【优化】scrollview分帧加载-游戏内适应性修改
parent
962c41e11c
commit
9f691e4e05
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@ -312,12 +312,12 @@ function SecTorPlayAnimByScroll(scroll,_scale)
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if _scale then
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scale = _scale
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end
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scroll:ForeachItemGO(function (index, go)
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Timer.New(function ()
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go.gameObject:SetActive(true)
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PlayUIAnim(go.gameObject)
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end, scale*(index-1)):Start()
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end)
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-- scroll:ForeachItemGO(function (index, go)
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-- Timer.New(function ()
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-- go.gameObject:SetActive(true)
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-- PlayUIAnim(go.gameObject)
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-- end, scale*(index-1)):Start()
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-- end)
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end
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function PlayUIAnimBack(gameObject, callback)
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--local anim = gameObject:GetComponent(typeof(PlayFlyAnim))
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@ -2,6 +2,8 @@
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OpenSeverWelfarePanel = Inherit(BasePanel)
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local this = OpenSeverWelfarePanel
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local activityRewardConfig = ConfigManager.GetConfig(ConfigName.ActivityRewardConfig)
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local sortingOrder = 0
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local isPlayAnim = true
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--初始化组件(用于子类重写)
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function OpenSeverWelfarePanel:InitComponent()
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this.closeBtn = Util.GetGameObject(self.transform, "bg/closeBtn")
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@ -20,6 +22,7 @@ end
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--绑定事件(用于子类重写)
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function OpenSeverWelfarePanel:BindEvent()
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Util.AddClick(this.closeBtn, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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self:ClosePanel()
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end)
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end
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@ -39,6 +42,7 @@ 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 OpenSeverWelfarePanel:OnShow()
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isPlayAnim = true
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this.OnShowPanelData()
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end
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function OpenSeverWelfarePanel:OnSortingOrderChange()
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@ -49,6 +53,7 @@ function OpenSeverWelfarePanel:OnSortingOrderChange()
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end
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end
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end
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sortingOrder = self.sortingOrder
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end
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local isShowNeedGetUpTextId = 0
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local activityData = {}
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@ -62,12 +67,20 @@ function this.OnShowPanelData()
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this.ScrollView:SetData(activityData.mission, function (index, go)
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this.SingleDataShow(go, activityData.mission[index])
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end)
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if isPlayAnim then
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SecTorPlayAnimByScroll(this.ScrollView)
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isPlayAnim = false
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end
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end
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end
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function this.SingleDataShow(go,rewardData)
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local activityRewardGo = go
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activityRewardGo:SetActive(true)
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-- if isPlayAnim then
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-- activityRewardGo:SetActive(false)
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-- else
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-- activityRewardGo:SetActive(true)
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-- end
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local sConFigData = activityRewardConfig[rewardData.missionId]
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local titleText = Util.GetGameObject(activityRewardGo, "titleImage/titleText"):GetComponent("Text")
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titleText.text = sConFigData.ContentsShow
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@ -203,13 +203,26 @@ function this:SetItemData(_itemDatas)
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this.ScrollView.moveTween.Strength = 2
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end
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this.ScrollView:SetData(_itemDatas, function(index, go)
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if this.isFristOpen then
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go.gameObject:SetActive(false)
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end
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this.SingleItemDataShow(go, _itemDatas[index])
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if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin then
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table.insert(list,go)
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end
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-- if this.isFristOpen then
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-- go.gameObject:SetActive(false)
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-- end
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--FHF 将原有 同步 数据更新 修改为现有的异步方式,
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-- local _updater=coroutine.start(function()
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-- coroutine.wait(0.05*index)
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-- Log("BagPanel SingleItemDataShow..")
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this.SingleItemDataShow(go, _itemDatas[index])
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if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin then
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table.insert(list,go)
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end
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-- end)
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-- this.SingleItemDataShow(go, _itemDatas[index])
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--if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin then
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-- table.insert(list,go)
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--FHF
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end)
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--特效层级重设
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for i=1,#list do
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@ -219,12 +232,12 @@ function this:SetItemData(_itemDatas)
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orginLayer = this.sortingOrder
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if this.isFristOpen then
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this.ScrollView:ForeachItemGO(function(index, go)
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Timer.New(function()
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go.gameObject:SetActive(true)
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PlayUIAnim(go.gameObject)
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end, 0.01 * (index - 1)):Start()
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end)
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-- this.ScrollView:ForeachItemGO(function(index, go)
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-- Timer.New(function()
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-- go.gameObject:SetActive(true)
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-- PlayUIAnim(go.gameObject)
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-- end, 0.01 * (index - 1)):Start()
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-- end)
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if isFristOpenTime then
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isFristOpenTime:Stop()
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isFristOpenTime = nil
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@ -110,12 +110,12 @@ function this.OnClickTabBtn(_curIndex)
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this.SingleItemDataShow(go, equipDatas[index],equipStarsConfig[equipDatas[index].Star])
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end)
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this.ShowTitleData(equipStarsConfig[curSelectEquip.Star])
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this.ScrollView:ForeachItemGO(function(index, go)
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Timer.New(function()
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go.gameObject:SetActive(true)
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PlayUIAnim(go.gameObject)
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end, 0.001 * (index - 1)):Start()
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end)
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-- this.ScrollView:ForeachItemGO(function(index, go)
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-- Timer.New(function()
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-- go.gameObject:SetActive(true)
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-- PlayUIAnim(go.gameObject)
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-- end, 0.001 * (index - 1)):Start()
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-- end)
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end
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function this.ShowTitleData(curEquipStarsConfig)
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@ -90,12 +90,12 @@ function this.OnShowData()
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this.ScrollView:SetData(soulPrintDatas, function (index, go)
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this.SingleItemDataShow(go, soulPrintDatas[index])
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end)
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this.ScrollView:ForeachItemGO(function(index, go)
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Timer.New(function()
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go.gameObject:SetActive(true)
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PlayUIAnim(go.gameObject)
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end, 0.001 * (index - 1)):Start()
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end)
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-- this.ScrollView:ForeachItemGO(function(index, go)
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-- Timer.New(function()
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-- go.gameObject:SetActive(true)
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-- PlayUIAnim(go.gameObject)
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-- end, 0.001 * (index - 1)):Start()
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-- end)
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sortingOrder2 = sortingOrder
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end
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function this.ShowGoldNum(equipSign)
