Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c
commit
9e06f1994d
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@ -1192,7 +1192,7 @@ ActivityTypeDef = {
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DynamicAct = 20000,--主题活动任务
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DynamicAct_TimeLimitShop = 20001,--主题活动限时商市
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DynamicAct_Treasure = 20002,--主题活动珍奇宝阁
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LimitUpHero = 20003, --限时up活动 (祈愿)
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TreasureStore = 6000,--百宝商会
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YiJingBaoKu = 8000,--易经宝库
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@ -438,6 +438,7 @@ SubUIConfig = {
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[15] = {name = "page2",assetName = "page2",script = "Modules/DynamicActivity/SheJiDaDian"}, --社稷大典
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[16] = {name = "TimeLimitUpHero",assetName = "TimeLimitUpHero",script = "Modules/DynamicActivity/TimeLimitUpHero"}, --限时召唤
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--[16] = {name = "page3",assetName = "page3",script = "Modules/DynamicActivity/TimeLimitedCall"}, --限时召唤
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[17] = {name = "page4",assetName = "page4",script = "Modules/DynamicActivity/QianKunBox"},--乾坤宝盒
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[18] = {name = "page9",assetName = "page9",script = "Modules/DynamicActivity/YiJingBaoKu"},--易经宝库
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[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)
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this.CheckMoneyProgress(v)
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this.mission[v.activityId] = v
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LogYellow("刷新活动数据activityId:" .. v.activityId .. " value:" .. v.value)
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-- LogYellow("刷新活动数据activityId:" .. v.activityId .. " value:" .. v.value)
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for n, m in ipairs(v.mission) do
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LogGreen(" 刷新活动数据missionId:" .. m.missionId .. " state:" .. m.state .. " progress:" .. m.progress)
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-- LogGreen(" 刷新活动数据missionId:" .. m.missionId .. " state:" .. m.state .. " progress:" .. m.progress)
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if (v.activityId == ActivityTypeDef.OnlineGift) then
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this.onlineOpen = true
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this.onlineGetRewardState[m.missionId] = m.state
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@ -80,22 +80,22 @@ end
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--绑定事件(用于子类重写)
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function TimeLimitUpHero:BindEvent()
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Util.AddOnceClick(self.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup,self.actConfig.HelpId,self.helpPosition.x,self.helpPosition.y)
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UIManager.OpenPanel(UIName.HelpPopup,Setting.QAId,self.helpPosition.x,self.helpPosition.y)
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end)
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Util.AddOnceClick(self.btnActivity, function()
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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)
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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)
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end)
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end
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--添加事件监听(用于子类重写)
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function TimeLimitUpHero:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Activity.ContinueRechargeRefresh,self.OnUPHeroChange,self)
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Game.GlobalEvent:AddEvent(GameEvent.Activity.TimeLimitUpHeroChange,self.OnUPHeroChange,self)
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end
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--移除事件监听(用于子类重写)
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function TimeLimitUpHero:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Activity.ContinueRechargeRefresh,self.OnUPHeroChange,self)
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Game.GlobalEvent:RemoveEvent(GameEvent.Activity.TimeLimitUpHeroChange,self.OnUPHeroChange,self)
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end
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--up的英雄改变
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@ -173,9 +173,6 @@ function TimeLimitUpHero:RefreshGetHeroTimes()
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local curTimes = PrivilegeManager.GetPrivilegeUsedTimes(self.maxtimesId)
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self.upper.text= "今日召唤上限:"..curTimes.."/"..privilegeConfig[self.maxtimesId].Condition[1][2]--特权上限
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self.timeupdate.gameObject:SetActive(true)
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if self.freeTimesId and self.freeTimesId > 0 then
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freeTime = PrivilegeManager.GetPrivilegeRemainValue(self.freeTimesId)
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LogError("self freetimes "..freeTime)
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@ -292,7 +289,7 @@ function TimeLimitUpHero:Recruit(actId,type)
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if not oneFunc then
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LogError(" one func ==nil")
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end
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-- UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero,actId,1,{RecruitType.TimeLimitSingle,RecruitType.TimeLimitTen},oneFunc2)
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UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero[1],actId,1,{RecruitType.TimeLimitSingle,RecruitType.TimeLimitTen},oneFunc2)
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end
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CheckRedPointStatus(RedPointType.TimeLimited)
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end,self.freeTimesId)
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@ -6,7 +6,10 @@ local parent
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local sortingOrder=0
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local activityId = 0
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local activityType = 0
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local heroID =0
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local artResourcesConfig=ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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local pool=ConfigManager.GetConfig(ConfigName.WishActivityPool)
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function this:InitComponent(gameObject)
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this.title = Util.GetGameObject(gameObject,"title"):GetComponent("Text")
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this.tip = Util.GetGameObject(gameObject,"tip"):GetComponent("Text")
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@ -66,11 +69,21 @@ function this:OnShow(_parent,...)
