【家园】提交
parent
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@ -9625,7 +9625,7 @@ MonoBehaviour:
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@ -11655,8 +11655,8 @@ RectTransform:
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@ -11867,7 +11867,7 @@ GameObject:
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@ -11922,7 +11922,7 @@ MonoBehaviour:
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GameObject:
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@ -10859,7 +10859,7 @@ RectTransform:
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m_AnchorMax: {x: 0.5, y: 0.5}
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--- !u!222 &6283366137360073919
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@ -10897,7 +10897,7 @@ MonoBehaviour:
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m_BestFit: 0
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m_BestFit: 0
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m_MinSize: 0
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m_MaxSize: 50
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m_Alignment: 4
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m_AlignByGeometry: 0
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m_RichText: 1
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m_HorizontalOverflow: 1
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m_HorizontalOverflow: 1
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@ -1869,6 +1869,7 @@ HELP_TYPE = {
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LingMaiMiJing = 116,--灵脉秘境
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LingMaiMiJing = 116,--灵脉秘境
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Gem = 121,--命格
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Gem = 121,--命格
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jingjishilian = 122,
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jingjishilian = 122,
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HomeLand = 126,
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}
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}
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NumToComplexFont = {
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NumToComplexFont = {
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@ -16,6 +16,8 @@ function this:InitComponent(gameObject)
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this.leftTime = Util.GetGameObject(gameObject,"leftTime"):GetComponent("Text")
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this.leftTime = Util.GetGameObject(gameObject,"leftTime"):GetComponent("Text")
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this.btn = Util.GetGameObject(gameObject,"Content/BtnDo")
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this.btn = Util.GetGameObject(gameObject,"Content/BtnDo")
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this.btnText = Util.GetGameObject(gameObject,"Content/BtnDo/Text"):GetComponent("Text")
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this.btnText = Util.GetGameObject(gameObject,"Content/BtnDo/Text"):GetComponent("Text")
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this.text1 = Util.GetGameObject(gameObject,"Content/Text1"):GetComponent("Text")
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this.text2 = Util.GetGameObject(gameObject,"Content/Text2"):GetComponent("Text")
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end
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end
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function this:BindEvent()
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function this:BindEvent()
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@ -48,8 +50,11 @@ end
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function this:Refresh()
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function this:Refresh()
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this.leftTime.text = "(有效时间30天)"
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this.text1.text = "浮生门各资源建筑(玉清居、祈福斋、望月居)产量<color=#00CCFF>增加20%</color>"
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this.btnText.text = string.format("%s元激活特权",price)
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this.text2.text = "每日可使用<color=#00CCFF>五次特权加速</color>功能,每次可减少<color=#00CCFF>8小时</color>建筑升级时间"
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this.leftTime.text = "购买后持续30天"
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this.btnText.text = string.format("%s元",price)
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Util.SetGray(this.btn,false)
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Util.SetGray(this.btn,false)
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this.btn:GetComponent("Button").enabled = true
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this.btn:GetComponent("Button").enabled = true
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local data = PrivilegeManager.GetSerData(4022)
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local data = PrivilegeManager.GetSerData(4022)
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@ -64,10 +69,10 @@ function this:Refresh()
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this.timer = nil
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this.timer = nil
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end
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end
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local leftTime = data.endTime - GetTimeStamp()
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local leftTime = data.endTime - GetTimeStamp()
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this.leftTime.text = string.format("(剩余时间%s)",TimeToD(leftTime))
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this.leftTime.text = string.format("剩余%s天",TimeToD(leftTime))
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this.timer = Timer.New(function ()
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this.timer = Timer.New(function ()
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leftTime = leftTime - 1
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leftTime = leftTime - 1
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this.leftTime.text = string.format("(剩余时间%s)",TimeToD(leftTime))
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this.leftTime.text = string.format("剩余%s天",TimeToD(leftTime))
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end,1,-1)
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end,1,-1)
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this.timer:Start()
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this.timer:Start()
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end
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end
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@ -244,7 +244,7 @@ function this.singleUpgrade(id)
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elseif HomeLand[id].UnlockLevel[1] == 2 and HomeLandManager.BuildData[5].level < HomeLand[id].UnlockLevel[2] then
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elseif HomeLand[id].UnlockLevel[1] == 2 and HomeLandManager.BuildData[5].level < HomeLand[id].UnlockLevel[2] then
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elseif HomeLand[id].UnlockLevel[1] == 3 and PlayerManager.level < GlobalSystemConfig[HomeLand[id].UnlockLevel[2]].OpenRules[2] then
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elseif HomeLand[id].UnlockLevel[1] == 3 and PlayerManager.level < GlobalSystemConfig[HomeLand[id].UnlockLevel[2]].OpenRules[2] then
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else
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else
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if BagManager.GetTotalItemNum(data.Cost[1][1]) >= data.Cost[1][2] then--所需材料够
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if data.Cost and BagManager.GetTotalItemNum(data.Cost[1][1]) >= data.Cost[1][2] then--所需材料够
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if not data.Rule or (this.BuildData[data.Rule[1]].level >= data.Rule[2]) then--到达升级条件
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if not data.Rule or (this.BuildData[data.Rule[1]].level >= data.Rule[2]) then--到达升级条件
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if this.BuildData[id].endTime <= GetTimeStamp() then
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if this.BuildData[id].endTime <= GetTimeStamp() then
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return true
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return true
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@ -93,7 +93,7 @@ function HomeLand:BindEvent()
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end)
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end)
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--帮助按钮
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--帮助按钮
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Util.AddClick(self.helpBtn, function()
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Util.AddClick(self.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.Practice, self.helpPosition.x,self.helpPosition.y)
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.HomeLand, self.helpPosition.x,self.helpPosition.y)
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end)
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end)
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Util.AddClick(self.Bg, function()
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Util.AddClick(self.Bg, function()
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self.curSelect = 0
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self.curSelect = 0
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@ -407,6 +407,7 @@ function HomeLand:SetBuildsState()
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-- PlayUIAnim(curObj.upgradeImg)
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-- PlayUIAnim(curObj.upgradeImg)
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else--如果没有就是可以点击升级
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else--如果没有就是可以点击升级
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if data.dataSingle.Cost then
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if data.dataSingle.Cost then
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LogGreen("Name:"..tostring(data.dataSingle.Name).." cost:"..tostring(data.dataSingle.Cost[1][1]).."#"..data.dataSingle.Cost[1][2])
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curObj.btnUpgrade:SetActive(true)
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curObj.btnUpgrade:SetActive(true)
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end
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end
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end
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end
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Reference in New Issue