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@ -97,12 +97,12 @@ function this.ShowCurrPosTreasures()
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this.ScrollView:SetData(equipDatas, function (index, go)
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this.SingleItemDataShow(go, equipDatas[index])
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end)
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this.ScrollView:ForeachItemGO(function(index, go)
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Timer.New(function()
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go.gameObject:SetActive(true)
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PlayUIAnim(go.gameObject)
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end, 0.001 * (index - 1)):Start()
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end)
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-- this.ScrollView:ForeachItemGO(function(index, go)
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-- Timer.New(function()
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-- go.gameObject:SetActive(true)
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-- PlayUIAnim(go.gameObject)
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-- end, 0.001 * (index - 1)):Start()
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-- end)
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end
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--设置按钮选中
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@ -95,12 +95,12 @@ function this.ShowCurrPosHeroCompound()
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this.ScrollView:SetData(heroDatas, function (index, go)
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this.SingleHeroDataShow(go, heroDatas[index])
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end)
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this.ScrollView:ForeachItemGO(function(index, go)
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Timer.New(function()
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go.gameObject:SetActive(true)
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PlayUIAnim(go.gameObject)
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end, 0.001 * (index - 1)):Start()
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end)
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-- this.ScrollView:ForeachItemGO(function(index, go)
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-- Timer.New(function()
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-- go.gameObject:SetActive(true)
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-- PlayUIAnim(go.gameObject)
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-- end, 0.001 * (index - 1)):Start()
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-- end)
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end
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--显示当前阵营的英雄
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function this.ShowCurrPosHeroCompound2()
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@ -189,12 +189,12 @@ function this.ShowCurrPosHeroReplace(_curIndex)
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-- end
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this.SingleHeroDataShow(go, heroDatas[index])
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end)
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this.ScrollView:ForeachItemGO(function(index, go)
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Timer.New(function()
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go.gameObject:SetActive(true)
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PlayUIAnim(go.gameObject)
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end, 0.001 * (index - 1)):Start()
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end)
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-- this.ScrollView:ForeachItemGO(function(index, go)
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-- Timer.New(function()
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-- go.gameObject:SetActive(true)
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-- PlayUIAnim(go.gameObject)
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-- end, 0.001 * (index - 1)):Start()
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-- end)
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end
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--通过职业筛选英雄
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@ -211,11 +211,11 @@ function DemonSlayerPanel:SingleDataShow(pre,data,index)
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local activityRewardGo = pre
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if isPlayAnim then
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activityRewardGo:SetActive(false)
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else
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activityRewardGo:SetActive(true)
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end
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-- if isPlayAnim then
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-- activityRewardGo:SetActive(false)
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-- else
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-- activityRewardGo:SetActive(true)
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-- end
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--滚动条复用重设itemview
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if itemsGrid[pre] then
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@ -4,6 +4,7 @@ local itemList = {}--优化itemView使用
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local activityRewardConfig
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local activeData
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local activityId = 43
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local isPlayAnim = true
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function Expert_UpLv:ctor(mainPanel, gameObject)
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self.mainPanel = mainPanel
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self.gameObject = gameObject
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@ -43,8 +44,13 @@ 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 Expert_UpLv:OnShow(index,_sortingOrder)
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activityRewardConfig = ConfigManager.GetConfig(ConfigName.ActivityRewardConfig)
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isPlayAnim = true
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sortingOrder = _sortingOrder
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this:Refresh(index)
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end
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function Expert_UpLv:Refresh(index)
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activityRewardConfig = ConfigManager.GetConfig(ConfigName.ActivityRewardConfig)
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ActivityGiftManager.RefreshAcitvityData({activityId},function ()
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this:OnShowData(index)
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end)
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@ -76,11 +82,22 @@ function Expert_UpLv:OnShowData()
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this.ScrollView:SetData(activeData.mission, function (index, go)
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this.SingleItemDataShow(go, activeData.mission[index])
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end)
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if isPlayAnim then
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SecTorPlayAnimByScroll(self.ScrollView)
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isPlayAnim = false
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end
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end
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function this.SingleItemDataShow(go,data)
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local activityRewardGo = go
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--LogError("data.missionId "..data.missionId)
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-- if isPlayAnim then
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-- activityRewardGo:SetActive(false)
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-- else
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-- activityRewardGo:SetActive(true)
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-- end
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local curConfigData = activityRewardConfig[data.missionId]
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if not itemList[go.name] then
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itemList[go.name] = {}
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@ -8,7 +8,7 @@ local refreshIsMaterial = true
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local isRefreshAddNum = false
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local orginLayer = 0
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local isFirstOpen
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local isPlayAnim = true
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local starImage={[1]="x_xunbao_xingxingkong",[2]="ui_1xing"}--星星资源名
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--初始化组件(用于子类重写)
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function FindTreasureMainPanel:InitComponent()
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@ -21,14 +21,14 @@ function FindTreasureMainPanel:InitComponent()
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self.allGetBtn = Util.GetGameObject(self.gameObject, "allGetBtn")
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self.findTreasureGridGo = Util.GetGameObject(self.gameObject, "rect/rect (1)/grid")
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self.rewardPre = Util.GetGameObject(self.gameObject, "rewardPre")
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for i = 1, 2 do
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findTreasureGrid[i] = Util.GetGameObject(self.gameObject, "rect/rect (1)/grid/rewardPre ("..i..")")
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local curexpertRewardItemsGri = {}
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for j = 1, 4 do
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curexpertRewardItemsGri[j] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(findTreasureGrid[i], "content").transform)
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end
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findTreasureItemsGrid[i] = curexpertRewardItemsGri
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end
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-- for i = 1, 2 do
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-- findTreasureGrid[i] = Util.GetGameObject(self.gameObject, "rect/rect (1)/grid/rewardPre ("..i..")")
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-- local curexpertRewardItemsGri = {}
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-- for j = 1, 4 do
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-- curexpertRewardItemsGri[j] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(findTreasureGrid[i], "content").transform)
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-- end
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-- findTreasureItemsGrid[i] = curexpertRewardItemsGri
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-- end
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self.FindTreasureVipIcon = Util.GetGameObject(self.gameObject, "FindTreasureVipBtn/icon"):GetComponent("Image")
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self.FindTreasureVipTextIcon = Util.GetGameObject(self.gameObject, "FindTreasureVipBtn/icon/icon (1)"):GetComponent("Image")
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self.FindTreasureVipText = Util.GetGameObject(self.gameObject, "FindTreasureVipBtn/Text"):GetComponent("Text")
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@ -54,6 +54,7 @@ end
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function FindTreasureMainPanel:BindEvent()
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Util.AddClick(self.btnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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self:ClosePanel()
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end)
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Util.AddClick(self.materialImageBg, function()
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@ -71,6 +72,7 @@ function FindTreasureMainPanel:BindEvent()
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self.findTreasureVipBtnRedPoint:SetActive(FindTreasureManager.GetShowFindTreasureVipRedPoint())
