Merge branches 'master_develop' and 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop

dev_chengFeng
jiaoyangna 2020-08-14 13:01:17 +08:00
commit 905d77b0c6
30 changed files with 90520 additions and 593 deletions

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@ -1014,6 +1014,7 @@ ActivityTypeDef = {
TreasureOfHeaven=54,--天宫秘宝
OpenSeverWelfare=55,--开服福利
EightDayGift = 56,--八日登陆
SignInfo = 57,--三日七日签到
}
--活动结束需要处理面板关闭类型

View File

@ -26,7 +26,7 @@
[10025] = "是否点击============",
[10026] = "开服福利",
[10027] = "需先领取上一奖励!",
[10028] = "重置时间:",
[10028] = "剩余时间:",
[10029] = "活动已结束!",
[10030] = "排名",
[10031] = "且战力达到",

View File

@ -58,6 +58,8 @@ function this:BindEvent()
this.text:SetActive(false)
this.cost:SetActive(false)
this.ShowCostInfo()
local value = this.RebuildData(msg.heroTempId,curSelectHero)
this.SetHero(this.replaceHero,value)
end)
@ -80,6 +82,8 @@ function this:BindEvent()
this.text:SetActive(false)
this.cost:SetActive(true)
this.ShowCostInfo()
end)
end)
--保存置换
@ -93,6 +97,8 @@ function this:BindEvent()
this.text:SetActive(true)
this.cost:SetActive(false)
this.ShowCostInfo()
HeroManager.DeleteHeroDatas({curSelectHero.dynamicId})
for i = 1, #msg.drop.Hero do
@ -100,11 +106,13 @@ function this:BindEvent()
end
curSelectHero = HeroManager.GetSingleHeroData(msg.drop.Hero[1].id)
this.ShowCurrPosHeroReplace(curIndex)
for i = 1, #heroDatas do
if heroSelectBtn[i] and heroDatas[i] then
heroSelectBtn[i]:SetActive(heroDatas[i].dynamicId == curSelectHero.dynamicId)
end
end
-- for i = 1, #heroDatas do
-- if heroSelectBtn[i] and heroDatas[i] then
-- heroSelectBtn[i]:SetActive(heroDatas[i].dynamicId == curSelectHero.dynamicId)
-- end
-- end
end)
end)
@ -168,7 +176,10 @@ function this.ShowCurrPosHeroReplace(_curIndex)
this.needHero:SetActive(false)
heroDatas = this.GetHeroDataByPosition(_curIndex)
this.ScrollView:SetData(heroDatas, function (index, go)
heroSelectBtn[index] = Util.GetGameObject(go.transform, "choosed")
-- heroSelectBtn[index] = Util.GetGameObject(go.transform, "choosed")
-- if not heroSelectBtn[heroDatas[index].dynamicId] then
-- heroSelectBtn[heroDatas[index].dynamicId] = Util.GetGameObject(go.transform, "choosed")
-- end
this.SingleHeroDataShow(go, heroDatas[index])
end)
end
@ -185,7 +196,7 @@ function this.GetHeroDataByPosition(_position)
end
return heros
end
local oldChoose
--数据显示
function this.SingleHeroDataShow(_go,_heroData)
local go = _go
@ -215,7 +226,10 @@ function this.SingleHeroDataShow(_go,_heroData)
local cardBtn = Util.GetGameObject(go.transform, "icon")
local choosed = Util.GetGameObject(go.transform, "choosed")
choosed:SetActive(false)
if curSelectHero.dynamicId == heroData.dynamicId then
choosed:SetActive(true)
oldChoose = choosed
end
this.replaceBtn:SetActive(true)
this.cancelBtn:SetActive(false)
this.saveBtn:SetActive(false)
@ -226,7 +240,6 @@ function this.SingleHeroDataShow(_go,_heroData)
if curSelectHero.id then
this.SetHero(this.needHero,curSelectHero)
choosed:SetActive(true)
this.ShowCostInfo()
this.needHero:SetActive(true)
this.replaceHero:SetActive(false)
@ -239,6 +252,7 @@ function this.SingleHeroDataShow(_go,_heroData)
Util.AddOnceClick(cardBtn, function()
if heroData.dynamicId == curSelectHero.dynamicId then
choosed:SetActive(false)
oldChoose = nil
curSelectHero = {}
this.needHero:SetActive(false)
@ -253,6 +267,10 @@ function this.SingleHeroDataShow(_go,_heroData)
else
choosed:SetActive(true)
if oldChoose then
oldChoose:SetActive(false)
end
oldChoose = choosed
curSelectHero = heroData
this.ShowCostInfo()
this.needHero:SetActive(true)
@ -291,11 +309,11 @@ function this.SingleHeroDataShow(_go,_heroData)
end
end
for i = 1, #heroDatas do
if heroSelectBtn[i] and heroDatas[i] then
heroSelectBtn[i]:SetActive(heroDatas[i].dynamicId == curSelectHero.dynamicId)
end
end
-- for i = 1, #heroDatas do
-- if heroSelectBtn[i] and heroDatas[i] then
-- heroSelectBtn[i]:SetActive(heroDatas[i].dynamicId == curSelectHero.dynamicId)
-- end
-- end
end)
@ -411,9 +429,11 @@ function this:OnClose()
curSelectHeroConfig = {}
this.replaceHero:SetActive(false)
this.needHero:SetActive(false)
oldChoose = nil
end
function this:OnDestroy()
end
return this

