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m_FontSize: 30 - m_FontStyle: 0 - m_BestFit: 0 - m_MinSize: 3 - m_MaxSize: 40 - m_Alignment: 4 - m_AlignByGeometry: 0 - m_RichText: 1 - m_HorizontalOverflow: 0 - m_VerticalOverflow: 0 - m_LineSpacing: 1 - m_Text: 100 --- !u!1 &8942951592584028954 GameObject: m_ObjectHideFlags: 0 @@ -9519,7 +9899,7 @@ RectTransform: m_LocalScale: {x: 1, y: 1, z: 1} m_Children: [] m_Father: {fileID: 8579320183759755487} - m_RootOrder: 2 + m_RootOrder: 1 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 1, y: 1} diff --git a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua index d7ca63a317..981c51619f 100644 --- a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua +++ b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua @@ -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 diff --git a/Assets/ManagedResources/~Lua/Data/UIData.lua b/Assets/ManagedResources/~Lua/Data/UIData.lua index 2c3ab9daf0..669b101e1d 100644 --- a/Assets/ManagedResources/~Lua/Data/UIData.lua +++ b/Assets/ManagedResources/~Lua/Data/UIData.lua @@ -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 diff --git a/Assets/ManagedResources/~Lua/Modules/ActivityGift/ActivityGiftManager.lua b/Assets/ManagedResources/~Lua/Modules/ActivityGift/ActivityGiftManager.lua index 1048521c41..95d428d88e 100644 --- a/Assets/ManagedResources/~Lua/Modules/ActivityGift/ActivityGiftManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/ActivityGift/ActivityGiftManager.lua @@ -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 diff --git a/Assets/ManagedResources/~Lua/Modules/DynamicActivity/TimeLimitUpHero.lua b/Assets/ManagedResources/~Lua/Modules/DynamicActivity/TimeLimitUpHero.lua index 2d7adfea85..3476cd285d 100644 --- a/Assets/ManagedResources/~Lua/Modules/DynamicActivity/TimeLimitUpHero.lua +++ b/Assets/ManagedResources/~Lua/Modules/DynamicActivity/TimeLimitUpHero.lua @@ -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) diff --git a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_RecrutDetail.lua b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_RecrutDetail.lua index b444ce406f..06cc414600 100644 --- a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_RecrutDetail.lua +++ b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_RecrutDetail.lua @@ -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=""..string.format("%.2f", (num/100000)*100) .."%" + 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 = {} diff --git a/Assets/ManagedResources/~Lua/Modules/LuckyTurnTable/LuckyTurnTablePanel.lua b/Assets/ManagedResources/~Lua/Modules/LuckyTurnTable/LuckyTurnTablePanel.lua index 84b77faaf2..e399f5fc35 100644 --- a/Assets/ManagedResources/~Lua/Modules/LuckyTurnTable/LuckyTurnTablePanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/LuckyTurnTable/LuckyTurnTablePanel.lua @@ -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 diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ChooseUpHero.lua b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ChooseUpHero.lua index c373cf5309..10dfd05b3c 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ChooseUpHero.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ChooseUpHero.lua @@ -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)