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end)
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Util.AddClick(self.refreshBtn, function()
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PlaySoundWithoutClick("UI_refresh")
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if refreshIsMaterial then
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local isShowTwo = false
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for i = 1, #missionInfo do
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@ -88,6 +90,7 @@ function FindTreasureMainPanel:BindEvent()
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if isRefreshAddNum then
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PlayerManager.missingRefreshCount = PlayerManager.missingRefreshCount + 1
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end
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isPlayAnim = true
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self:OnShowPanelData(true)
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end)
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end, nil, nil, nil)
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@ -97,6 +100,7 @@ function FindTreasureMainPanel:BindEvent()
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if isRefreshAddNum then
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PlayerManager.missingRefreshCount = PlayerManager.missingRefreshCount + 1
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end
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isPlayAnim = true
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self:OnShowPanelData(true)
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end)
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end
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@ -148,7 +152,7 @@ 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 FindTreasureMainPanel:OnShow()
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isPlayAnim = true
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self:OnShowPanelData(true)
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end
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function FindTreasureMainPanel:OnSortingOrderChange()
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@ -171,9 +175,10 @@ function FindTreasureMainPanel:OnShowPanelData(isSort)
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if isSort then
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self:MissionInfoSort(missionInfo)
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end
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for i = 1, math.max(#missionInfo, #findTreasureGrid) do
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local go = findTreasureGrid[i]
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if not go then
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if not findTreasureGrid[i] then
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go = newObject(self.rewardPre)
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go.transform:SetParent(self.findTreasureGridGo.transform)
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go.transform.localScale = Vector3.one
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@ -184,8 +189,17 @@ function FindTreasureMainPanel:OnShowPanelData(isSort)
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end
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go.gameObject:SetActive(false)
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end
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local tempList = {}
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for i = 1, #missionInfo do
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self:ActivityRewardSingleShow(i,missionInfo[i])
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table.insert(tempList,findTreasureGrid[i])
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-- if isPlayAnim then
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-- findTreasureGrid[i].gameObject:SetActive(false)
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-- end
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end
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if isPlayAnim then
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SecTorPlayAnim(tempList)
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isPlayAnim = false
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end
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if isFirstOpen then
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isFirstOpen = false
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@ -211,7 +225,7 @@ function FindTreasureMainPanel:OnShowPanelData(isSort)
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self.FindTreasureVipIcon.sprite = Util.LoadSprite(FindTreasureVipTypeSprite[curVipState])
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self.FindTreasureVipTextIcon.sprite = Util.LoadSprite(FindTreasureVipTextTypeSprite[curVipState])
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--刷新道具
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local mazeTreasureSetting = ConfigManager.GetConfigData(ConfigName.MazeTreasureSetting,1)--得判断是否 特权
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local mazeTreasureSetting = ConfigManager.GetConfigData(ConfigName.MazeTreasureSetting,1)--得判断是否特权
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local itemNum = BagManager.GetItemCountById(FindTreasureManager.refreshTicketItemId)
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local RefreshItemNum = BagManager.GetItemCountById(mazeTreasureSetting.RefreshItem[1])
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--Log("83 itemNum "..itemNum)
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@ -206,12 +206,12 @@ function FormationSetPanel:SetRoleList(_roleDatas)
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self:SingleHeroDataShow(go, roleDatas[index])
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end)
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if isFirstOpen then
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self.ScrollView:ForeachItemGO(function (index, go)
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Timer.New(function ()
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go.gameObject:SetActive(true)
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PlayUIAnim(go.gameObject)
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end, 0.03*(index-1)):Start()
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end)
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-- self.ScrollView:ForeachItemGO(function (index, go)
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-- Timer.New(function ()
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-- go.gameObject:SetActive(true)
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-- PlayUIAnim(go.gameObject)
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-- end, 0.03*(index-1)):Start()
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-- end)
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isFirstOpen = false
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end
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end
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|
|
@ -4,6 +4,7 @@ local this = GoodFriendMainPanel
|
|||
local friendNumber = 0
|
||||
local index = 1
|
||||
local canApplyFriendsList={}
|
||||
local isPlayAnim = true
|
||||
--初始化组件(用于子类重写)
|
||||
function GoodFriendMainPanel:InitComponent()
|
||||
--this.BtView = SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
|
||||
|
@ -220,6 +221,7 @@ 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 GoodFriendMainPanel:OnShow()
|
||||
isPlayAnim = true
|
||||
--GoodFriendManager.OnRefreshDataNextDay()
|
||||
this.roleImage1:SetActive(false)
|
||||
this.roleImage2:SetActive(false)
|
||||
|
@ -362,7 +364,16 @@ function GoodFriendMainPanel:FriendListDataShow()
|
|||
this.ScrollView1:SetData(list, function(index, item)
|
||||
local itemData = list[index]
|
||||
this:FriendListRefreshData(item, itemData)
|
||||
-- if isPlayAnim then
|
||||
-- item.gameObject:SetActive(false)
|
||||
-- else
|
||||
-- item.gameObject:SetActive(true)
|
||||
-- end
|
||||
end)
|
||||
if isPlayAnim then
|
||||
SecTorPlayAnimByScroll(this.ScrollView1)
|
||||
isPlayAnim = false
|
||||
end
|
||||
this.friendNumberText:GetComponent("Text").text = Language[10812] .. #list .. "/" .. GoodFriendManager.goodFriendLimit
|
||||
this.haveGetRewardNumText.text=Language[10813]..(GoodFriendManager.MaxEnergy-GoodFriendManager.MaxEnergyGet).."/"..GoodFriendManager.MaxEnergy
|
||||
end
|
||||
|
@ -400,7 +411,16 @@ function GoodFriendMainPanel:FriendApplicationDataShow()
|
|||
this.ScrollView2:SetData(list, function(index, item)
|
||||
local itemData = list[index]
|
||||
this:FriendApplicationRefreshData(item, itemData)
|
||||
-- if isPlayAnim then
|
||||
-- item.gameObject:SetActive(false)
|
||||
-- else
|
||||
-- item.gameObject:SetActive(true)
|
||||
-- end
|
||||
end)
|
||||
if isPlayAnim then
|
||||
SecTorPlayAnimByScroll(this.ScrollView2)
|
||||
isPlayAnim = false
|
||||
end
|
||||
end
|
||||
|
||||
--好友搜索循环滚动数据
|
||||
|
@ -431,7 +451,16 @@ function GoodFriendMainPanel:FriendSearchDataShow()
|
|||
this.ScrollView3:SetData(list, function(index, item)
|
||||
local itemData = list[index]
|
||||
this:FriendSearchRefreshData(item, itemData)
|
||||
-- if isPlayAnim then
|
||||
-- item.gameObject:SetActive(false)
|
||||
-- else
|
||||
-- item.gameObject:SetActive(true)
|
||||
-- end
|
||||
end)
|
||||
if isPlayAnim then
|
||||
SecTorPlayAnimByScroll(this.ScrollView3)
|
||||
isPlayAnim = false
|
||||
end
|
||||
end
|
||||
|
||||
--黑名单滚动数据
|
||||
|
@ -462,7 +491,16 @@ function GoodFriendMainPanel:BlackListDataShow()
|
|||
this.ScrollView4:SetData(list, function(index, item)
|
||||
local itemData = list[index]
|
||||
this:BlackListRefreshData(item, itemData)
|
||||
-- if isPlayAnim then
|
||||
-- item.gameObject:SetActive(false)
|
||||
-- else
|
||||
-- item.gameObject:SetActive(true)
|
||||
-- end
|
||||
end)
|
||||
if isPlayAnim then
|
||||
SecTorPlayAnimByScroll(this.ScrollView4)
|
||||
isPlayAnim = false
|
||||
end
|
||||
this.blackFriendNum.text= Language[10814] .. #list .. "/" .. GoodFriendManager.blackFriendLimit
|
||||
end
|
||||
|
||||
|
|
|
@ -16,6 +16,7 @@ local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
|
|||
this.timer = Timer.New()
|
||||
local challengeNum = 0
|
||||
local lootNum = 0
|
||||
local isPlayAnim = true
|
||||
--初始化组件(用于子类重写)
|
||||
function GuildCarDelayMainPanel:InitComponent()
|
||||
this.live2dRoot = Util.GetGameObject(self.gameObject, "live2dRoot")
|
||||
|
@ -145,6 +146,7 @@ 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 GuildCarDelayMainPanel:OnShow()
|
||||
isPlayAnim = true
|
||||
this.TabCtrl:SetTabAdapter(this.TabAdapter)
|
||||
this.TabCtrl:SetChangeTabCallBack(this.SwitchView)
|
||||
this.TabCtrl:Init(this.tabBox, _TabData, curIndex)
|
||||
|
@ -232,6 +234,7 @@ end
|
|||
--切换视图
|
||||
function this.SwitchView(index)
|
||||
curIndex = index or curIndex
|
||||
isPlayAnim = true
|
||||
if curIndex == 2 then
|
||||
NetManager.RequestRankInfo(RANK_TYPE.GUILD_CAR_DELEAY_SINGLE, function(msg)
|
||||
this.SetRankDataShow(msg)
|
||||
|
@ -267,8 +270,17 @@ function this.SetRankDataShow(msg)
|
|||
this.ScrollView:SetData(msg.ranks, function (index, go)
|
||||
this.SingleRankDataShow(go, msg.ranks[index])
|
||||
end)
|
||||
if isPlayAnim then
|
||||
SecTorPlayAnimByScroll(this.ScrollView)
|
||||
isPlayAnim = false
|
||||
end
|
||||
end
|
||||
function this.SingleRankDataShow(go,userRank)
|
||||
-- if isPlayAnim then
|
||||
-- go.gameObject:SetActive(false)
|
||||
-- else
|
||||
-- go.gameObject:SetActive(true)
|
||||
-- end
|
||||
local sortNumTabs = {}
|
||||
for i = 1, 4 do
|
||||
sortNumTabs[i] = Util.GetGameObject(go, "SortNum/SortNum ("..i..")")
|
||||
|
@ -288,6 +300,7 @@ function this.SingleRankDataShow(go,userRank)
|
|||
Util.GetGameObject(go, "Value0"):GetComponent("Text").text = userRank.guildName.."("..userRank.rankInfo.param2..")"
|
||||
end
|
||||
Util.GetGameObject(go, "Value1"):GetComponent("Text").text = PrintWanNum3(userRank.rankInfo.param1)
|
||||
|
||||
end
|
||||
--刷新倒计时显示
|
||||
function this.RemainTimeDown(_timeTextExpertgo,_timeTextExpert,timeNumText,timeDown,timeText)
|
||||
|
|
|
@ -5,6 +5,7 @@ local allMail
|
|||
local openPanel
|
||||
local allGetMail
|
||||
local allDrop = {}
|
||||
local isPlayAnim = true
|
||||
--初始化组件(用于子类重写)
|
||||
function MailMainPanel:InitComponent()
|
||||
|
||||
|
@ -30,6 +31,7 @@ end
|
|||
function MailMainPanel:BindEvent()
|
||||
|
||||
Util.AddClick(this.closeBtn, function()
|
||||
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
|
||||
self:ClosePanel()
|
||||
end)
|
||||
Util.AddClick(this.GetAllMailBtn, function()
|
||||
|
@ -117,9 +119,10 @@ function MailMainPanel:OnOpen(...)