View File

@ -12,11 +12,16 @@ local _PageInfo = {--后期可以做成tableInserticon名字都去读表
[2] = { --乾坤宝盒
default = "q_qiankun_baoheanniu_02", lock = "q_qiankun_baoheanniu_02", select = "q_qiankun_baoheanniu_01",
rpType = RedPointType.QianKunBox,panelType = PanelType.QianKunBox,
},
},
[3] = { --珍奇礼包
default = "z_zhenqibaoge_anniu_02", lock = "z_zhenqibaoge_anniu_02", select = "z_zhenqibaoge_anniu_01",
rpType = RedPointType.QianKunBox,panelType = PanelType.QianKunBox,
}
}
local TimeLimitedCall = require("Modules/Operating/TimeLimitedCall")
local QianKunBox = require("Modules/Operating/QianKunBox")
local ZhenQiYiBaoPage=require("Modules/Operating/ZhenQiYiBaoPage")
--初始化组件(用于子类重写)
function DynamicActivityPanel:InitComponent()
orginLayer = 0
@ -26,7 +31,8 @@ function DynamicActivityPanel:InitComponent()
this.PageList = {
[1] = TimeLimitedCall.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_1")),
[2] = QianKunBox.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_2"))
[2] = QianKunBox.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_2")),
[3] = ZhenQiYiBaoPage.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_4")),
}
-- 上部货币显示
@ -99,8 +105,11 @@ end
function this.OnPageTabChange(index, lastIndex)
this._CurPageIndex = index
for i = 1, #this.PageList do
this.PageList[i]:OnHide()
this.PageList[i].gameObject:SetActive(false)
if this.PageList[i] then
this.PageList[i]:OnHide()
this.PageList[i].gameObject:SetActive(false)
end
end
this.PageList[index]:OnShow(this.sortingOrder, _PageInfo[index].params and unpack(_PageInfo[index].params) or nil)
this.PageList[index].gameObject:SetActive(true)

