Merge branch 'master_xma_local' into 0功能/神将觉醒

dev_chengFeng
zhangqiang 2020-11-09 18:04:54 +08:00
commit 85b21b27f0
12 changed files with 9017 additions and 6583 deletions

View File

@ -16898,7 +16898,7 @@ MonoBehaviour:
m_HorizontalOverflow: 0
m_VerticalOverflow: 0
m_LineSpacing: 1
m_Text: "\u4F7F \u7528"
m_Text: "\u786E \u5B9A\r"
LanguageIndex: 11274
--- !u!1 &4502575453775152244
GameObject:

View File

@ -320,7 +320,14 @@ function this.HeadAdapter(head, data)
end
frame.sprite = Util.LoadSprite(GetHeroQuantityImageByquality(config.Quality))
icon.sprite = Util.LoadSprite(GetResourcePath(config.Icon))
local aa=config.Icon
if data.skinId and data.skinId>0 then
local skinConfig=ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Type",data.skinId)
if skinConfig then
aa=skinConfig.Icon
end
end
icon.sprite = Util.LoadSprite(GetResourcePath(aa))
lv:SetActive(true)
lvText.text = config.lv

View File

@ -154,9 +154,11 @@ function this.GetLeftRewardData()
data[RewardConfig[i].Id].limit = RewardConfig[i].InitializeNum
end
-- LogYellow("#finalCardDatas:"..#finalCardDatas.." actData.selectId:"..actData.selectId)
for i = 1, #finalCardDatas do
if finalCardDatas[i].rewardId ~= 0 then
data[finalCardDatas[i].rewardId].progress = data[finalCardDatas[i].rewardId].progress -1
if finalCardDatas[i].rewardId and finalCardDatas[i].rewardId ~= 0 and finalCardDatas[i].rewardId ~= actData.selectId then
-- LogYellow("i:"..i.." rewardId:"..tostring(finalCardDatas[i].rewardId) .." progress"..tonumber(data[finalCardDatas[i].rewardId].progress))
data[finalCardDatas[i].rewardId].progress = data[finalCardDatas[i].rewardId].progress - 1
end
end
return data

View File

@ -104,7 +104,11 @@ function ShengYiTianJiang:OnShowData()
end
rechargeData = OperatingManager.GetGiftGoodsInfo(GoodsTypeDef.DirectPurchaseGift, rechargeConfigId)
this.buytimes.text = "剩余次数:"..(rechargeData.dynamicBuyTimes - rechargeData.buyTimes)
if rechargeData then
this.buytimes.text = "剩余次数:"..(rechargeData.dynamicBuyTimes - rechargeData.buyTimes)
else
LogGreen("找不到数据了:"..rechargeConfigId)
end
end
function ShengYiTianJiang:SetTime()

View File

@ -38,6 +38,8 @@ function YiJingBaoKu:InitComponent(gameObject)
_itemsList[i] = this.grid.transform:GetChild(i - 1)
_itemsPosList[i] = _itemsList[i]:GetComponent("RectTransform").localPosition
end
--bottom
this.tip2 = Util.GetGameObject(gameObject, "tip"):GetComponent("Text")
--effect
this.effect = Util.GetGameObject(gameObject, "UI_Effect_YJBK_Zao")
end
@ -109,7 +111,7 @@ function YiJingBaoKu:Refresh()
if ActData.selectId == 0 then--如果没有选择了最终奖励
YiJingBaoKu:ResetCardToFront()--把卡片全部翻到正面
YiJingBaoKu:InitSetAllCard()--显示所有奖励
this.tip.text = "选择本层珍稀秘宝"
this.tip.text = "选择本层珍稀秘宝"
else--选择了最终奖励
YiJingBaoKu:ResetCardToBack()--把卡片全部翻到背面
YiJingBaoKu:SetFinalReward()--设置最终奖励
@ -119,8 +121,17 @@ function YiJingBaoKu:Refresh()
YiJingBaoKu:TimeCountDown()--时间
YiJingBaoKu:AddBackToFrontClick()--增加背面的带点击事件
trigger = true
this.refrashBtn:SetActive(ActData.selectId ~= 0)
this.addBtn:GetComponent("Button").enabled = ActData.selectId == 0
this.name.text = ""..NumToSimplenessFont[ActData.curLevel]..""
this.tip2.text = "点击格子挖取宝物"
local t1 = true
for i = 1, #ActData.finalCardDatas do
if ActData.selectId == ActData.finalCardDatas[i].rewardId then
t1 = false
end
end
this.refrashBtn:SetActive((ActData.selectId ~= 0) and t1)
end
@ -167,7 +178,8 @@ function YiJingBaoKu:AddBackToFrontClick()
for index, value in ipairs(_itemsList) do
local cFront = Util.GetGameObject(value, "front")
local cBack = Util.GetGameObject(value, "back")
Util.AddOnceClick(cBack,function()
local btn = Util.GetGameObject(value, "back/btn")
Util.AddOnceClick(btn,function()
--请求奖励
if BagManager.GetTotalItemNum(1004) <= 0 then
PopupTipPanel.ShowTip(Language[11880])

