Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c
commit
8be0dd71f0
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@ -38851,7 +38851,7 @@ MonoBehaviour:
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m_AlignByGeometry: 0
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m_RichText: 1
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m_HorizontalOverflow: 0
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m_VerticalOverflow: 0
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m_VerticalOverflow: 1
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m_LineSpacing: 1
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m_Text:
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LanguageIndex: 0
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@ -24319,7 +24319,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 0
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m_IsActive: 1
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--- !u!224 &7076300033625331926
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RectTransform:
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m_ObjectHideFlags: 0
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@ -43880,7 +43880,7 @@ MonoBehaviour:
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m_Top: 0
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m_Bottom: 0
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m_ChildAlignment: 4
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m_Spacing: -52.62
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m_Spacing: -110
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m_ChildForceExpandWidth: 1
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m_ChildForceExpandHeight: 1
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m_ChildControlWidth: 0
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@ -116,7 +116,7 @@ function CommonActPage:ShowSingleData(item,sdata,index)
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return
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end
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item.gameObject:SetActive(true)
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self.ItemList[item]:SetData(sdata,self,self.sortingOrder,self.ActData.activityId)
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self.ItemList[item]:SetData(sdata,self,self.sortingOrder,self.ActData,self.actConfig)
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end
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function CommonActPage:RefreshTime()
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@ -146,6 +146,10 @@ function CommonActPage:OnClose()
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end
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function CommonActPage:OnDestroy()
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if self.localTimer then
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self.localTimer:Stop()
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self.localTimer = nil
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end
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for k,v in pairs(self.ItemList) do
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SubUIManager.Close(v)
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end
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@ -141,6 +141,9 @@ function this.GetExpertData(indexType,actType)
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curData.rewards[i].otherData.state = 0
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end
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curData.rewards[i].otherData.info = string.format("%s/%s",curData.rewards[i].progress,curData.rewards[i].otherData.Values)
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if curData.rewards[i].progress > curData.rewards[i].otherData.Values then
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curData.rewards[i].otherData.info = string.format("%s/%s",curData.rewards[i].otherData.Values,curData.rewards[i].otherData.Values)
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end
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elseif indexType == 2 then
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-- LogPink("curData.value:"..tostring(curData.value).." "..tostring(curData.rewards[i].otherData.Values))
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if curData.value < curData.rewards[i].otherData.Values then
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@ -149,6 +152,9 @@ function this.GetExpertData(indexType,actType)
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curData.rewards[i].otherData.state = 0
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end
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curData.rewards[i].otherData.info = string.format("%s/%s",curData.value,curData.rewards[i].otherData.Values)
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if curData.value > curData.rewards[i].otherData.Values then
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curData.rewards[i].otherData.info = string.format("%s/%s",curData.rewards[i].otherData.Values,curData.rewards[i].otherData.Values)
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end
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end
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end
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end
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@ -131,7 +131,7 @@ function ConRechargePage:ShowSingleData(item,sdata,index)
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return
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end
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item.gameObject:SetActive(true)
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self.ItemList[item]:SetData(sdata,self,self.sortingOrder,self.ActData.activityId)
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self.ItemList[item]:SetData(sdata,self,self.sortingOrder,self.ActData,self.actConfig)
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end
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function ConRechargePage:OnClose()
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@ -74,7 +74,7 @@ end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function ExChangePage:OnShow(_sortingOrder)
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self.gameObject:SetActive(true)
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self.cursortingOrder = _sortingOrder or self.self.cursortingOrder
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self.cursortingOrder = _sortingOrder or self.cursortingOrder
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self:ExChangeShow()
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end
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@ -108,9 +108,13 @@ function ExpertPage:OnShow(_sortingOrder)
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--拿取数据
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self:RefreshData(true,true)
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self:RefreshBtns()--刷新上方两个按钮
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self.effect:SetActive(false)
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if self.actConfig.ActiveType == ActivityTypeDef.AccumulativeRechargeExper then
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self.effect:SetActive(true)
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Util.AddParticleSortLayer( self.effect, _sortingOrder - self.sortingOrder)
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self.sortingOrder = _sortingOrder
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end
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end
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function ExpertPage:RefreshBtns()
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if not self.actConfig.ShopData or self.actConfig.ShopData == "" then
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@ -160,7 +164,7 @@ function ExpertPage:ShowSingleData(item,sdata,index)
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return
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end
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item.gameObject:SetActive(true)
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self.ItemList[item]:SetData(sdata,self,self.sortingOrder,self.ActData.activityId,self.ActData.value,self.actConfig)
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self.ItemList[item]:SetData(sdata,self,self.sortingOrder,self.ActData,self.actConfig)
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end
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function ExpertPage:RefreshTime()
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@ -195,6 +199,10 @@ function ExpertPage:OnClose()
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end
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function ExpertPage:OnDestroy()
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if self.localTimer then
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self.localTimer:Stop()
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self.localTimer = nil
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end
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for k,v in pairs(self.ItemList) do
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SubUIManager.Close(v)
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end
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@ -11,7 +11,7 @@ end
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local BtnState = {
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[0] = {Img = "s_slbz_1anniuongse", isRed = true, isGray = false, Text = Language[11948],},
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[1] = {Img = "s_slbz_1anniuhuangse", isRed = false, isGray = false, Text = Language[10556]},
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[2] = {Img = "s_slbz_1anniuongse", isRed = false, isGray = true, Text = Language[11948]},
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[2] = {Img = "s_slbz_1anniuongse", isRed = false, isGray = true, Text = Language[10101]},
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}
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--初始化组件(用于子类重写)
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@ -39,11 +39,12 @@ end
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function ExpertPre:OnOpen()
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end
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function ExpertPre:SetData(_data,_parent,_sortingOrder,_activityId)
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function ExpertPre:SetData(_data,_parent,_sortingOrder,_actData,_actConfig)
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self.data = _data
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self.parent = _parent