|
|||
end
|
||||
function MailMainPanel:OnShow()
|
||||
Log("MailMainPanel:OnShow")
|
||||
isPlayAnim = true
|
||||
allMail={}
|
||||
NetManager.GetAllMailData(function ()
|
||||
this.OnShowMailListData(MailManager.mialDataList)
|
||||
this.OnShowMailListData(MailManager.mialDataList, true)
|
||||
end)
|
||||
end
|
||||
function this.CallBackOnShow()
|
||||
|
@ -130,7 +133,7 @@ function this.CallBackOnShow()
|
|||
end
|
||||
local maildataCount=0--数据数量
|
||||
--设置英雄列表数据
|
||||
function this.OnShowMailListData(_allMail)
|
||||
function this.OnShowMailListData(_allMail, isTop)
|
||||
allMail= _allMail
|
||||
this:SortAllMail(allMail)
|
||||
maildataCount=#allMail
|
||||
|
@ -138,6 +141,13 @@ function this.OnShowMailListData(_allMail)
|
|||
this.ScrollView:SetData(allMail, function (index, go)
|
||||
this.SingleMialDataShow(go, allMail[index])
|
||||
end)
|
||||
-- if isPlayAnim then
|
||||
-- SecTorPlayAnimByScroll(this.ScrollView)
|
||||
-- isPlayAnim = false
|
||||
-- end
|
||||
if isTop then
|
||||
this.ScrollView:SetIndex(1)
|
||||
end
|
||||
end
|
||||
function this.SingleMialDataShow(_go,_mailData)
|
||||
local mailImage = Util.GetGameObject(_go.transform, "mailImage")
|
||||
|
@ -169,7 +179,7 @@ function this.SingleMialDataShow(_go,_mailData)
|
|||
openMailImage :SetActive(true)
|
||||
getOk :SetActive(true)
|
||||
end
|
||||
Util.GetGameObject(_go.transform, "infoText"):GetComponent("Text").text = Language[11148].._mailData.head
|
||||
Util.GetGameObject(_go.transform, "infoText"):GetComponent("Text").text = _mailData.head
|
||||
Util.GetGameObject(_go.transform, "sendText"):GetComponent("Text").text = GetTimeStrBySeconds(_mailData.sendTime)--Language[11149].._mailData.sendName
|
||||
local mialBtn = Util.GetGameObject(_go.transform, "Imagebg")
|
||||
Util.AddOnceClick(mialBtn, function()
|
||||
|
@ -182,7 +192,13 @@ function this.SingleMialDataShow(_go,_mailData)
|
|||
end
|
||||
UIManager.OpenPanel(UIName.MainSingleInfoPanel,_mailData,this)
|
||||
end)
|
||||
|
||||
Util.GetGameObject(_go.transform, "mialRedPoint"):SetActive( _mailData.state==0)
|
||||
-- if isPlayAnim then
|
||||
-- _go:SetActive(false)
|
||||
-- else
|
||||
-- _go:SetActive(true)
|
||||
-- end
|
||||
end
|
||||
function this.UpdateMailData()
|
||||
this.OnShowMailListData(MailManager.mialDataList)
|
||||
|
|
|
@ -10,6 +10,7 @@ local itemList = {}
|
|||
local curAllData = {}
|
||||
local achievementConfig = ConfigManager.GetConfig(ConfigName.AchievementConfig)
|
||||
local itemGrid = {}
|
||||
local isPlayAnim = true
|
||||
function this:InitComponent(gameObject)
|
||||
this.rewardPre = Util.GetGameObject(gameObject, "rewardPre")
|
||||
local v = Util.GetGameObject(gameObject, "rect"):GetComponent("RectTransform").rect
|
||||
|
@ -29,12 +30,13 @@ function this:RemoveListener()
|
|||
end
|
||||
|
||||
function this:OnShow(_parent,...)
|
||||
isPlayAnim = true
|
||||
parent=_parent
|
||||
sortingOrder = _parent.sortingOrder
|
||||
--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
|
||||
local args = {...}
|
||||
fun = args[1]
|
||||
this.OnShowPanelData()
|
||||
this.OnShowPanelData(true)
|
||||
end
|
||||
function this:OnSortingOrderChange(sortingOrder)
|
||||
for i, v in pairs(this.NoviceItemList) do
|
||||
|
@ -45,7 +47,7 @@ function this:OnSortingOrderChange(sortingOrder)
|
|||
end
|
||||
end
|
||||
end
|
||||
function this.OnShowPanelData()
|
||||
function this.OnShowPanelData(isTop)
|
||||
local curAllData = TaskManager.GetCurShowAllAchievementData(TaskTypeDef.Achievement)
|
||||
local AllData = {}
|
||||
for i, v in pairs(curAllData) do
|
||||
|
@ -55,11 +57,23 @@ function this.OnShowPanelData()
|
|||
this.ScrollView:SetData(AllData, function (index, go)
|
||||
this.SingleDataShow(go, AllData[index])
|
||||
end)
|
||||
-- if isPlayAnim then
|
||||
-- SecTorPlayAnimByScroll(this.ScrollView)
|
||||
-- isPlayAnim = false
|
||||
-- end
|
||||
if isTop then
|
||||
this.ScrollView:SetIndex(1)
|
||||
end
|
||||
end
|
||||
|
||||
function this.SingleDataShow(go,rewardData)
|
||||
local activityRewardGo = go
|
||||
activityRewardGo:SetActive(true)
|
||||
-- if isPlayAnim then
|
||||
-- activityRewardGo:SetActive(false)
|
||||
-- else
|
||||
-- activityRewardGo:SetActive(true)
|
||||
-- end
|
||||
|
||||
local sConFigData = achievementConfig[rewardData.missionId]
|
||||
local titleText = Util.GetGameObject(activityRewardGo, "titleImage/titleText"):GetComponent("Text")
|
||||
titleText.text = sConFigData.ContentsShow
|
||||
|
|
|
@ -23,6 +23,7 @@ local allMissionDailyPres = {}
|
|||
local allMissionDailyItemPres = {}
|
||||
local allMissionDailyBoxItemPres = {}
|
||||
local myGo
|
||||
local isPlayAnim = true
|
||||
function this:InitComponent(gameObject)
|
||||
myGo = gameObject
|
||||
this.rectMask=Util.GetGameObject(gameObject,"rect"):GetComponent("Image")
|
||||
|
@ -61,6 +62,7 @@ end
|
|||
function this:AddListener()
|
||||
Game.GlobalEvent:AddEvent(GameEvent.MissionDaily.OnMissionDailyChanged, this.OnShowData)
|
||||
Game.GlobalEvent:AddEvent(GameEvent.CloseUI.OnClose, this.ClosePanel)
|
||||
|
||||
end
|
||||
|
||||
function this:RemoveListener()
|
||||
|
@ -69,13 +71,14 @@ function this:RemoveListener()
|
|||
end
|
||||
|
||||
function this:OnShow(_parent,...)
|
||||
isPlayAnim = true
|
||||
parent=_parent
|
||||
sortingOrder = _parent.sortingOrder
|
||||
--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
|
||||
local args = {...}
|
||||
fun = args[1]
|
||||
this.rectMask.enabled=true
|
||||
this.OnShowData()
|
||||
this.OnShowData(true)
|
||||
end
|
||||
function this:OnSortingOrderChange(sortingOrder)
|
||||
for i, v in pairs(this.NoviceItemList) do
|
||||
|
@ -90,17 +93,17 @@ function this:OnSortingOrderChange(sortingOrder)
|
|||
Util.AddParticleSortLayer(boxList[i], sortingOrder)
|
||||
end
|
||||
end
|
||||
function this.OnShowData()
|
||||
function this.OnShowData(isTop)
|
||||
dailyTasksConfig=ConfigManager.GetConfig(ConfigName.DailyTasksConfig)
|
||||
curDailyMissionData = {}
|
||||
curDailyMissionBoxData = {}
|
||||
for i, v in pairs(TaskManager.GetTypeTaskList(TaskTypeDef.DayTask)) do
|
||||
for i, v in pairs(TaskManager.GetTypeTaskList(TaskTypeDef.DayTask)) do
|
||||
if v.missionId < 10000 then
|
||||
if dailyTasksConfig[v.missionId].OpenLevel or ActTimeCtrlManager.SingleFuncState(dailyTasksConfig[v.missionId].OpenLevel) then
|
||||
if dailyTasksConfig[v.missionId].OpenLevel then
|
||||
table.insert(curDailyMissionData,v)
|
||||
end
|
||||
else
|
||||
if dailyTasksConfig[v.missionId].OpenLevel or ActTimeCtrlManager.SingleFuncState(dailyTasksConfig[v.missionId].OpenLevel) then
|
||||
if dailyTasksConfig[v.missionId].OpenLevel then
|
||||
