Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c

dev_chengFeng
gaoxin 2021-05-28 15:20:35 +08:00
commit 9e06f1994d
9 changed files with 1287 additions and 821 deletions

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@ -1192,7 +1192,7 @@ ActivityTypeDef = {
DynamicAct = 20000,--主题活动任务
DynamicAct_TimeLimitShop = 20001,--主题活动限时商市
DynamicAct_Treasure = 20002,--主题活动珍奇宝阁
LimitUpHero = 20003, --限时up活动 (祈愿)
TreasureStore = 6000,--百宝商会
YiJingBaoKu = 8000,--易经宝库

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@ -438,6 +438,7 @@ SubUIConfig = {
[15] = {name = "page2",assetName = "page2",script = "Modules/DynamicActivity/SheJiDaDian"}, --社稷大典
[16] = {name = "TimeLimitUpHero",assetName = "TimeLimitUpHero",script = "Modules/DynamicActivity/TimeLimitUpHero"}, --限时召唤
--[16] = {name = "page3",assetName = "page3",script = "Modules/DynamicActivity/TimeLimitedCall"}, --限时召唤
[17] = {name = "page4",assetName = "page4",script = "Modules/DynamicActivity/QianKunBox"},--乾坤宝盒
[18] = {name = "page9",assetName = "page9",script = "Modules/DynamicActivity/YiJingBaoKu"},--易经宝库
[19] = {name = "page10",assetName = "page10",script = "Modules/DynamicActivity/ShengYiTianJiang"},--神衣天降

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@ -139,9 +139,9 @@ function this.InitActivityServerData(msg, isUpdate)
this.CheckMoneyProgress(v)
this.mission[v.activityId] = v
LogYellow("刷新活动数据activityId" .. v.activityId .. " value" .. v.value)
-- LogYellow("刷新活动数据activityId" .. v.activityId .. " value" .. v.value)
for n, m in ipairs(v.mission) do
LogGreen(" 刷新活动数据missionId" .. m.missionId .. " state" .. m.state .. " progress" .. m.progress)
-- LogGreen(" 刷新活动数据missionId" .. m.missionId .. " state" .. m.state .. " progress" .. m.progress)
if (v.activityId == ActivityTypeDef.OnlineGift) then
this.onlineOpen = true
this.onlineGetRewardState[m.missionId] = m.state

View File

@ -80,22 +80,22 @@ end
--绑定事件(用于子类重写)
function TimeLimitUpHero:BindEvent()
Util.AddOnceClick(self.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,self.actConfig.HelpId,self.helpPosition.x,self.helpPosition.y)
UIManager.OpenPanel(UIName.HelpPopup,Setting.QAId,self.helpPosition.x,self.helpPosition.y)
end)
Util.AddOnceClick(self.btnActivity, function()
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.RecrutDetail,self.actConfig.HelpId,self.actId,PRE_REWARD_POOL_TYPE.TIME_LIMITED_UP,PRE_REWARD_POOL_TYPE.TIME_LIMITED)
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.RecrutDetail,Setting.QAId,20003,PRE_REWARD_POOL_TYPE.TIME_LIMITED_UP,PRE_REWARD_POOL_TYPE.TIME_LIMITED,curHeroId,self.actId)
end)
end
--添加事件监听(用于子类重写)
function TimeLimitUpHero:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Activity.ContinueRechargeRefresh,self.OnUPHeroChange,self)
Game.GlobalEvent:AddEvent(GameEvent.Activity.TimeLimitUpHeroChange,self.OnUPHeroChange,self)
end
--移除事件监听(用于子类重写)
function TimeLimitUpHero:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.ContinueRechargeRefresh,self.OnUPHeroChange,self)
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.TimeLimitUpHeroChange,self.OnUPHeroChange,self)
end
--up的英雄改变
@ -173,9 +173,6 @@ function TimeLimitUpHero:RefreshGetHeroTimes()
local curTimes = PrivilegeManager.GetPrivilegeUsedTimes(self.maxtimesId)
self.upper.text= "今日召唤上限:"..curTimes.."/"..privilegeConfig[self.maxtimesId].Condition[1][2]--特权上限
self.timeupdate.gameObject:SetActive(true)
if self.freeTimesId and self.freeTimesId > 0 then
freeTime = PrivilegeManager.GetPrivilegeRemainValue(self.freeTimesId)
LogError("self freetimes "..freeTime)
@ -292,7 +289,7 @@ function TimeLimitUpHero:Recruit(actId,type)
if not oneFunc then
LogError(" one func ==nil")
end
-- UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero,actId,1,{RecruitType.TimeLimitSingle,RecruitType.TimeLimitTen},oneFunc2)
UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero[1],actId,1,{RecruitType.TimeLimitSingle,RecruitType.TimeLimitTen},oneFunc2)
end
CheckRedPointStatus(RedPointType.TimeLimited)
end,self.freeTimesId)

