POOL_TYPE.UPPER_LUCK_FIND then
typeNum = 2 typeNum = 1
elseif type == PRE_REWARD_POOL_TYPE.GHOST_FIND then elseif type == PRE_REWARD_POOL_TYPE.GHOST_FIND then
typeNum = 4 typeNum = 4
elseif type==PRE_REWARD_POOL_TYPE.LING_SHOU then elseif type==PRE_REWARD_POOL_TYPE.LING_SHOU then
@ -80,9 +80,21 @@ function this.CreatePreview(typeNum, type)
value.gameObject:SetActive(false) value.gameObject:SetActive(false)
end end
end end
for key, value in pairs(this.List3) do
if value then
value.gameObject:SetActive(false)
end
end
for key, value in pairs(this.List4) do
if value then
value.gameObject:SetActive(false)
end
end
if type == PRE_REWARD_POOL_TYPE.LUCK_FIND then if type == PRE_REWARD_POOL_TYPE.LUCK_FIND then
this.CreateLuckInfo(showData) this.CreateLuckInfo(showData,Language[11709])
elseif type == PRE_REWARD_POOL_TYPE.UPPER_LUCK_FIND then
this.CreateLuckInfo(showData,Language[11710])
elseif type == PRE_REWARD_POOL_TYPE.GHOST_FIND then elseif type == PRE_REWARD_POOL_TYPE.GHOST_FIND then
this.previewList[4].gameObject:SetActive(false) this.previewList[4].gameObject:SetActive(false)
this.CreateEastGhostInfo(showData) this.CreateEastGhostInfo(showData)
@ -92,8 +104,8 @@ function this.CreatePreview(typeNum, type)
-- 显隐显示 -- 显隐显示
for i = 1, 4 do for i = 1, 4 do
if this.previewList[i] then if this.previewList[i] then
if type == PRE_REWARD_POOL_TYPE.LUCK_FIND then if type == PRE_REWARD_POOL_TYPE.LUCK_FIND or type == PRE_REWARD_POOL_TYPE.UPPER_LUCK_FIND then
this.previewList[i]:SetActive(i <= 2) this.previewList[i]:SetActive(i <= 1)
elseif type == PRE_REWARD_POOL_TYPE.GHOST_FIND then elseif type == PRE_REWARD_POOL_TYPE.GHOST_FIND then
this.previewList[i]:SetActive(i <= 3) this.previewList[i]:SetActive(i <= 3)
elseif type== PRE_REWARD_POOL_TYPE.LING_SHOU then elseif type== PRE_REWARD_POOL_TYPE.LING_SHOU then
@ -106,21 +118,8 @@ function this.CreatePreview(typeNum, type)
end end
-- 幸运探宝 -- 幸运探宝
function this.CreateLuckInfo(showData) function this.CreateLuckInfo(normalData,title)
Util.GetGameObject(this.previewList[1], "title/Text"):GetComponent("Text").text = Language[11709] Util.GetGameObject(this.previewList[1], "title/Text"):GetComponent("Text").text = title
Util.GetGameObject(this.previewList[2], "title/Text"):GetComponent("Text").text = Language[11710]
local normalData = {}
local upperData = {}
for i = 1, #showData do
if showData[i].ActivityId == 30 then -- 幸运探宝
normalData[#normalData + 1] = showData[i]
elseif showData[i].ActivityId == 31 then
upperData[#upperData + 1] = showData[i]
end
end
for i = 1, #normalData do for i = 1, #normalData do
if not this.List1[i] then if not this.List1[i] then
this.List1[i] = this.List1[i] =
@ -131,17 +130,6 @@ function this.CreateLuckInfo(showData)
string.format("<color=#EDB64C>%0.2f%s</color>", normalData[i].ShowWeight, "%") string.format("<color=#EDB64C>%0.2f%s</color>", normalData[i].ShowWeight, "%")
this.List1[i].gameObject:SetActive(true) this.List1[i].gameObject:SetActive(true)
end end
for i = 1, #upperData do
if not this.List2[i] then
this.List2[i] =
SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(this.previewList[2], "gird").transform)
end
this.List2[i]:OnOpen(false, {upperData[i].Reward[1], upperData[i].Reward[2]}, 1.1, true)
this.List2[i].name:GetComponent("Text").text =
string.format("<color=#EDB64C>%0.2f%s</color>", upperData[i].ShowWeight, "%")
this.List2[i].gameObject:SetActive(true)
end
end end
-- 灵兽数据 -- 灵兽数据

View File

@ -85,6 +85,7 @@ end
function TreasureStorePopup:RefreshPanel(isAni) function TreasureStorePopup:RefreshPanel(isAni)
local allData = {} local allData = {}
local curActId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.TreasureStore) local curActId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.TreasureStore)
LogGreen("curActId:"..curActId)
if not curActId then if not curActId then
return return
end end