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local poolUpType = args[3] or 0
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local poolType = args[4] or 0
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heroID = args[5]
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local activityId = args[6]
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LogGreen("poolUpType:"..poolUpType.." poolType:"..poolType)
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local UpItemList=RecruitManager.GetRewardPreviewData(poolUpType)
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local itemList = RecruitManager.GetRewardPreviewData(poolType)
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local _upRateList,rateList = this:BuildRateData(activityType,itemList,UpItemList)
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this:ReFreshUpItem(UpItemList,_upRateList)
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if activityType == ActivityTypeDef.LimitUpHero and heroID then
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local heroConfig=ConfigManager.TryGetConfigData(ConfigName.HeroConfig,heroID)
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if heroConfig then
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this:ShowUpItem(heroConfig,activityId)
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end
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else
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local UpItemList=RecruitManager.GetRewardPreviewData(poolUpType)
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local itemList = RecruitManager.GetRewardPreviewData(poolType)
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local _upRateList,rateList = this:BuildRateData(activityType,itemList,UpItemList)
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this:ReFreshUpItem(UpItemList,_upRateList)
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end
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end
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function this:ReFreshUpItem(UpItem,rateList)
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@ -96,6 +109,70 @@ function this:ReFreshUpItem(UpItem,rateList)
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end
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end
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--限时up英雄
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function this:ShowUpItem(config,actId)
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local hero=SubUIManager.Open(SubUIConfig.ItemView,this.itemGrid.transform)
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local wishUpConfig=ConfigManager.TryGetConfigDataByKey(ConfigName.WishActivityUp,"ActivityId",actId)
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local num=0
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for i = 1, #wishUpConfig.UpList do
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if wishUpConfig.UpList[i][1]==heroID then
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num=wishUpConfig.UpList[i][3]
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end
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end
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hero:OnOpen(false,{config.Id,1},1.1,true)
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hero.name:GetComponent("Text").text="<color=#EDB64C>"..string.format("%.2f", (num/100000)*100) .."%</color>"
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hero.gameObject:SetActive(true)
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for k,v in ipairs(this.ratePreList) do
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v.go.gameObject:SetActive(false)
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end
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-- table.sort(pool,function(a,b)
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-- return a.GetRate>b.GetRate
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-- end)
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local rateList={}
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local hero={tag="5星神将UP",name=config.ReadingName,value=num,Color=1}
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--local aaa=ConfigManager.GetConfigData(ConfigName.WishActivityPool,2)
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--LogError("aaa==="..aaa.GetRate)
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for key, value in ConfigPairs(pool) do
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local id=value.ItemId[1]
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local itemConfig=ConfigManager.TryGetConfigData(ConfigName.ItemConfig,id)
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local data={tag=itemConfig.Name,name=value.ItemId[2],value=value.GetRate,Color=0}
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table.insert(rateList,data)
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end
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table.sort(rateList,function(a,b)
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return a.value>b.value
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end)
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table.insert(rateList,1,hero)
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for n,m in ipairs(rateList) do
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if not this.ratePreList[n] then
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this.ratePreList[n] = {}
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this.ratePreList[n].go = newObjToParent(this.pre,this.grid)
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this.ratePreList[n].star = Util.GetGameObject(this.ratePreList[n].go,"star"):GetComponent("Text")
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this.ratePreList[n].name = Util.GetGameObject(this.ratePreList[n].go,"name"):GetComponent("Text")
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this.ratePreList[n].rate = Util.GetGameObject(this.ratePreList[n].go,"rate"):GetComponent("Text")
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end
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this.ratePreList[n].go.gameObject:SetActive(true)
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this.ratePreList[n].star.text=m.tag
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if m.Color==1 then
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this.ratePreList[n].star.color=Color.New(0.67, 0.25,0.32, 1)
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this.ratePreList[n].name.color=Color.New(0.67, 0.25,0.32, 1)
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this.ratePreList[n].rate.color=Color.New(0.67, 0.25,0.32, 1)
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else
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this.ratePreList[n].star.color=Color.New(0.66, 0.62,0.54, 1)
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this.ratePreList[n].name.color=Color.New(0.66, 0.62,0.54, 1)