View File

@ -6,7 +6,10 @@ local parent
local sortingOrder=0
local activityId = 0
local activityType = 0
local heroID =0
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
local artResourcesConfig=ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local pool=ConfigManager.GetConfig(ConfigName.WishActivityPool)
function this:InitComponent(gameObject)
this.title = Util.GetGameObject(gameObject,"title"):GetComponent("Text")
this.tip = Util.GetGameObject(gameObject,"tip"):GetComponent("Text")
@ -66,11 +69,21 @@ function this:OnShow(_parent,...)
local poolUpType = args[3] or 0
local poolType = args[4] or 0
heroID = args[5]
local activityId = args[6]
LogGreen("poolUpType:"..poolUpType.." poolType:"..poolType)
local UpItemList=RecruitManager.GetRewardPreviewData(poolUpType)
local itemList = RecruitManager.GetRewardPreviewData(poolType)
local _upRateList,rateList = this:BuildRateData(activityType,itemList,UpItemList)
this:ReFreshUpItem(UpItemList,_upRateList)
if activityType == ActivityTypeDef.LimitUpHero and heroID then
local heroConfig=ConfigManager.TryGetConfigData(ConfigName.HeroConfig,heroID)
if heroConfig then
this:ShowUpItem(heroConfig,activityId)
end
else
local UpItemList=RecruitManager.GetRewardPreviewData(poolUpType)
local itemList = RecruitManager.GetRewardPreviewData(poolType)
local _upRateList,rateList = this:BuildRateData(activityType,itemList,UpItemList)
this:ReFreshUpItem(UpItemList,_upRateList)
end
end
function this:ReFreshUpItem(UpItem,rateList)
@ -96,6 +109,70 @@ function this:ReFreshUpItem(UpItem,rateList)
end
end
--限时up英雄
function this:ShowUpItem(config,actId)
local hero=SubUIManager.Open(SubUIConfig.ItemView,this.itemGrid.transform)
local wishUpConfig=ConfigManager.TryGetConfigDataByKey(ConfigName.WishActivityUp,"ActivityId",actId)
local num=0
for i = 1, #wishUpConfig.UpList do
if wishUpConfig.UpList[i][1]==heroID then
num=wishUpConfig.UpList[i][3]
end
end
hero:OnOpen(false,{config.Id,1},1.1,true)
hero.name:GetComponent("Text").text="<color=#EDB64C>"..string.format("%.2f", (num/100000)*100) .."%</color>"
hero.gameObject:SetActive(true)
for k,v in ipairs(this.ratePreList) do
v.go.gameObject:SetActive(false)
end
-- table.sort(pool,function(a,b)
-- return a.GetRate>b.GetRate
-- end)
local rateList={}
local hero={tag="5星神将UP",name=config.ReadingName,value=num,Color=1}
--local aaa=ConfigManager.GetConfigData(ConfigName.WishActivityPool,2)
--LogError("aaa==="..aaa.GetRate)
for key, value in ConfigPairs(pool) do
local id=value.ItemId[1]
local itemConfig=ConfigManager.TryGetConfigData(ConfigName.ItemConfig,id)
local data={tag=itemConfig.Name,name=value.ItemId[2],value=value.GetRate,Color=0}
table.insert(rateList,data)
end
table.sort(rateList,function(a,b)
return a.value>b.value
end)
table.insert(rateList,1,hero)
for n,m in ipairs(rateList) do
if not this.ratePreList[n] then
this.ratePreList[n] = {}
this.ratePreList[n].go = newObjToParent(this.pre,this.grid)
this.ratePreList[n].star = Util.GetGameObject(this.ratePreList[n].go,"star"):GetComponent("Text")
this.ratePreList[n].name = Util.GetGameObject(this.ratePreList[n].go,"name"):GetComponent("Text")
this.ratePreList[n].rate = Util.GetGameObject(this.ratePreList[n].go,"rate"):GetComponent("Text")
end
this.ratePreList[n].go.gameObject:SetActive(true)
this.ratePreList[n].star.text=m.tag
if m.Color==1 then
this.ratePreList[n].star.color=Color.New(0.67, 0.25,0.32, 1)
this.ratePreList[n].name.color=Color.New(0.67, 0.25,0.32, 1)
this.ratePreList[n].rate.color=Color.New(0.67, 0.25,0.32, 1)
else
this.ratePreList[n].star.color=Color.New(0.66, 0.62,0.54, 1)
this.ratePreList[n].name.color=Color.New(0.66, 0.62,0.54, 1)
this.ratePreList[n].rate.color=Color.New(0.66, 0.62,0.54, 1)
end
this.ratePreList[n].name.text=m.name
this.ratePreList[n].rate.text=string.format("%.2f",(m.value/100000)*100).."%"
end
end
function this:BuildRateData(actType,UpItem,upItemList)
local rateList = {}
local _upRateList = {}