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self.sortingOrder = _sortingOrder
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self.activityId = _activityId
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self.actData = _actData
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self.actConfig = _actConfig
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self:Refresh()
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end
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@ -71,10 +72,15 @@ function ExpertPre:SetButton()
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self.redPoint:SetActive(btnData.isRed)
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self.btnText.text = btnData.Text
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self.info.text = self.data.otherData.info
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if self.actConfig.ActiveType == ActivityTypeDef.ContinuityRecharge then
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local bool = self:IsCurrentSortEnable(self.data.otherData.Sort)
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self.btnGet:GetComponent("Button").interactable = bool
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Util.SetGray(self.btnGet, not bool)
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end
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Util.AddOnceClick(self.btnGet, function()
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if self.data.otherData.state == 0 then
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NetManager.GetActivityRewardRequest(self.data.missionId, self.activityId, function(drop)
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NetManager.GetActivityRewardRequest(self.data.missionId, self.actData.activityId, function(drop)
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UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function()
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self.parent:RefreshData(true,false)
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CheckRedPointStatus(RedPointType.Expert_FastExplore)
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@ -95,4 +101,11 @@ function ExpertPre:OnClose()
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end
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end
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--积天豪礼是否轮到当天可充了
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function ExpertPre:IsCurrentSortEnable(sort)
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local activityInfo = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.ContinuityRecharge)
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return activityInfo.value + 1 == sort
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end
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return ExpertPre
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@ -39,7 +39,7 @@ function ItemUpstarPre:BindEvent()
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return
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end
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local cost = ConfigManager.GetConfigData(ConfigName.ComposeBook,self.data.otherData.selectId).NeedCost
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NetManager.EquipUpLevelRequest(self.activityId,self.data.otherData.selectId,cost[1][1],cost[1][2],function (msg)
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NetManager.EquipUpLevelRequest(self.actData.activityId,self.data.otherData.selectId,cost[1][1],cost[1][2],function (msg)
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UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1,function()
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self.parent:RefreshData(true,true,false)
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end)
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@ -58,11 +58,12 @@ end
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function ItemUpstarPre:OnOpen()
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end
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function ItemUpstarPre:SetData(_data,_parent,_sortingOrder,_activityId)
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function ItemUpstarPre:SetData(_data,_parent,_sortingOrder,_actData,_actConfig)
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self.data = _data
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self.parent = _parent
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self.sortingOrder = _sortingOrder
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self.activityId = _activityId
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self.actData = _actData
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self.actConfig = _actConfig
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self:Refresh()
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end
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@ -72,11 +72,11 @@ end
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--绑定事件(用于子类重写)
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function UpperMonthCard:BindEvent()
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Util.AddClick(self.btnPreview, function()
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Util.AddOnceClick(self.btnPreview, function()
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UIManager.OpenPanel(UIName.MonthRewardPreviewPopup, self.baseType, self.chargerBaseType)
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end)
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Util.AddClick(self.btnBuy, function()
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Util.AddOnceClick(self.btnBuy, function()
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local isActive = VipManager.GetMonthCardOpenState()
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if not isActive then
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MsgPanel.ShowTwo(Language[11387], function()
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@ -270,15 +270,19 @@ function RewardItemPopup:SelectCanPopUpBagMaxMessage()
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end
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function RewardItemPopup:OnSortingOrderChange()
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if not itemDataList then
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if not itemDataList or #itemDataList < 0 then
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return
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end
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if #itemListPrefab > 0 then
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for i = 1, #itemListPrefab do
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if itemListPrefab[i] and itemDataList[i] then
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local view = itemListPrefab[i]
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local curItemData=itemDataList[i]
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view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
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end
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end
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end
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end
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-- 根据物品列表数据显示物品
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function RewardItemPopup:SetItemShow(drop)
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BagManager.OnShowTipDropNumZero(drop)
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@ -121,6 +121,7 @@ function EveryDayGift:OnShow(_sortingOrder)
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self.titleTip.gameObject:SetActive(true)
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else
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self.titleTip.gameObject:SetActive(false)
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end
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if self.actConfig.Id == 63 then
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@ -163,6 +164,7 @@ function EveryDayGift:RefreshGiftData(isTop,isAni)
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if self.shopData[i].DataType == DynamicActivityManager.selectIndex.dataType then
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for j = 1 , #DynamicActivityManager.selectIndex.goodsId do
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if (self.shopData[i].data.shopData.id or self.shopData[i].data.shopData.goodsId) == DynamicActivityManager.selectIndex.goodsId[j] then
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DynamicActivityManager.SetSelectIndex(0,{})
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curindex = i
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break
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end
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@ -172,10 +174,13 @@ function EveryDayGift:RefreshGiftData(isTop,isAni)
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break
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end
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end
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if curindex ~= 0 then
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--LogGreen("curindex:"..curindex)
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self.scrollView:SetIndex(curindex)
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end
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end
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function EveryDayGift:isBought()
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for i = 1, #self.shopData do
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if self.shopData[i].data.boughtNum > 0 then
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@ -322,9 +322,10 @@ function this:SetData(dataList, updateFunc, noTop, noAnim)
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-- 判断是否回到顶部,否则保持不动
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if noTop then
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local oldPosY = self.dragGOTran.anchoredPosition.y
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local oldPosX = self.dragGOTran.anchoredPosition.x
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local showIndex = self:CalShowIndex()
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self:SetShow(showIndex)
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self.dragGOTran.anchoredPosition = Vector2.New(0, oldPosY)
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self.dragGOTran.anchoredPosition = Vector2.New(oldPosX, oldPosY)
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else
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self:SetShow(1)
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end
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