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this.ratePreList[n].rate.color=Color.New(0.66, 0.62,0.54, 1)
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end
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this.ratePreList[n].name.text=m.name
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this.ratePreList[n].rate.text=string.format("%.2f",(m.value/100000)*100).."%"
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end
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end
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function this:BuildRateData(actType,UpItem,upItemList)
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local rateList = {}
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local _upRateList = {}
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@ -1,12 +1,4 @@
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--local LuckyTurnTablePanel= quick_class("LuckyTurnTablePanel")
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--local this = LuckyTurnTablePanel
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--function LuckyTurnTablePanel:ctor(mainPanel, gameObject)
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-- self.mainPanel = mainPanel
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-- self.gameObject = gameObject
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-- self:InitComponent(gameObject)
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-- self:BindEvent()
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--end
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require("Base/BasePanel")
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require("Base/BasePanel")
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LuckyTurnTablePanel = Inherit(BasePanel)
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local this = LuckyTurnTablePanel
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@ -105,14 +97,16 @@ function LuckyTurnTablePanel:InitComponent(gameObject)
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for i=1,5 do
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this.rewardBoxList[i]=Util.GetGameObject(this.rewardBox,"Item"..i)
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end
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this.rewardPanel=Util.GetGameObject(this.slider,"RewardPanel")--幸运值奖励预览面板
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this.itemViewParent=Util.GetGameObject(this.rewardPanel,"ItemViewParent")--item父物体
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this.rewardPanelMaskBtn=Util.GetGameObject(this.rewardPanel,"Mask")--幸运值奖励预览遮罩按钮
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this.rewardItemView=SubUIManager.Open(SubUIConfig.ItemView,this.itemViewParent.transform)
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-- this.rewardPanel=Util.GetGameObject(this.slider,"RewardPanel")--幸运值奖励预览面板
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-- this.itemViewParent=Util.GetGameObject(this.rewardPanel,"ItemViewParent")--item父物体
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-- this.rewardPanelMaskBtn=Util.GetGameObject(this.rewardPanel,"Mask")--幸运值奖励预览遮罩按钮
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-- this.rewardItemView=SubUIManager.Open(SubUIConfig.ItemView,this.itemViewParent.transform)
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-- 奖励预览
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this.btnPreview = Util.GetGameObject(self.gameObject, "Panel/Top/btnPreview")
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this.maxTimes = Util.GetGameObject(self.gameObject, "Panel/maxTimes"):GetComponent("Text")
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this.itemRewardList = {}
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end
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---绑定事件(用于子类重写)
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@ -143,10 +137,10 @@ function LuckyTurnTablePanel:BindEvent()
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this.SwitchTreasureType(TreasureType.Advanced)
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end)
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--幸运值奖励预览遮罩按钮
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Util.AddClick(this.rewardPanelMaskBtn, function()
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this.rewardPanelMaskBtn.gameObject:SetActive(false)
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this.rewardPanel.gameObject:SetActive(false)
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end)
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-- Util.AddClick(this.rewardPanelMaskBtn, function()
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-- this.rewardPanelMaskBtn.gameObject:SetActive(false)
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-- this.rewardPanel.gameObject:SetActive(false)
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-- end)
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Util.AddClick(this.btnPreview, function()
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UIManager.OpenPanel(UIName.RewardPreviewPopup, LuckyTurnTableManager.curTreasureType == TreasureType.Lucky and PRE_REWARD_POOL_TYPE.LUCK_FIND or PRE_REWARD_POOL_TYPE.UPPER_LUCK_FIND)
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@ -199,7 +193,7 @@ end
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function LuckyTurnTablePanel:OnClose()
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--Log("==YSP== 关闭幸运转盘")
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RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
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this.rewardPanel.gameObject:SetActive(false)
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-- this.rewardPanel.gameObject:SetActive(false)
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if this.thread then
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coroutine.stop(this.thread)
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this.thread=nil
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@ -228,7 +222,8 @@ end
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function LuckyTurnTablePanel:OnDestroy()
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this.spLoader:Destroy()
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this.itemViewList=nil
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this.rewardItemView=nil
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this.itemRewardList = {}
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-- this.rewardItemView=nil
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SubUIManager.Close(this.upView)
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end
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@ -742,8 +737,16 @@ end
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function this.SetRewardBox()
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if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