table.insert(curDailyMissionBoxData,v)
|
||||
end
|
||||
end
|
||||
|
@ -115,8 +118,16 @@ function this.OnShowData()
|
|||
local AllData = TaskManager.GetTypeTaskList(TaskTypeDef.Achievement)
|
||||
this.ScrollView:SetData(curDailyMissionData, function (index, go)
|
||||
this.SingleMissionDatasDataShow(go,curDailyMissionData[index])
|
||||
end)
|
||||
end)
|
||||
this.SetDailyMissionBox(curDailyMissionBoxData)
|
||||
-- if isPlayAnim then
|
||||
-- SecTorPlayAnimByScroll(this.ScrollView)
|
||||
-- isPlayAnim = false
|
||||
-- end
|
||||
if isTop then
|
||||
this.ScrollView:SetIndex(1)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function this.SingleMissionDatasDataShow(_go,_missionData)
|
||||
|
@ -133,7 +144,6 @@ function this.SingleMissionDatasDataShow(_go,_missionData)
|
|||
table.insert(reward,{reward = {missionConfigData.MazePoint[i][1],missionConfigData.MazePoint[i][2]},type = 2})
|
||||
end
|
||||
end
|
||||
_go:SetActive(true)
|
||||
local titleText = Util.GetGameObject(_go, "titleImage/titleText"):GetComponent("Text")
|
||||
titleText.text =string.format(missionConfigData.Desc,missionConfigData.Values[2][1])
|
||||
local itemGroup = Util.GetGameObject(_go, "content")
|
||||
|
@ -146,7 +156,6 @@ function this.SingleMissionDatasDataShow(_go,_missionData)
|
|||
this.NoviceItemList[_go][i] = SubUIManager.Open(SubUIConfig.ItemView, itemGroup.transform)
|
||||
end
|
||||
this.NoviceItemList[_go][i].gameObject:SetActive(false)
|
||||
|
||||
end
|
||||
local show
|
||||
for i = 1, #reward do
|
||||
|
@ -202,17 +211,18 @@ function this.SetDailyMissionBox(_missionDatas)
|
|||
go.transform.localPosition = Vector3.zero
|
||||
boxList[i] = go
|
||||
end
|
||||
go.gameObject:SetActive(false)
|
||||
-- go.gameObject:SetActive(false)
|
||||
end
|
||||
|
||||
|
||||
local curGetRewardNum=0
|
||||
for i, v in pairs(curDailyMissionBoxData) do
|
||||
for i, v in ipairs(curDailyMissionBoxData) do
|
||||
--LogGreen("v.missionId "..v.missionId.." "..v.progress)
|
||||
if v.progress > curGetRewardNum then
|
||||
curGetRewardNum = v.progress
|
||||
end
|
||||
end
|
||||
--LogGreen("#_missionDatas:"..#_missionDatas)
|
||||
this.progressBottom.fillAmount=curGetRewardNum/dailyTasksConfig[_missionDatas[#_missionDatas].missionId].Values[2][1]
|
||||
this.totalPro.text= Language[11361]..curGetRewardNum--.."/"..LengthOfTable(curDailyMissionData)
|
||||
for i, v in pairs(_missionDatas) do
|
||||
|
|
|
@ -8,6 +8,7 @@ local sortingOrder=0
|
|||
local curScore = 0--当前分数
|
||||
local treasureState = 0
|
||||
local itemsList={}
|
||||
local isPlayAnim = true
|
||||
function this:InitComponent(gameObject)
|
||||
--topBar/btnBack
|
||||
this.gameObject = gameObject
|
||||
|
@ -70,6 +71,7 @@ function this:RemoveListener()
|
|||
Game.GlobalEvent:RemoveEvent(GameEvent.MoneyPay.OnPayResultSuccess, this.refresh)
|
||||
end
|
||||
this.Closefunction = function()
|
||||
isPlayAnim = true
|
||||
Timer.New(function()
|
||||
if not ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.TreasureOfSomeBody) then
|
||||
LogBlue("1111111")
|
||||
|
@ -84,6 +86,7 @@ this.Closefunction = function()
|
|||
end,1):Start()
|
||||
end
|
||||
function this:OnShow(_parent,...)
|
||||
isPlayAnim = true
|
||||
parent=_parent
|
||||
sortingOrder = _parent.sortingOrder
|
||||
if not ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.TreasureOfSomeBody) then
|
||||
|
@ -104,10 +107,7 @@ function this:OnSortingOrderChange(sortingOrder)
|
|||
end
|
||||
|
||||
function this:OnClose()
|
||||
if self.timer then
|
||||
self.timer :Stop()
|
||||
self.timer = nil
|
||||
end
|
||||
|
||||
end
|
||||
function this:OnDestroy()
|
||||
itemsList={}
|
||||
|
@ -226,11 +226,20 @@ function this:showTaskList()
|
|||
end
|
||||
end
|
||||
this.ScrollView:SetIndex(index)
|
||||
-- if isPlayAnim then
|
||||
-- SecTorPlayAnimByScroll(this.ScrollView)
|
||||
-- isPlayAnim = false
|
||||
-- end
|
||||
end
|
||||
|
||||
|
||||
--单个任务
|
||||
function this:SingleTask(rewardItem, rewardSingleData)
|
||||
-- if isPlayAnim then
|
||||
-- rewardItem:SetActive(false)
|
||||
-- else
|
||||
-- rewardItem:SetActive(true)
|
||||
-- end
|
||||
local scoreLevel = Util.GetGameObject(rewardItem, "scoreLevel"):GetComponent("Text")
|
||||
local box1 = Util.GetGameObject(rewardItem, "box1")
|
||||
local box2 = Util.GetGameObject(rewardItem, "box2")
|
||||
|
|
|
@ -6,6 +6,7 @@ local parent
|
|||
local sortingOrder=0
|
||||
local curType = 1
|
||||
local treasureState
|
||||
local isPlayAnim = true
|
||||
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
|
||||
function this:InitComponent(gameObject)
|
||||
this.gameObject = gameObject
|
||||
|
@ -43,11 +44,11 @@ end
|
|||
function this:BindEvent()
|
||||
Util.AddClick(this.weekTrailBtn,function()
|
||||
curType = 1
|
||||
this.refresh(curType)
|
||||
this.refresh()
|
||||
end)
|
||||
Util.AddClick(this.finalTrailBtn,function()
|
||||
curType = 2
|
||||
this.refresh(curType)
|
||||
this.refresh()
|
||||
end)
|
||||
|
||||
end
|
||||
|
@ -65,22 +66,22 @@ function this:SetSelect()
|
|||
end
|
||||
|
||||
function this:AddListener()
|
||||
Game.GlobalEvent:AddEvent(GameEvent.TreasureOfHeaven.RechargeQinglongSerectSuccess, this.refresh,curType)
|
||||
Game.GlobalEvent:AddEvent(GameEvent.TreasureOfHeaven.RechargeQinglongSerectSuccess, this.refresh)
|
||||
Game.GlobalEvent:AddEvent(GameEvent.TreasureOfHeaven.TaskRefresh, this.RefreshTime)
|
||||
Game.GlobalEvent:AddEvent(GameEvent.Activity.OnActivityOpenOrClose,this.CloseFunction)
|
||||
Game.GlobalEvent:AddEvent(GameEvent.MoneyPay.OnPayResultSuccess, this.refresh,curType)
|
||||
Game.GlobalEvent:AddEvent(GameEvent.MoneyPay.OnPayResultSuccess, this.refresh)
|
||||
end
|
||||
|
||||
function this:RemoveListener()
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.TreasureOfHeaven.RechargeQinglongSerectSuccess, this.refresh,curType)
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.TreasureOfHeaven.RechargeQinglongSerectSuccess, this.refresh)
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.TreasureOfHeaven.TaskRefresh, this.RefreshTime)
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnActivityOpenOrClose,this.CloseFunction)
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.MoneyPay.OnPayResultSuccess, this.refresh,curType)
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.MoneyPay.OnPayResultSuccess, this.refresh)
|
||||
end
|
||||
|
||||
function this.RefreshTime()
|
||||
NetManager.RefreshTimeSLRequest(function (msg)
|
||||
this.refresh(curType)
|
||||
this.refresh()
|
||||
end)
|
||||
end
|
||||
|
||||
|
@ -100,13 +101,14 @@ this.CloseFunction = function()
|
|||
end
|
||||
|
||||
function this:OnShow(_parent,...)