View File

@ -29,7 +29,7 @@ end
function this:BindEvent()
Util.AddClick(this.ConfirmBtn,function()
if curId then
if curId and curId ~= 0 then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.YiJingBaoKuConfirm,curId,function()
NetManager.SelectFinalRewardRequest(curId,ActData.activityId,function ()
if func then
@ -116,7 +116,6 @@ function this:SetSingleData(index,item,data)
num.gameObject:SetActive(true)
limit1.gameObject:SetActive(false)
select:SetActive(true)
num.text = ActData.allData[index].progress.."/"..data.InitializeNum
else
limit1.gameObject:SetActive(true)
limit1.text = data.LevelLimit.."级可选"
@ -126,7 +125,6 @@ function this:SetSingleData(index,item,data)
num.gameObject:SetActive(true)
limit2.gameObject:SetActive(false)
select:SetActive(true)
num.text = ActData.allData[index].progress.."/"..data.InitializeNum
else
limit2.gameObject:SetActive(true)
limit2.text = ""..data.FloorLimit.."层可选"
@ -135,10 +133,15 @@ function this:SetSingleData(index,item,data)
-- LogRed(ActData.allData[index].rewardId..""..tostring(ActData.allData[index].progress))
if ActData.allData[index].progress > data.InitializeNum then
t3 = false
elseif ActData.allData[index].progress == data.InitializeNum and ActData.curLevel > data.InitializeNum then
t3 = false
num.text = "<color=red>"..(data.InitializeNum-ActData.allData[index].progress).."/"..data.InitializeNum.."</color>"
else
t3 = true
num.text = (data.InitializeNum-ActData.allData[index].progress).."/"..data.InitializeNum
end
num.gameObject:SetActive(t1 and t2 and t3)
num.gameObject:SetActive(t1 and t2)
select:SetActive(t1 and t2 and t3)
end

View File

@ -59,14 +59,22 @@ function this:OnShow(_parent,...)
finalReward = SubUIManager.Open(SubUIConfig.ItemView,this.bigIcon.transform)
end
finalReward:OnOpen(false, BlessingConfig[ActData.selectId].Reward, 1.1, false, false, false, sortingOrder)
this.bigNum.text = "1/1"
-- for i = 1, #ActData.allData do
-- if ActData.selectId == ActData.allData[i].configId then
-- this.bigNum.text = ActData.allData[i].progress.."/"..BlessingConfig[ActData.selectId].InitializeNum
-- end
-- end
--检查是否已经全部领完了
local t1 = false
for i = 1, #ActData.finalCardDatas do
if ActData.selectId == ActData.finalCardDatas[i].rewardId then
t1 = true
end
end
if t1 then
this.bigNum.text = "<color=red>0/1</color>"
else
this.bigNum.text = "1/1"
end
local leftRewardData = DynamicActivityManager.GetLeftRewardData()
-- LogYellow("#leftRewardData"..#leftRewardData)
local tempData={}
for key, value in pairs(leftRewardData) do
table.insert(tempData,value)

View File

@ -479,7 +479,7 @@ function this.SetSelectHero(isFirstIn,isFirstData,isMainIn)
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
for n, did in ipairs(isFirstData) do
local h=HeroManager.GetSingleHeroData(did)
table.insert(MapManager.trialHeroInfo,{heroId=h.dynamicId,tmpId=h.id,star=h.star,heroHp=10000,level=h.lv})
table.insert(MapManager.trialHeroInfo,{heroId=h.dynamicId,tmpId=h.id,star=h.star,heroHp=10000,level=h.lv,skinId = h.skinId})
end
end
d = MapManager.trialHeroInfo

View File

@ -44,7 +44,7 @@ function this:OnShow(_parent,...)
curId = _args[1]
this.titleText.text=Language[11351]
this.tip.text = "切换本层珍秘宝为"
this.tip.text = "切换本层珍秘宝为"
if not finalReward then
finalReward = SubUIManager.Open(SubUIConfig.ItemView,this.root.transform)

View File

@ -508,7 +508,10 @@ function RoleInfoLayout:DeleteLvUpMaterials(isSingleLvUp,msg)
parent.upLvEffect:SetActive(false)
parent.upLvEffect:SetActive(true)
_isReqLvUp = false
-- _isReqLvUp = false
Timer.New(function()
_isReqLvUp = false
end, 0.1):Start()
end
--连续升级更新后端英雄数据

View File

@ -14,7 +14,11 @@ this.luckyluckyTurnTableRemainTime = 0
--打开逍遥游地图列表界面
function this.OpenMapList()
this.GetOpenMapData(function(_data)
this.GetOpenMapData(function(_data)
local XiaoYaoMapPanel = UIManager.GetOpenPanel(UIName.XiaoYaoMapPanel)
if XiaoYaoMapPanel then
XiaoYaoMapPanel:ClosePanel()
end
UIManager.OpenPanel(UIName.XiaoYaoYouPanel,_data)
end)
end