Merge branch 'master_xma_local' into 0功能/神将觉醒
commit
85b21b27f0
File diff suppressed because it is too large
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@ -16898,7 +16898,7 @@ MonoBehaviour:
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m_HorizontalOverflow: 0
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m_VerticalOverflow: 0
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m_LineSpacing: 1
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m_Text: "\u4F7F \u7528"
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m_Text: "\u786E \u5B9A\r"
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LanguageIndex: 11274
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--- !u!1 &4502575453775152244
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GameObject:
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@ -320,7 +320,14 @@ function this.HeadAdapter(head, data)
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end
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frame.sprite = Util.LoadSprite(GetHeroQuantityImageByquality(config.Quality))
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icon.sprite = Util.LoadSprite(GetResourcePath(config.Icon))
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local aa=config.Icon
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if data.skinId and data.skinId>0 then
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local skinConfig=ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Type",data.skinId)
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if skinConfig then
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aa=skinConfig.Icon
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end
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end
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icon.sprite = Util.LoadSprite(GetResourcePath(aa))
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lv:SetActive(true)
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lvText.text = config.lv
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@ -154,9 +154,11 @@ function this.GetLeftRewardData()
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data[RewardConfig[i].Id].limit = RewardConfig[i].InitializeNum
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end
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-- LogYellow("#finalCardDatas:"..#finalCardDatas.." actData.selectId:"..actData.selectId)
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for i = 1, #finalCardDatas do
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if finalCardDatas[i].rewardId ~= 0 then
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data[finalCardDatas[i].rewardId].progress = data[finalCardDatas[i].rewardId].progress -1
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if finalCardDatas[i].rewardId and finalCardDatas[i].rewardId ~= 0 and finalCardDatas[i].rewardId ~= actData.selectId then
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-- LogYellow("i:"..i.." rewardId:"..tostring(finalCardDatas[i].rewardId) .." progress"..tonumber(data[finalCardDatas[i].rewardId].progress))
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data[finalCardDatas[i].rewardId].progress = data[finalCardDatas[i].rewardId].progress - 1
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end
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end
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return data
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@ -104,7 +104,11 @@ function ShengYiTianJiang:OnShowData()
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end
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rechargeData = OperatingManager.GetGiftGoodsInfo(GoodsTypeDef.DirectPurchaseGift, rechargeConfigId)
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this.buytimes.text = "剩余次数:"..(rechargeData.dynamicBuyTimes - rechargeData.buyTimes)
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if rechargeData then
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this.buytimes.text = "剩余次数:"..(rechargeData.dynamicBuyTimes - rechargeData.buyTimes)
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else
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LogGreen("找不到数据了:"..rechargeConfigId)
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end
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end
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function ShengYiTianJiang:SetTime()
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@ -38,6 +38,8 @@ function YiJingBaoKu:InitComponent(gameObject)
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_itemsList[i] = this.grid.transform:GetChild(i - 1)
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_itemsPosList[i] = _itemsList[i]:GetComponent("RectTransform").localPosition
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end
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--bottom
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this.tip2 = Util.GetGameObject(gameObject, "tip"):GetComponent("Text")
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--effect
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this.effect = Util.GetGameObject(gameObject, "UI_Effect_YJBK_Zao")
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end
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@ -109,7 +111,7 @@ function YiJingBaoKu:Refresh()
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if ActData.selectId == 0 then--如果没有选择了最终奖励
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YiJingBaoKu:ResetCardToFront()--把卡片全部翻到正面
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YiJingBaoKu:InitSetAllCard()--显示所有奖励
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this.tip.text = "选择本层珍稀有秘宝"
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this.tip.text = "选择本层珍稀秘宝"
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else--选择了最终奖励
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YiJingBaoKu:ResetCardToBack()--把卡片全部翻到背面
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YiJingBaoKu:SetFinalReward()--设置最终奖励
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@ -119,8 +121,17 @@ function YiJingBaoKu:Refresh()
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YiJingBaoKu:TimeCountDown()--时间
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YiJingBaoKu:AddBackToFrontClick()--增加背面的带点击事件
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trigger = true
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this.refrashBtn:SetActive(ActData.selectId ~= 0)
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this.addBtn:GetComponent("Button").enabled = ActData.selectId == 0
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this.name.text = "第"..NumToSimplenessFont[ActData.curLevel].."层"
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this.tip2.text = "点击格子挖取宝物"
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local t1 = true
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for i = 1, #ActData.finalCardDatas do
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if ActData.selectId == ActData.finalCardDatas[i].rewardId then
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t1 = false
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end
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end
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this.refrashBtn:SetActive((ActData.selectId ~= 0) and t1)
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end
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@ -167,7 +178,8 @@ function YiJingBaoKu:AddBackToFrontClick()
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for index, value in ipairs(_itemsList) do
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local cFront = Util.GetGameObject(value, "front")
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local cBack = Util.GetGameObject(value, "back")
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Util.AddOnceClick(cBack,function()
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local btn = Util.GetGameObject(value, "back/btn")
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Util.AddOnceClick(btn,function()
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--请求奖励
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if BagManager.GetTotalItemNum(1004) <= 0 then
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PopupTipPanel.ShowTip(Language[11880])
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@ -29,7 +29,7 @@ end
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function this:BindEvent()
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Util.AddClick(this.ConfirmBtn,function()
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if curId then
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if curId and curId ~= 0 then
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.YiJingBaoKuConfirm,curId,function()