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for i = 1, 5 do
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this.rewardBoxList[i]:GetComponent("Image").sprite=SetIcon(this.spLoader, LuckyTurnTableManager.boxReward_One[i].Reward[1][1])
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Util.GetGameObject(this.rewardBoxList[i],"Value"):GetComponent("Text").text=LuckyTurnTableManager.boxReward_One[i].Values[1][1]
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local BG = Util.GetGameObject(this.rewardBoxList[i],"BG"):GetComponent("Image")
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BG.sprite = SetIcon(this.spLoader, LuckyTurnTableManager.boxReward_One[i].Reward[1][1])
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Util.GetGameObject(this.rewardBoxList[i],"Value"):GetComponent("Text").text =LuckyTurnTableManager.boxReward_One[i].Values[1][1]
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Util.GetGameObject(this.rewardBoxList[i],"Num/Text"):GetComponent("Text").text =LuckyTurnTableManager.boxReward_One[i].Reward[1][2]
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if not this.itemRewardList[i] then
|
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this.itemRewardList[i] = SubUIManager.Open(SubUIConfig.ItemView,BG.transform)
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end
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this.itemRewardList[i]:OnOpen(false, LuckyTurnTableManager.boxReward_One[i].Reward[1],1, false, false, false, sortingOrder)
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this.itemRewardList[i].gameObject:SetActive(false)
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--显示奖盒红点
|
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if LuckyTurnTableManager.value_1>=LuckyTurnTableManager.boxReward_One[i].Values[1][1] then
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@ -751,8 +754,7 @@ function this.SetRewardBox()
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Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(true)
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end
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end
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|
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Util.AddOnceClick(this.rewardBoxList[i], function()
|
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Util.AddOnceClick(BG.gameObject, function()
|
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--Log("==YSP==点击幸运探宝奖励盒"..i)
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RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
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--如果幸运值达到奖励要求值
|
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@ -765,25 +767,34 @@ function this.SetRewardBox()
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this.RrFreshInfo()
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end)
|
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else--奖励已领取 可预览
|
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this.OpenRewardPreview(LuckyTurnTableManager.boxReward_One,i)
|
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this.itemRewardList[i]:OnBtnCkickEvent(LuckyTurnTableManager.boxReward_One[i].Reward[1][1])
|
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end
|
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else
|
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--奖励不可领,可预览
|
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this.OpenRewardPreview(LuckyTurnTableManager.boxReward_One,i)
|
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this.itemRewardList[i]:OnBtnCkickEvent(LuckyTurnTableManager.boxReward_One[i].Reward[1][1])
|
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end
|
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end)
|
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end
|
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elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
|
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for i = 1, 5 do
|
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this.rewardBoxList[i]:GetComponent("Image").sprite=SetIcon(this.spLoader, LuckyTurnTableManager.boxReward_Two[i].Reward[1][1])
|
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local BG = Util.GetGameObject(this.rewardBoxList[i],"BG"):GetComponent("Image")
|
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BG.sprite = SetIcon(this.spLoader, LuckyTurnTableManager.boxReward_Two[i].Reward[1][1])
|
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Util.GetGameObject(this.rewardBoxList[i],"Value"):GetComponent("Text").text=LuckyTurnTableManager.boxReward_Two[i].Values[1][1]
|
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Util.GetGameObject(this.rewardBoxList[i],"Num/Text"):GetComponent("Text").text =LuckyTurnTableManager.boxReward_Two[i].Reward[1][2]
|
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|
||||
if not this.itemRewardList[i] then
|
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this.itemRewardList[i] = SubUIManager.Open(SubUIConfig.ItemView,BG.transform)
|
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end
|
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this.itemRewardList[i]:OnOpen(false, LuckyTurnTableManager.boxReward_Two[i].Reward[1],1, false, false, false, sortingOrder)
|
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this.itemRewardList[i].gameObject:SetActive(false)
|
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|
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--显示红点
|
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if LuckyTurnTableManager.value_2>=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then
|
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if LuckyTurnTableManager.GetRewardState(31,LuckyTurnTableManager.boxReward_Two[i].Id)==0 then
|
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Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(true)
|
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end
|
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end
|
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Util.AddOnceClick(this.rewardBoxList[i], function()
|
||||
Util.AddOnceClick(BG.gameObject, function()
|
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--Log("==YSP==点击高级探宝奖励盒"..i)
|
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RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
|
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if LuckyTurnTableManager.value_2>=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then
|
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|
@ -794,10 +805,10 @@ function this.SetRewardBox()
|
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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
|
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|
@ -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
|
||||
|
||||
|
|
|
@ -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)
|
||||
|
||||
|
|
Loading…
Reference in New Issue