|
||||
isPlayAnim = true
|
||||
parent=_parent
|
||||
sortingOrder = _parent.sortingOrder
|
||||
if not ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.TreasureOfSomeBody) then
|
||||
parent:ClosePanel()
|
||||
return
|
||||
end
|
||||
this.refresh(curType)
|
||||
this.refresh()
|
||||
end
|
||||
|
||||
--topBar按钮状态
|
||||
|
@ -137,7 +139,7 @@ function this:SetTopBar()
|
|||
NetManager.GetActivityRewardRequest(-2,id,function(msg)
|
||||
PrivilegeManager.RefreshPrivilegeUsedTimes(1007, 1)
|
||||
PopupTipPanel.ShowTip(Language[12355])
|
||||
this.refresh(curType)
|
||||
this.refresh()
|
||||
end)
|
||||
end,1.5):Start()
|
||||
end)
|
||||
|
@ -161,12 +163,12 @@ function this:OnDestroy()
|
|||
end
|
||||
end
|
||||
|
||||
function this.refresh(type)
|
||||
function this.refresh()
|
||||
QinglongSerectTreasureManager.UpdateTreasureState2()
|
||||
this:SetTopBar()
|
||||
this:SetSelect()
|
||||
this:ShowTime(type)
|
||||
this:showTaskList(type)
|
||||
this:ShowTime(curType)
|
||||
this:showTaskList(curType)
|
||||
this:SetRedPoint()
|
||||
CheckRedPointStatus(RedPointType.QinglongSerectTreasureTrail)
|
||||
CheckRedPointStatus(RedPointType.QinglongSerectTreasure)
|
||||
|
@ -196,6 +198,11 @@ function this:showTaskList(type)
|
|||
this.ScrollView:SetData(rewardData,function(index, rewardItem)
|
||||
this:SingleTask(rewardItem, rewardData[index])
|
||||
end)
|
||||
this.ScrollView:SetIndex(1)
|
||||
-- if isPlayAnim then
|
||||
-- SecTorPlayAnimByScroll(this.ScrollView)
|
||||
-- isPlayAnim = false
|
||||
-- end
|
||||
end
|
||||
local type={
|
||||
[0]={sprite = "s_slbz_1anniuhuangse",text = Language[10023]},
|
||||
|
@ -204,8 +211,12 @@ local type={
|
|||
}
|
||||
--单个任务
|
||||
function this:SingleTask(go, rewardSingleData)
|
||||
local activityRewardGo = go
|
||||
activityRewardGo:SetActive(true)
|
||||
local activityRewardGo = go
|
||||
-- if isPlayAnim then
|
||||
-- activityRewardGo:SetActive(false)
|
||||
-- else
|
||||
-- activityRewardGo:SetActive(true)
|
||||
-- end
|
||||
local sConFigData = rewardSingleData
|
||||
local strs = string.split(sConFigData.show)
|
||||
local titleText = Util.GetGameObject(activityRewardGo, "content"):GetComponent("Text")
|
||||
|
@ -225,7 +236,7 @@ function this:SingleTask(go, rewardSingleData)
|
|||
NetManager.TakeMissionRewardRequest(TaskTypeDef.TreasureOfSomeBody,sConFigData.id, function(msg)
|
||||
PopupTipPanel.ShowTip(Language[12358]..sConFigData.integral[1][2]..itemConfig[tonumber(sConFigData.integral[1][1])].Name)
|
||||
Timer.New(function()
|
||||
this.refresh(curType)
|
||||
this.refresh()
|
||||
end,1):Start()
|
||||
end)
|
||||
elseif state == 0 then
|
||||
|
|
|
@ -9,7 +9,7 @@ local ContinuityRechargeItem = require("Modules/Operating/ContinuityRechargeItem
|
|||
--积天豪礼
|
||||
---@class ContinuityRechargePage
|
||||
local ContinuityRechargePage = quick_class("ContinuityRechargePage")
|
||||
|
||||
local isPlayAnim = true
|
||||
local sortingOrder = 0
|
||||
function ContinuityRechargePage:ctor(mainPanel, gameObject)
|
||||
self.mainPanel = mainPanel
|
||||
|
@ -25,6 +25,7 @@ function ContinuityRechargePage:ctor(mainPanel, gameObject)
|
|||
|
||||
end
|
||||
function ContinuityRechargePage:OnShow(_sortingOrder)
|
||||
isPlayAnim = true
|
||||
Util.AddParticleSortLayer( self.effect, _sortingOrder - sortingOrder)
|
||||
sortingOrder = _sortingOrder
|
||||
Game.GlobalEvent:AddEvent(GameEvent.FiveAMRefresh.ServerNotifyRefresh, self.RefreshPanel, self)
|
||||
|
@ -51,20 +52,32 @@ function ContinuityRechargePage:RefreshPanel()
|
|||
"ActivityId", ActivityTypeDef.ContinuityRecharge)
|
||||
self.conditionDesc.text = actRewardConfigs[1].Values[1][1]
|
||||
--Log("连续充值刷新"..ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.ContinuityRecharge).value)
|
||||
if table.nums(self.continuityTaskList) > 0 then
|
||||
table.walk(self.continuityTaskList, function(taskItem)
|
||||
taskItem:SetValue()
|
||||
end)
|
||||
return
|
||||
end
|
||||
for i, actRewardInfo in ipairs(actRewardConfigs) do
|
||||
self.continuityTaskList[i] = ContinuityRechargeItem.create(self.continuityTaskItem, self.continuityTaskContent)
|
||||
self.continuityTaskList[i]:Init(actRewardInfo,sortingOrder)
|
||||
if not self.continuityTaskList[i] then
|
||||
self.continuityTaskList[i] = ContinuityRechargeItem.create(self.continuityTaskItem, self.continuityTaskContent)
|
||||
self.continuityTaskList[i]:Init(actRewardInfo,sortingOrder)
|
||||
self.continuityTaskList[i].gameObject:SetActive(false)
|
||||
end
|
||||
-- if isPlayAnim then
|
||||
-- self.continuityTaskList[i].gameObject:SetActive(false)
|
||||
-- else
|
||||
-- self.continuityTaskList[i].gameObject:SetActive(true)
|
||||
-- end
|
||||
self.continuityTaskList[i]:SetValue()
|
||||
end
|
||||
|
||||
-- for i, actRewardInfo in ipairs(actRewardConfigs) do
|
||||
-- self.continuityTaskList[i] = ContinuityRechargeItem.create(self.continuityTaskItem, self.continuityTaskContent)
|
||||
-- self.continuityTaskList[i]:Init(actRewardInfo,sortingOrder)
|
||||
-- self.continuityTaskList[i]:SetValue()
|
||||
-- end
|
||||
table.walk(self.continuityTaskList, function(continuityTaskItem)
|
||||
continuityTaskItem:TrySetLastSibling()
|
||||
end)
|
||||
if isPlayAnim then
|
||||
SecTorPlayAnim(self.continuityTaskList)
|
||||
isPlayAnim = false
|
||||
end
|
||||
end
|
||||
|
||||
return ContinuityRechargePage
|
|
@ -3,7 +3,7 @@ local curGiftsId--当前礼包Id
|
|||
local actRewardConfig = ConfigManager.GetConfig(ConfigName.ActivityRewardConfig)--读取礼包任务信息
|
||||
local rewardNameConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)--读取奖励名称信息
|
||||
local GlobalActivity = ConfigManager.GetConfig(ConfigName.GlobalActivity)
|
||||
|
||||
local isPlayAnim = true
|
||||
local giftList = {
|
||||
[101] = 6,--表内没有礼包id(101、102、103、104、105)和ActivityId的对应关系,
|
||||
[102] = 7,
|
||||
|
@ -49,6 +49,7 @@ function GrowthGiftPage:BindEvent()
|
|||
end
|
||||
|
||||
function GrowthGiftPage:OnShow()
|
||||
isPlayAnim = true
|
||||
self.gameObject:SetActive(true)
|
||||
self:RefreshData()
|
||||
end
|
||||
|
@ -92,6 +93,10 @@ function GrowthGiftPage:RefreshGiftData()
|
|||
self:RefreshShowData(item, list[index])
|
||||
end
|