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NetManager.SelectFinalRewardRequest(curId,ActData.activityId,function ()
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if func then
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@ -116,7 +116,6 @@ function this:SetSingleData(index,item,data)
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num.gameObject:SetActive(true)
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limit1.gameObject:SetActive(false)
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select:SetActive(true)
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num.text = ActData.allData[index].progress.."/"..data.InitializeNum
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else
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limit1.gameObject:SetActive(true)
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limit1.text = data.LevelLimit.."级可选"
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@ -126,7 +125,6 @@ function this:SetSingleData(index,item,data)
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num.gameObject:SetActive(true)
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limit2.gameObject:SetActive(false)
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select:SetActive(true)
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num.text = ActData.allData[index].progress.."/"..data.InitializeNum
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else
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limit2.gameObject:SetActive(true)
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limit2.text = "第"..data.FloorLimit.."层可选"
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@ -135,10 +133,15 @@ function this:SetSingleData(index,item,data)
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-- LogRed(ActData.allData[index].rewardId..":"..tostring(ActData.allData[index].progress))
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if ActData.allData[index].progress > data.InitializeNum then
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t3 = false
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elseif ActData.allData[index].progress == data.InitializeNum and ActData.curLevel > data.InitializeNum then
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t3 = false
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num.text = "<color=red>"..(data.InitializeNum-ActData.allData[index].progress).."/"..data.InitializeNum.."</color>"
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else
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t3 = true
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num.text = (data.InitializeNum-ActData.allData[index].progress).."/"..data.InitializeNum
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end
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num.gameObject:SetActive(t1 and t2 and t3)
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num.gameObject:SetActive(t1 and t2)
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select:SetActive(t1 and t2 and t3)
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end
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@ -59,14 +59,22 @@ function this:OnShow(_parent,...)
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finalReward = SubUIManager.Open(SubUIConfig.ItemView,this.bigIcon.transform)
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end
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finalReward:OnOpen(false, BlessingConfig[ActData.selectId].Reward, 1.1, false, false, false, sortingOrder)
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this.bigNum.text = "1/1"
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-- for i = 1, #ActData.allData do
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-- if ActData.selectId == ActData.allData[i].configId then
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-- this.bigNum.text = ActData.allData[i].progress.."/"..BlessingConfig[ActData.selectId].InitializeNum
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-- end
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-- end
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--检查是否已经全部领完了
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local t1 = false
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for i = 1, #ActData.finalCardDatas do
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if ActData.selectId == ActData.finalCardDatas[i].rewardId then
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t1 = true
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end
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end
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if t1 then
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this.bigNum.text = "<color=red>0/1</color>"
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else
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this.bigNum.text = "1/1"
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end
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local leftRewardData = DynamicActivityManager.GetLeftRewardData()
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-- LogYellow("#leftRewardData"..#leftRewardData)
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local tempData={}
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for key, value in pairs(leftRewardData) do
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table.insert(tempData,value)
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@ -479,7 +479,7 @@ function this.SetSelectHero(isFirstIn,isFirstData,isMainIn)
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if isFirstIn then--若是第一次进 此时我必有该英雄 不用担心是已删除英雄 通过HeroDid去获取数据
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for n, did in ipairs(isFirstData) do
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local h=HeroManager.GetSingleHeroData(did)
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table.insert(MapManager.trialHeroInfo,{heroId=h.dynamicId,tmpId=h.id,star=h.star,heroHp=10000,level=h.lv})
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table.insert(MapManager.trialHeroInfo,{heroId=h.dynamicId,tmpId=h.id,star=h.star,heroHp=10000,level=h.lv,skinId = h.skinId})
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end
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end
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d = MapManager.trialHeroInfo
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@ -44,7 +44,7 @@ function this:OnShow(_parent,...)
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curId = _args[1]
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this.titleText.text=Language[11351]
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this.tip.text = "切换本层珍惜秘宝为"
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this.tip.text = "切换本层珍稀秘宝为"
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if not finalReward then
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finalReward = SubUIManager.Open(SubUIConfig.ItemView,this.root.transform)
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@ -508,7 +508,10 @@ function RoleInfoLayout:DeleteLvUpMaterials(isSingleLvUp,msg)
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parent.upLvEffect:SetActive(false)
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parent.upLvEffect:SetActive(true)
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_isReqLvUp = false
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-- _isReqLvUp = false
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Timer.New(function()
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_isReqLvUp = false
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end, 0.1):Start()
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end
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--连续升级更新后端英雄数据
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@ -14,7 +14,11 @@ this.luckyluckyTurnTableRemainTime = 0
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--打开逍遥游地图列表界面
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function this.OpenMapList()
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this.GetOpenMapData(function(_data)
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this.GetOpenMapData(function(_data)
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local XiaoYaoMapPanel = UIManager.GetOpenPanel(UIName.XiaoYaoMapPanel)
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if XiaoYaoMapPanel then
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XiaoYaoMapPanel:ClosePanel()
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end
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UIManager.OpenPanel(UIName.XiaoYaoYouPanel,_data)
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end)
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end
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