View File

@ -10,10 +10,22 @@ local CumulativeSignInPage = quick_class("CumulativeSignInPage")
local kMaxDay = 31
--已领取 再领一次
local receiveImage={[1]="s_slbz_yilingqu",[2]="r_meiriqiandao_zailingyici"}
local boxImage = {
[1] = "r_renwu_box2",
[2] = ""
}
--本地标记可领取次数
local receiveNum=0
--今日是否充值标记 1未充值 2已充值
local rechargeNum=0
local items={}
local data = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.SignInfo)
local SignRewardConfig = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig,"ActivityId",ActivityTypeDef.SignInfo)
local pos = {
[1] = Vector3.New(-98,184,100),
[2] = Vector3.New(188,184,100),
}
function CumulativeSignInPage:ctor(mainPanel, gameObject)
@ -45,7 +57,74 @@ function CumulativeSignInPage:RefreshPanel()
self:CreateSignList()
end
self:RefreshSignList()
self:RefreshBox()
end
function CumulativeSignInPage:RefreshBox()
local content = Util.GetGameObject(self.gameObject, "content")
local text = Util.GetGameObject(self.gameObject, "content/day/Text"):GetComponent("Text")
local progressBottom = Util.GetGameObject(content, "progressBottom/Image"):GetComponent("Image")
local rewardPanel = Util.GetGameObject(self.gameObject, "content/RewardPanel")
local maskBtn = Util.GetGameObject(self.gameObject, "content/RewardPanel/rewardMaskBtn")
local itemview = Util.GetGameObject(self.gameObject, "content/RewardPanel/ViewRect/ItemView")
local curDay = data.value
progressBottom.fillAmount = curDay/7
text.text = curDay..""
rewardPanel:SetActive(false)
for i = 1, #data.mission do
local btnBox = Util.GetGameObject(content,"progressBottom/BoxBtn"..i)
local effectKeKaiQi = Util.GetGameObject(btnBox,"UI_Effect_BaoXiang_KeKaiQi")
local effectKaiQi = Util.GetGameObject(btnBox,"UI_Effect_BaoXiang_KaiQi")
local KaiQi = Util.GetGameObject(effectKaiQi,"KaiQi")
btnBox:GetComponent("Image").enabled = data.mission[i].state == 0
effectKeKaiQi:SetActive((curDay>=SignRewardConfig[i].Values[1][1]) and (data.mission[i].state == 0))
effectKaiQi:SetActive(data.mission[i].state == 1)
KaiQi:SetActive(data.mission[i].state == 1)
btnBox:GetComponent("Button").interactable = data.mission[i].state == 0
if data.mission[i].state == 0 then--未领取
if curDay<SignRewardConfig[i].Values[1][1] then
--点击显示预览
Util.AddOnceClick(btnBox,function()
local getInfo Util.GetGameObject(rewardPanel,"getInfo"):GetComponent("Text").text = "连续签到"..SignRewardConfig[i].Values[1][1].."天获得:"
for j = 1, #SignRewardConfig[i].Reward do
if not items[j] then
local view = SubUIManager.Open(SubUIConfig.ItemView,Util.GetTransform(rewardPanel, "ViewRect/grid").transform)
items[j] = view
view.gameObject:SetActive(false)
end
items[j]:OnOpen(false, {SignRewardConfig[i].Reward[j][1],SignRewardConfig[i].Reward[j][2]}, 0.8,false,false,false,self.sortingOrder)
items[j].gameObject:SetActive(true)
end
rewardPanel:SetActive(true)
rewardPanel:GetComponent("RectTransform").localPosition = pos[i]
end)
elseif curDay>=SignRewardConfig[i].Values[1][1] then
Util.AddOnceClick(btnBox,function()
NetManager.GetActivityRewardRequest(data.mission[i].missionId, data.activityId, function(drop)
UIManager.OpenPanel(UIName.RewardItemPopup,drop,1)
self:RefreshBox()
end)
end)
end
end
end
Util.AddOnceClick(maskBtn,function()
for i = 1, #items do
items[i].gameObject:SetActive(false)
end
rewardPanel:SetActive(false)
end)
end
function CumulativeSignInPage:OnSortingOrderChange(cursortingOrder)
if self.signInRewardList then
for i=1, #self.signInRewardList do
@ -141,6 +220,7 @@ function CumulativeSignInPage:OnSignInClicked(Id, index)
self.SignData.state = 1
Util.GetGameObject(self.signInList[index], "redPoint"):SetActive(false)
self:RefreshSignList()
self:RefreshBox()
end)
elseif receiveNum==0 and rechargeNum==1 then
MsgPanel.ShowTwo(Language[11446], function()
@ -177,4 +257,8 @@ function CumulativeSignInPage:SetIcon(index,root)
end
end
function CumulativeSignInPage:OnDestroy()
items={}
end
return CumulativeSignInPage