View File

@ -1,12 +1,4 @@
--local LuckyTurnTablePanel= quick_class("LuckyTurnTablePanel")
--local this = LuckyTurnTablePanel
--function LuckyTurnTablePanel:ctor(mainPanel, gameObject)
-- self.mainPanel = mainPanel
-- self.gameObject = gameObject
-- self:InitComponent(gameObject)
-- self:BindEvent()
--end
require("Base/BasePanel")
require("Base/BasePanel")
LuckyTurnTablePanel = Inherit(BasePanel)
local this = LuckyTurnTablePanel
@ -105,14 +97,16 @@ function LuckyTurnTablePanel:InitComponent(gameObject)
for i=1,5 do
this.rewardBoxList[i]=Util.GetGameObject(this.rewardBox,"Item"..i)
end
this.rewardPanel=Util.GetGameObject(this.slider,"RewardPanel")--幸运值奖励预览面板
this.itemViewParent=Util.GetGameObject(this.rewardPanel,"ItemViewParent")--item父物体
this.rewardPanelMaskBtn=Util.GetGameObject(this.rewardPanel,"Mask")--幸运值奖励预览遮罩按钮
this.rewardItemView=SubUIManager.Open(SubUIConfig.ItemView,this.itemViewParent.transform)
-- this.rewardPanel=Util.GetGameObject(this.slider,"RewardPanel")--幸运值奖励预览面板
-- this.itemViewParent=Util.GetGameObject(this.rewardPanel,"ItemViewParent")--item父物体
-- this.rewardPanelMaskBtn=Util.GetGameObject(this.rewardPanel,"Mask")--幸运值奖励预览遮罩按钮
-- this.rewardItemView=SubUIManager.Open(SubUIConfig.ItemView,this.itemViewParent.transform)
-- 奖励预览
this.btnPreview = Util.GetGameObject(self.gameObject, "Panel/Top/btnPreview")
this.maxTimes = Util.GetGameObject(self.gameObject, "Panel/maxTimes"):GetComponent("Text")
this.itemRewardList = {}
end
---绑定事件(用于子类重写)
@ -143,10 +137,10 @@ function LuckyTurnTablePanel:BindEvent()
this.SwitchTreasureType(TreasureType.Advanced)
end)
--幸运值奖励预览遮罩按钮
Util.AddClick(this.rewardPanelMaskBtn, function()
this.rewardPanelMaskBtn.gameObject:SetActive(false)
this.rewardPanel.gameObject:SetActive(false)
end)
-- Util.AddClick(this.rewardPanelMaskBtn, function()
-- this.rewardPanelMaskBtn.gameObject:SetActive(false)
-- this.rewardPanel.gameObject:SetActive(false)
-- end)
Util.AddClick(this.btnPreview, function()
UIManager.OpenPanel(UIName.RewardPreviewPopup, LuckyTurnTableManager.curTreasureType == TreasureType.Lucky and PRE_REWARD_POOL_TYPE.LUCK_FIND or PRE_REWARD_POOL_TYPE.UPPER_LUCK_FIND)
@ -199,7 +193,7 @@ end
function LuckyTurnTablePanel:OnClose()
--Log("==YSP== 关闭幸运转盘")
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
this.rewardPanel.gameObject:SetActive(false)
-- this.rewardPanel.gameObject:SetActive(false)
if this.thread then
coroutine.stop(this.thread)
this.thread=nil
@ -228,7 +222,8 @@ end
function LuckyTurnTablePanel:OnDestroy()
this.spLoader:Destroy()
this.itemViewList=nil
this.rewardItemView=nil
this.itemRewardList = {}
-- this.rewardItemView=nil
SubUIManager.Close(this.upView)
end
@ -742,8 +737,16 @@ end
function this.SetRewardBox()
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
for i = 1, 5 do
this.rewardBoxList[i]:GetComponent("Image").sprite=SetIcon(this.spLoader, LuckyTurnTableManager.boxReward_One[i].Reward[1][1])
Util.GetGameObject(this.rewardBoxList[i],"Value"):GetComponent("Text").text=LuckyTurnTableManager.boxReward_One[i].Values[1][1]