||||
self.scrollView:SetData(list, callBack)
|
||||
if isPlayAnim then
|
||||
SecTorPlayAnimByScroll(self.scrollView)
|
||||
isPlayAnim = false
|
||||
end
|
||||
end
|
||||
|
||||
--刷新每一条item
|
||||
|
@ -120,6 +125,12 @@ function GrowthGiftPage:RefreshShowData(item, data)
|
|||
local state = singleRewardData.state
|
||||
local isCanGetReward = PlayerManager.level >= actRewardConfig[data.Id].Values[1][2]
|
||||
|
||||
-- if isPlayAnim then
|
||||
-- item:SetActive(false)
|
||||
-- else
|
||||
-- item:SetActive(true)
|
||||
-- end
|
||||
|
||||
--设置滚动条
|
||||
if self.ItemList[item] then--如果已经存在在list中
|
||||
self.ItemList[item]:OnOpen(false, {shows[1][1],shows[1][2]}, 0.9,false,false,false,self.mainPanel.sortingOrder)
|
||||
|
|
|
@ -120,11 +120,11 @@ function WeekMonthGiftPackPage:RefreshShowData(item, data)
|
|||
--limitNum = OperatingManager.GetLeftBuyTime(GoodsTypeDef.DirectPurchaseGift,data.goodsId)
|
||||
costId, finalNum, oriCostNum = nil,shopItemData.Price,nil
|
||||
|
||||
if isPlayAnim then
|
||||
item:SetActive(false)
|
||||
else
|
||||
item:SetActive(true)
|
||||
end
|
||||
-- if isPlayAnim then
|
||||
-- item:SetActive(false)
|
||||
-- else
|
||||
-- item:SetActive(true)
|
||||
-- end
|
||||
|
||||
--滚动条复用重设itemview
|
||||
if self.ItemList[item] then
|
||||
|
|
|
@ -83,12 +83,12 @@ function this.SortTypeClick(_sortType)
|
|||
this.ScrollView:SetData(tarHero, function (index, go)
|
||||
this.SingleHeroDataShow(go, tarHero[index])
|
||||
end)
|
||||
this.ScrollView:ForeachItemGO(function(index, go)
|
||||
Timer.New(function()
|
||||
go.gameObject:SetActive(true)
|
||||
PlayUIAnim(go.gameObject)
|
||||
end, 0.001 * (index - 1)):Start()
|
||||
end)
|
||||
-- this.ScrollView:ForeachItemGO(function(index, go)
|
||||
-- Timer.New(function()
|
||||
-- go.gameObject:SetActive(true)
|
||||
-- PlayUIAnim(go.gameObject)
|
||||
-- end, 0.001 * (index - 1)):Start()
|
||||
-- end)
|
||||
end
|
||||
|
||||
--英雄单个数据展示
|
||||
|
|
|
@ -82,12 +82,12 @@ function this.SortTypeClick(_sortType)
|
|||
this.ScrollView:SetData(tarEquipTreasure, function (index, go)
|
||||
this.SingleHeroDataShow(go, tarEquipTreasure[index])
|
||||
end)
|
||||
this.ScrollView:ForeachItemGO(function(index, go)
|
||||
Timer.New(function()
|
||||
go.gameObject:SetActive(true)
|
||||
PlayUIAnim(go.gameObject)
|
||||
end, 0.001 * (index - 1)):Start()
|
||||
end)
|
||||
-- this.ScrollView:ForeachItemGO(function(index, go)
|
||||
-- Timer.New(function()
|
||||
-- go.gameObject:SetActive(true)
|
||||
-- PlayUIAnim(go.gameObject)
|
||||
-- end, 0.001 * (index - 1)):Start()
|
||||
-- end)
|
||||
end
|
||||
function this.SortDatas(tarEquipTreasure)
|
||||
table.sort(
|
||||
|
|
|
@ -252,12 +252,12 @@ function this.SortTypeClick(_sortType)
|
|||
this.ScrollView:SetData(heroDatas, function (index, go)
|
||||
this.SingleHeroDataShow(go, heroDatas[index],false)
|
||||
end)
|
||||
this.ScrollView:ForeachItemGO(function(index, go)
|
||||
Timer.New(function()
|
||||
go.gameObject:SetActive(true)
|
||||
PlayUIAnim(go.gameObject)
|
||||
end, 0.001 * (index - 1)):Start()
|
||||
end)
|
||||
-- this.ScrollView:ForeachItemGO(function(index, go)
|
||||
-- Timer.New(function()
|
||||
-- go.gameObject:SetActive(true)
|
||||
-- PlayUIAnim(go.gameObject)
|
||||
-- end, 0.001 * (index - 1)):Start()
|
||||
-- end)
|
||||
end
|
||||
|
||||
--英雄单个数据展示
|
||||
|
|
|
@ -92,12 +92,12 @@ function this.SortTypeClick(_sortType)
|
|||
this.ScrollView:SetData(tarHero, function (index, go)
|
||||
this.SingleHeroDataShow(go, tarHero[index])
|
||||
end)
|
||||
this.ScrollView:ForeachItemGO(function(index, go)
|
||||
Timer.New(function()
|
||||
go.gameObject:SetActive(true)
|
||||
PlayUIAnim(go.gameObject)
|
||||
end, 0.001 * (index - 1)):Start()
|
||||
end)
|
||||
-- this.ScrollView:ForeachItemGO(function(index, go)
|
||||
-- Timer.New(function()
|
||||
-- go.gameObject:SetActive(true)
|
||||
-- PlayUIAnim(go.gameObject)
|
||||
-- end, 0.001 * (index - 1)):Start()
|
||||
-- end)
|
||||
end
|
||||
|
||||
--获取筛选后的英雄数据
|
||||
|
|
|
@ -81,12 +81,12 @@ function this.SortTypeClick(_sortType)
|
|||
this.ScrollView:SetData(tarHero, function (index, go)
|
||||
this.SingleHeroDataShow(go, tarHero[index])
|
||||
end)
|
||||
this.ScrollView:ForeachItemGO(function(index, go)
|
||||
Timer.New(function()
|
||||
go.gameObject:SetActive(true)
|
||||
PlayUIAnim(go.gameObject)
|
||||
end, 0.001 * (index - 1)):Start()
|
||||
end)
|
||||
-- this.ScrollView:ForeachItemGO(function(index, go)
|
||||
-- Timer.New(function()
|
||||
-- go.gameObject:SetActive(true)
|
||||
-- PlayUIAnim(go.gameObject)
|
||||
-- end, 0.001 * (index - 1)):Start()
|
||||
-- end)
|
||||
end
|
||||
|
||||
--获取筛选后的英雄数据
|
||||
|
|
|
@ -793,11 +793,11 @@ function this.SingleItemDataShow(_go, _itemData)
|
|||
if not itemConfig[_itemData.id] then
|
||||
return
|
||||
end
|
||||
if isPlayAnim then
|
||||
_go.gameObject:SetActive(false)
|
||||
else
|
||||
_go.gameObject:SetActive(true)
|
||||
end
|
||||
-- if isPlayAnim then
|
||||
-- _go.gameObject:SetActive(false)
|
||||
-- else
|
||||
-- _go.gameObject:SetActive(true)
|
||||
-- end
|
||||
local frame = Util.GetGameObject(_go.transform, "frame"):GetComponent("Image")
|
||||
local icon = Util.GetGameObject(_go.transform, "icon"):GetComponent("Image")
|
||||
local name = Util.GetGameObject(_go.transform, "name"):GetComponent("Text")
|
||||
|
|
|
@ -182,9 +182,9 @@ function RoleListPanel:OnShow()
|
|||
else
|
||||
Util.SetGray(this.formationBtn, true)
|
||||
end
|
||||
if this.ScrollView then
|
||||
this.ScrollView:SetIndex(1)
|
||||
end
|
||||
-- if this.ScrollView then
|
||||
-- this.ScrollView:SetIndex(1)
|
||||
-- end
|
||||
|
||||
this.FreshPlayerInfo()
|
||||
this.SetPlayerHead()
|
||||
|
@ -225,25 +225,42 @@ function this:GetCurSortHeroListData()
|
|||
this:SetSelectBtn()
|
||||
end
|
||||
|
||||
|
||||
--设置英雄列表数据
|
||||
function this:SetRoleList(_roleDatas)
|
||||
roleDatas=_roleDatas
|
||||
this:SortHeroDatas(_roleDatas)
|
||||
HeroManager.heroSortedDatas = roleDatas
|
||||
this.heroNumText:GetComponent("Text").text=string.format(Language[11856],#_roleDatas)
|
||||
|
||||
--FHF
|
||||
Log("RoleListPanel::SetRoleList.....")