View File

@ -154,13 +154,16 @@ end
--- 获取商品已经购买次数
function this.GetGoodsBuyTime(type, goodsId)
if not giftGoodsInfoList[type] then
return
--王振兴添加 防止没有查询到数据报错
return 0
end
for k,v in pairs(giftGoodsInfoList[type]) do
if v.goodsId == goodsId then
return v.buyTimes
end
end
--王振兴添加 防止没有查询到数据报错
return 0
end

View File

@ -144,6 +144,7 @@ function OperatingPanel:OnDestroy()
ClearRedPointObject(RedPointType.MonthCard)
self.operatingContents[1]:OnDestroy()
self.operatingContents[5]:OnDestroy()
end
function OperatingPanel:OnTabClicked(index)

View File

@ -0,0 +1,170 @@
local ZhenQiYiBaoPage = quick_class("ZhenQiYiBaoPage")
local allData={}
local itemsGrid = {}--item重复利用
local this=ZhenQiYiBaoPage
function ZhenQiYiBaoPage:ctor(mainPanel, gameObject)
self.mainPanel = mainPanel
self.gameObject = gameObject
self:InitComponent(gameObject)
self:BindEvent()
end
function ZhenQiYiBaoPage:InitComponent(gameObject)
this.itemPre = Util.GetGameObject(gameObject, "ItemPre3")
this.scrollItem = Util.GetGameObject(gameObject, "scrollItem")
local rootHight = this.scrollItem.transform.rect.height
local width = this.scrollItem.transform.rect.width
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.scrollItem.transform,
this.itemPre, nil, Vector2.New(width, rootHight), 1, 1, Vector2.New(0, 35))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 2
end
--绑定事件(用于子类重写)
function ZhenQiYiBaoPage:BindEvent()
end
--添加事件监听(用于子类重写)
function ZhenQiYiBaoPage:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.MoneyPay.OnPayResultSuccess, this.RechargeSuccessFunc)
end
--移除事件监听(用于子类重写)
function ZhenQiYiBaoPage:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.MoneyPay.OnPayResultSuccess, this.RechargeSuccessFunc)
end
local sortingOrder = 0
--界面打开时调用(用于子类重写)
function ZhenQiYiBaoPage:OnOpen()
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function ZhenQiYiBaoPage:OnShow(_sortingOrder)
sortingOrder = _sortingOrder
this:OnShowData()
end
function ZhenQiYiBaoPage:OnShowData()
allData = ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.RechargeCommodityConfig, "ShowType", 23, "Type", GoodsTypeDef.DirectPurchaseGift)
if allData then
this.SortData(allData)
this.ScrollView:SetData(allData, function (index, go)
this.SingleDataShow(go, allData[index])
end)
LogError(#allData)
end
end
function ZhenQiYiBaoPage:SortData()
if allData==nil then
return
end
table.sort(allData, function(a,b)
local aboughtNum = a.Limit - OperatingManager.GetGoodsBuyTime(GoodsTypeDef.DirectPurchaseGift, a.Id) > 0 and 2 or 1
local bboughtNum = b.Limit - OperatingManager.GetGoodsBuyTime(GoodsTypeDef.DirectPurchaseGift, b.Id) > 0 and 2 or 1
if aboughtNum == bboughtNum then
return a.Id < b.Id
else
return aboughtNum > bboughtNum
end
end)
end
--刷新每一条的显示数据
function this.SingleDataShow(pre,value)
if pre==nil or value==nil then
return
end
--绑定组件
local shopItemData = value
local price = Util.GetGameObject(pre, "btnBuy/price"):GetComponent("Text")
local buyInfo = Util.GetGameObject(pre, "buyInfo")
local btnBuy = Util.GetGameObject(pre, "btnBuy")
local grid = Util.GetGameObject(pre, "scrollView/grid")