local BG = Util.GetGameObject(this.rewardBoxList[i],"BG"):GetComponent("Image")
BG.sprite = SetIcon(this.spLoader, LuckyTurnTableManager.boxReward_One[i].Reward[1][1])
Util.GetGameObject(this.rewardBoxList[i],"Value"):GetComponent("Text").text =LuckyTurnTableManager.boxReward_One[i].Values[1][1]
Util.GetGameObject(this.rewardBoxList[i],"Num/Text"):GetComponent("Text").text =LuckyTurnTableManager.boxReward_One[i].Reward[1][2]
if not this.itemRewardList[i] then
this.itemRewardList[i] = SubUIManager.Open(SubUIConfig.ItemView,BG.transform)
end
this.itemRewardList[i]:OnOpen(false, LuckyTurnTableManager.boxReward_One[i].Reward[1],1, false, false, false, sortingOrder)
this.itemRewardList[i].gameObject:SetActive(false)
--显示奖盒红点
if LuckyTurnTableManager.value_1>=LuckyTurnTableManager.boxReward_One[i].Values[1][1] then
@ -751,8 +754,7 @@ function this.SetRewardBox()
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(true)
end
end
Util.AddOnceClick(this.rewardBoxList[i], function()
Util.AddOnceClick(BG.gameObject, function()
--Log("==YSP==点击幸运探宝奖励盒"..i)
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
--如果幸运值达到奖励要求值
@ -765,25 +767,34 @@ function this.SetRewardBox()
this.RrFreshInfo()
end)
else--奖励已领取 可预览
this.OpenRewardPreview(LuckyTurnTableManager.boxReward_One,i)
this.itemRewardList[i]:OnBtnCkickEvent(LuckyTurnTableManager.boxReward_One[i].Reward[1][1])
end
else
--奖励不可领,可预览
this.OpenRewardPreview(LuckyTurnTableManager.boxReward_One,i)
this.itemRewardList[i]:OnBtnCkickEvent(LuckyTurnTableManager.boxReward_One[i].Reward[1][1])
end
end)
end
elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
for i = 1, 5 do
this.rewardBoxList[i]:GetComponent("Image").sprite=SetIcon(this.spLoader, LuckyTurnTableManager.boxReward_Two[i].Reward[1][1])
local BG = Util.GetGameObject(this.rewardBoxList[i],"BG"):GetComponent("Image")
BG.sprite = SetIcon(this.spLoader, LuckyTurnTableManager.boxReward_Two[i].Reward[1][1])
Util.GetGameObject(this.rewardBoxList[i],"Value"):GetComponent("Text").text=LuckyTurnTableManager.boxReward_Two[i].Values[1][1]
Util.GetGameObject(this.rewardBoxList[i],"Num/Text"):GetComponent("Text").text =LuckyTurnTableManager.boxReward_Two[i].Reward[1][2]
if not this.itemRewardList[i] then
this.itemRewardList[i] = SubUIManager.Open(SubUIConfig.ItemView,BG.transform)
end
this.itemRewardList[i]:OnOpen(false, LuckyTurnTableManager.boxReward_Two[i].Reward[1],1, false, false, false, sortingOrder)
this.itemRewardList[i].gameObject:SetActive(false)
--显示红点
if LuckyTurnTableManager.value_2>=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then
if LuckyTurnTableManager.GetRewardState(31,LuckyTurnTableManager.boxReward_Two[i].Id)==0 then
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(true)
end
end
Util.AddOnceClick(this.rewardBoxList[i], function()
Util.AddOnceClick(BG.gameObject, function()
--Log("==YSP==点击高级探宝奖励盒"..i)
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
if LuckyTurnTableManager.value_2>=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then
@ -794,10 +805,10 @@ function this.SetRewardBox()
this.RrFreshInfo()
end)
else