|
||||
|
||||
|
||||
|
||||
this.ScrollView:SetData(_roleDatas, function (index, go)
|
||||
if this.isFirstOpen then
|
||||
go.gameObject:SetActive(false)
|
||||
end
|
||||
this.SingleHeroDataShow(go, roleDatas[index])
|
||||
-- if this.isFirstOpen then
|
||||
-- go.gameObject:SetActive(false)
|
||||
-- end
|
||||
this.SingleHeroDataShow(go, roleDatas[index])
|
||||
--Log("RoleListPanel::SetRoleList_HeroDataShow____")
|
||||
end)
|
||||
|
||||
-- this.ScrollView:SetIndex(#roleDatas)
|
||||
|
||||
|
||||
|
||||
|
||||
Log("RoleListPanel::SetRoleList____END")
|
||||
if this.isFirstOpen then
|
||||
this.ScrollView:ForeachItemGO(function (index, go)
|
||||
Timer.New(function ()
|
||||
go.gameObject:SetActive(true)
|
||||
PlayUIAnim(go.gameObject)
|
||||
end, 0.03*(index-1)):Start()
|
||||
end)
|
||||
-- this.ScrollView:ForeachItemGO(function (index, go)
|
||||
-- Timer.New(function ()
|
||||
-- go.gameObject:SetActive(true)
|
||||
-- PlayUIAnim(go.gameObject)
|
||||
-- --将原有同步的数据更新,修改为异步调用
|
||||
-- -- this.SingleHeroDataShow(go, roleDatas[index])
|
||||
-- end, 0.03*(index-1)):Start()
|
||||
-- end)
|
||||
if isFristOpenTime then
|
||||
isFristOpenTime:Stop()
|
||||
isFristOpenTime = nil
|
||||
|
|
|
@ -31,6 +31,8 @@ local _specialData={}
|
|||
local isUpZhen = false
|
||||
local list={}
|
||||
local teamHero = {}
|
||||
local isPlayAnim = true
|
||||
local isFristOpenTime
|
||||
function SoulPrintPanel:InitComponent()
|
||||
this.upView = SubUIManager.Open(SubUIConfig.UpView, this.gameObject.transform, { showType = UpViewOpenType.ShowLeft})
|
||||
this.helpBtn= Util.GetGameObject(this.gameObject, "HelpBtn")
|
||||
|
@ -68,6 +70,7 @@ function SoulPrintPanel:InitComponent()
|
|||
this.scrollView.moveTween.MomentumAmount = 1
|
||||
this.scrollView.moveTween.Strength = 2
|
||||
this.SetIsShow()
|
||||
this.BgMask = Util.GetGameObject(this.gameObject,"bgMask")
|
||||
end
|
||||
|
||||
function SoulPrintPanel:BindEvent()
|
||||
|
@ -77,10 +80,12 @@ function SoulPrintPanel:BindEvent()
|
|||
end)
|
||||
--向左切换英雄数据
|
||||
Util.AddClick(this.leftBtn, function()
|
||||
isPlayAnim = true
|
||||
this.OnLeftBtnClick()
|
||||
end)
|
||||
--向右切换英雄数据
|
||||
Util.AddClick(this.rightBtn, function()
|
||||
isPlayAnim = true
|
||||
this.OnRightBtnClick()
|
||||
end)
|
||||
--点击图鉴按钮
|
||||
|
@ -144,6 +149,7 @@ function SoulPrintPanel:OnOpen(_curHeroData,_heroDatas)
|
|||
end
|
||||
|
||||
function SoulPrintPanel:OnShow()
|
||||
isPlayAnim = true
|
||||
this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
|
||||
--已激活魂印的Hero为1时 隐藏左右按钮
|
||||
this.leftBtn.gameObject:SetActive(#heroDatas>1)
|
||||
|
@ -156,6 +162,10 @@ function SoulPrintPanel:OnClose()
|
|||
loopCount=0
|
||||
local var=isShow and 1 or 0
|
||||
PlayerPrefs.SetInt(PlayerManager.uid .. "_SoulPrint_IsShow",var)
|
||||
if isFristOpenTime then
|
||||
isFristOpenTime:Stop()
|
||||
isFristOpenTime = nil
|
||||
end
|
||||
end
|
||||
|
||||
function SoulPrintPanel:OnDestroy()
|
||||
|
@ -188,7 +198,7 @@ function this.RefreshShow()
|
|||
this.SetHero()
|
||||
this.SetScrollData()
|
||||
--对比战力并更新战力值 播放战力变更动画
|
||||
HeroManager.CompareWarPower(curHeroData.dynamicId)
|
||||
-- HeroManager.CompareWarPower(curHeroData.dynamicId)
|
||||
-- local allPro = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false)
|
||||
local allAddProVal
|
||||
--计算面板属性
|
||||
|
@ -300,6 +310,8 @@ function this.SetLoopPre(root,type,index,data,curIndex)
|
|||
UIManager.OpenPanel(UIName.SoulPrintPopUp,2,curHeroData.dynamicId,data.equipId,pos,function()
|
||||
PopupTipPanel.ShowTip(Language[11949])
|
||||
this.RefreshShow()
|
||||
--对比战力并更新战力值 播放战力变更动画
|
||||
HeroManager.CompareWarPower(curHeroData.dynamicId)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
@ -343,6 +355,18 @@ function this.SetScrollData()
|
|||
this.SetScrollPre(root,data[index])
|
||||
table.insert(list,root)
|
||||
end)
|
||||
if isPlayAnim then
|
||||
if isFristOpenTime then
|
||||
isFristOpenTime:Stop()
|
||||
isFristOpenTime = nil
|
||||
end
|
||||
isFristOpenTime = Timer.New(function()
|
||||
this.BgMask:SetActive(false)
|
||||
end, 1):Start()
|
||||
this.BgMask:SetActive(true)
|
||||
SecTorPlayAnimByScroll(this.scrollView)
|
||||
isPlayAnim = false
|
||||
end
|
||||
--特效层级重设
|
||||
for i=1,#list do
|
||||
Util.SetParticleSortLayer(list[i], this.sortingOrder)
|
||||
|
@ -351,6 +375,11 @@ function this.SetScrollData()
|
|||
end
|
||||
--设置魂印列表预设
|
||||
function this.SetScrollPre(root,data)
|
||||
-- if isPlayAnim then
|
||||
-- root.gameObject:SetActive(false)
|
||||
-- else
|
||||
-- root.gameObject:SetActive(true)
|
||||
-- end
|
||||
SetSoulEffect(equipConfig[data.id].Quality,root)
|
||||
|
||||
local frame=Util.GetGameObject(root,"Frame"):GetComponent("Image")
|
||||
|
@ -389,6 +418,8 @@ function this.SetScrollPre(root,data)
|
|||
UIManager.OpenPanel(UIName.SoulPrintPopUp,1,curHeroData.dynamicId,data.id,pos,function()
|
||||
PopupTipPanel.ShowTip(Language[11604])
|
||||
this.RefreshShow()
|
||||
--对比战力并更新战力值 播放战力变更动画
|
||||
HeroManager.CompareWarPower(curHeroData.dynamicId)
|
||||
end,data)
|
||||
-- end
|
||||
end)
|
||||
|
|
|
@ -5,6 +5,7 @@ local this=TreasureStorePopup
|
|||
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
|
||||
local GlobalActivity = ConfigManager.GetConfig(ConfigName.GlobalActivity)
|
||||
local itemsGrid = {}
|
||||
local isPlayAnim = true
|
||||
function TreasureStorePopup:InitComponent()
|
||||
this.panel=Util.GetGameObject(this.gameObject,"Panel")
|
||||
this.backBtn=Util.GetGameObject(this.panel,"BackBtn")
|
||||
|
@ -41,6 +42,7 @@ end
|
|||
function TreasureStorePopup:OnShow()
|
||||
this:RefreshPanel()
|
||||
this:TimeCountDown()
|
||||
isPlayAnim = true
|
||||
end
|
||||
|
||||
function TreasureStorePopup:OnClose()
|
||||
|
@ -77,6 +79,10 @@ function TreasureStorePopup:RefreshPanel()
|
|||
this:SetScrollPre(go, allData[index])
|
||||
end)
|
||||
end
|
||||
-- if isPlayAnim then
|
||||
-- SecTorPlayAnimByScroll(this.scrollView)
|
||||
-- isPlayAnim = false
|
||||
-- end
|
||||
this.scrollView:SetIndex(1)
|
||||
|
||||
end
|
||||
|
@ -97,7 +103,11 @@ function this.SortData(allData)
|
|||
end
|
||||
--设置每一条
|
||||
function this:SetScrollPre(root,data)
|
||||
root.gameObject:SetActive(true)
|
||||
-- if isPlayAnim then
|
||||
-- root.gameObject:SetActive(false)
|
||||
-- else
|
||||
-- root.gameObject:SetActive(true)
|
||||
-- end
|
||||
local title=Util.GetGameObject(root,"Title"):GetComponent("Text")
|
||||
local iRoot=Util.GetGameObject(root,"ItemRoot")
|
||||
local buyBtn=Util.GetGameObject(root,"BuyBtn")
|
||||
|
|
|
@ -387,17 +387,17 @@ function this:RefreshItemList(isTop)
|
|||
self.RechargeScrollView:SetData(itemlist, function(index, shopItem)
|
||||
local itemData = itemlist[index]
|
||||
self:RechargeShopItemAdapter(shopItem, itemData)
|
||||
if isPlayShow then
|
||||
shopItem.gameObject:SetActive(false)
|
||||
end
|
||||
-- if isPlayShow then
|
||||
-- shopItem.gameObject:SetActive(false)
|
||||
-- end
|
||||
end)
|
||||
if isTop then
|
||||
self.RechargeScrollView:SetIndex(1)
|
||||
end
|
||||
if isPlayShow then
|
||||
SecTorPlayAnimByScroll(self.RechargeScrollView,0.03)
|
||||
isPlayShow = false
|
||||
end
|
||||
-- if isPlayShow then
|
||||
-- SecTorPlayAnimByScroll(self.RechargeScrollView,0.03)
|
||||
-- isPlayShow = false
|
||||
-- end
|
||||
else
|
||||
-- 重置列表
|
||||
self.RechargeScrollView.gameObject:SetActive(false)
|
||||
|
|
Loading…
Reference in New Issue