local shadow = Util.GetGameObject(pre, "shadow")
--local goodData = OperatingManager.GetGiftGoodsInfo(GoodsTypeDef.DirectPurchaseGift, value.Id)
local boughtNum = OperatingManager.GetGoodsBuyTime(GoodsTypeDef.DirectPurchaseGift, value.Id) or 0
local shows = shopItemData.RewardShow
buyInfo:GetComponent("Text").text ="("..Language[10556].. boughtNum.."/".. shopItemData.Limit..Language[10054] ..")"
if shopItemData.Limit - boughtNum > 0 then
price.text = shopItemData.Price..Language[10538]
btnBuy:GetComponent("Button").enabled = true
Util.SetGray(btnBuy, false)
else
price.text = Language[10539]
btnBuy:GetComponent("Button").enabled = false
Util.SetGray(btnBuy, true)
end
--滚动条复用重设itemview
if itemsGrid[pre] then
for i = 1, 4 do
itemsGrid[pre][i].gameObject:SetActive(false)
end
for i = 1, #shows do
if itemsGrid[pre][i] then
itemsGrid[pre][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.9,false,false,false,cursortingOrder)
itemsGrid[pre][i].gameObject:SetActive(true)
end
end
else
itemsGrid[pre]={}
for i = 1, 4 do
itemsGrid[pre][i] = SubUIManager.Open(SubUIConfig.ItemView, grid.transform)
itemsGrid[pre][i].gameObject:SetActive(false)
local obj= newObjToParent(shadow,itemsGrid[pre][i].transform)
obj.transform:SetAsFirstSibling()
obj.transform:DOAnchorPos(Vector3(0,-3,0),0)
obj:GetComponent("RectTransform").transform.localScale=Vector3.one*1.1
obj.gameObject:SetActive(true)
end
for i = 1, #shows do
itemsGrid[pre][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.9,false,false,false,cursortingOrder)
itemsGrid[pre][i].gameObject:SetActive(true)
end
end
--local costId, finalNum, oriCostNum = ShopManager.calculateBuyCost(SHOP_TYPE.FINDTREASURE_GIFT, data.id, 1)
Util.AddOnceClick(btnBuy, function()
if shopItemData.Limit <= boughtNum then
PopupTipPanel.ShowTip(Language[10540])
else
--直购商品
if AppConst.isSDKLogin then
PayManager.Pay({ Id = value.Id })
else
NetManager.RequestBuyGiftGoods(value.Id, function(msg)
FirstRechargeManager.RefreshAccumRechargeValue(value.Id)
-- OperatingManager.RefreshGiftGoodsBuyTimes(GoodsTypeDef.DirectPurchaseGift, data.goodsId) -- 改成后端推了
this.OnShowData()
end)
end
end
end)
end
--界面打开时调用(用于子类重写)
function ZhenQiYiBaoPage:OnOpen()
end
function this.RechargeSuccessFunc(id)
FirstRechargeManager.RefreshAccumRechargeValue(id)
--OperatingManager.RefreshGiftGoodsBuyTimes(GoodsTypeDef.GiftBuy, id)
this.OnShowData()
end
function ZhenQiYiBaoPage:OnClose()
end
--界面销毁时调用(用于子类重写)
function ZhenQiYiBaoPage:OnDestroy()
sortingOrder = 0
end
function ZhenQiYiBaoPage:OnHide()
sortingOrder = 0
end
return ZhenQiYiBaoPage

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 0730fd842af9c9842b623978ef76f3ad
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -25,7 +25,7 @@
10025,是否点击============
10026,开服福利
10027,需先领取上一奖励!
10028,重置时间:
10028,剩余时间:
10029,活动已结束!
10030,排名
10031,且战力达到

1 10001 没有ActivityTypeDef为%s任务Id为%s的数据
25 10025 是否点击============
26 10026 开服福利
27 10027 需先领取上一奖励!
28 10028 重置时间: 剩余时间:
29 10029 活动已结束!
30 10030 排名
31 10031 且战力达到

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