this.OpenRewardPreview(LuckyTurnTableManager.boxReward_Two,i)
this.itemRewardList[i]:OnBtnCkickEvent(LuckyTurnTableManager.boxReward_Two[i].Reward[1][1])
end
else
this.OpenRewardPreview(LuckyTurnTableManager.boxReward_Two,i)
this.itemRewardList[i]:OnBtnCkickEvent(LuckyTurnTableManager.boxReward_Two[i].Reward[1][1])
end
end)
end
@ -805,35 +816,35 @@ function this.SetRewardBox()
end
---奖盒滑动条奖励背景切换
function this.RewardBgProgress()
for i = 1, 4 do
local bg=Util.GetGameObject(this.rewardBoxList[i],"BG"):GetComponent("Image")
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
if LuckyTurnTableManager.value_1>=LuckyTurnTableManager.boxReward_One[i].Values[1][1] then
bg.sprite=this.spLoader:LoadSprite(RewardName[2])
else
bg.sprite=this.spLoader:LoadSprite(RewardName[1])
end
elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
if LuckyTurnTableManager.value_2>=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then
bg.sprite=this.spLoader:LoadSprite(RewardName[2])
else
bg.sprite=this.spLoader:LoadSprite(RewardName[1])
end
end
bg:SetNativeSize()
end
end
-- function this.RewardBgProgress()
-- for i = 1, 4 do
-- local bg=Util.GetGameObject(this.rewardBoxList[i],"BG"):GetComponent("Image")
-- if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
-- if LuckyTurnTableManager.value_1>=LuckyTurnTableManager.boxReward_One[i].Values[1][1] then
-- bg.sprite=this.spLoader:LoadSprite(RewardName[2])
-- else
-- bg.sprite=this.spLoader:LoadSprite(RewardName[1])
-- end
-- elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
-- if LuckyTurnTableManager.value_2>=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then
-- bg.sprite=this.spLoader:LoadSprite(RewardName[2])
-- else
-- bg.sprite=this.spLoader:LoadSprite(RewardName[1])
-- end
-- end
-- bg:SetNativeSize()
-- end
-- end
---设置奖盒预览信息 并打开面板
function this.OpenRewardPreview(boxReward,i)
--设置奖励预览信息 并打开面板
local tab={boxReward[i].Reward[1][1],boxReward[i].Reward[1][2]}
this.rewardItemView:OnOpen(false, {tab[1],tab[2]},1, false, false, false, sortingOrder)
-- function this.OpenRewardPreview(boxReward,i)
-- --设置奖励预览信息 并打开面板
-- local tab={boxReward[i].Reward[1][1],boxReward[i].Reward[1][2]}
-- this.rewardItemView:OnOpen(false, {tab[1],tab[2]},1, false, false, false, sortingOrder)
this.rewardPanelMaskBtn.gameObject:SetActive(true)
this.rewardPanel.gameObject:SetActive(true)
end
-- -- this.rewardPanelMaskBtn.gameObject:SetActive(true)
-- -- this.rewardPanel.gameObject:SetActive(true)
-- end
---刷新幸运值
function this.RefreshLuckyValue()
@ -869,7 +880,7 @@ function this.RrFreshInfo()
this.RefreshLuckyValue()
this.CheckRedPoint()
this.SetRewardBox()
this.RewardBgProgress()
-- this.RewardBgProgress()
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
end

View File

@ -29,7 +29,7 @@ function this:BindEvent()
end)
Util.AddClick(this.confirmBtn,function()
NetManager.ChoiceHeroRewardRequest(args[1],currHeroId,function()
Game.GlobalEvent:DispatchEvent(GameEvent.Activity.ContinueRechargeRefresh,currHeroId)
Game.GlobalEvent:DispatchEvent(GameEvent.Activity.TimeLimitUpHeroChange,currHeroId)
parent:ClosePanel()
end)