【灵兽系统】 添加碎片合成红点
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0d9ed28c23
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a20217223a
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@ -828,6 +828,7 @@ RedPointType = {
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Pokemon_CanUpZhen = 793,--灵兽可上阵
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Pokemon_Fetter = 794,--灵兽羁绊
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Pokemon_Recruit = 795,--灵兽 御兽斋免费
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Pokemon_ChipCompound = 796,--灵兽 碎片合成
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}
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@ -405,6 +405,7 @@ GameEvent = {
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PokemonCompound="Pokemon.PokemonCompound",
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PokemonUpZhenRefresh="Pokemon.PokemonUpZhenRefresh",
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PokemonMainPanelRefresh="Pokemon.PokemonMainPanelRefresh",
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PokemonChipRefresh="Pokemon.PokemonChipRefresh",
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},
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DynamicTask={
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OnMissionChange = "DynamicTask.MissionChange",
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@ -1053,6 +1053,9 @@ function this.BagIndicationRefresh(msg)
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end
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CheckRedPointStatus(RedPointType.Guild_Skill)
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end
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if itemConfig[v.itemId].ItemType == ItemType.LingShouChip then--灵兽碎片获得刷新红点
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Game.GlobalEvent:DispatchEvent(GameEvent.Pokemon.PokemonChipRefresh)
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end
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end
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end
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elseif msg.type == 1 then
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@ -263,6 +263,7 @@ function this.InitRedPointAllRelate()
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RPData:SetParent(RedPointType.Pokemon_CanUpZhen, RedPointType.PokemonMainCity)
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RPData:SetParent(RedPointType.Pokemon_Fetter, RedPointType.PokemonMainCity)
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RPData:SetParent(RedPointType.Pokemon_Recruit, RedPointType.PokemonMainCity)
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RPData:SetParent(RedPointType.Pokemon_ChipCompound, RedPointType.PokemonMainCity)
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end
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-- 注册红点检测方法
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@ -441,6 +442,7 @@ function this.RegisterRedCheckFunc()
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RPData:AddCheckFunc(RedPointType.Pokemon_CanUpZhen,PokemonManager.RefreshPokemonCanUpZhenRedPoint)
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RPData:AddCheckFunc(RedPointType.Pokemon_Fetter,PokemonManager.RefreshPokemonFetterRedPoint)
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RPData:AddCheckFunc(RedPointType.Pokemon_Recruit,PokemonManager.RefreshPokemonRecruitRedPoint)
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RPData:AddCheckFunc(RedPointType.Pokemon_ChipCompound,PokemonManager.PokemonChipCompoundRedPoint)
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end
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@ -28,6 +28,7 @@ function PokemonMainPanel:InitComponent()
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this.btnFetter = Util.GetGameObject(self.transform, "btnEndRoot/btnFetter")
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this.btnFetterRed = Util.GetGameObject(this.btnFetter, "redPoint")
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this.btnPokemonList = Util.GetGameObject(self.transform, "btnEndRoot/btnPokemonList")
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this.btnPokemonListRed = Util.GetGameObject(this.btnPokemonList, "redPoint")
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Util.GetGameObject(this.btnPokemonList, "redPoint"):SetActive(false)
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this.line = Util.GetGameObject(self.transform,"lineParent/line")
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this.line:SetActive(false)
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@ -94,6 +95,7 @@ function PokemonMainPanel:BindEvent()
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end)
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BindRedPointObject(RedPointType.Pokemon_Recruit, this.btnInfoRed)
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BindRedPointObject(RedPointType.Pokemon_Fetter, this.btnFetterRed)
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BindRedPointObject(RedPointType.Pokemon_ChipCompound, this.btnPokemonListRed)
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end
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--添加事件监听(用于子类重写)
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@ -345,6 +347,7 @@ end
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function PokemonMainPanel:OnClose()
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ClearRedPointObject(RedPointType.Pokemon_Recruit, this.btnInfoRed)
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ClearRedPointObject(RedPointType.Pokemon_Fetter, this.btnFetterRed)
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ClearRedPointObject(RedPointType.Pokemon_ChipCompound, this.btnPokemonListRed)
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end
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--界面销毁时调用(用于子类重写)
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@ -1,6 +1,7 @@
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PokemonManager = {}
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local this = PokemonManager
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local spiritAnimal = ConfigManager.GetConfig(ConfigName.SpiritAnimal)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local spiritAnimalBook = ConfigManager.GetConfig(ConfigName.SpiritAnimalBook)
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local pokemons = {}--灵兽数据
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local pokemonFetter = {}--灵兽羁绊
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@ -14,6 +15,7 @@ function this.Initialize()
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teamInfo.position = i
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table.insert(pokemonFormation, teamInfo)
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end
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Game.GlobalEvent:AddEvent(GameEvent.Pokemon.PokemonChipRefresh, this.PokemonChipRefresh)
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end
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---------------------------------------------
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--初始化灵兽数据
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@ -431,7 +433,6 @@ end
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---------------------------------------------
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--灵兽红点检测方法
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function this.CheckRedPointStatusPokemonMainCityRed()
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LogPink("sssssssssssssssssssssssss")
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CheckRedPointStatus(RedPointType.Pokemon_UpLv)
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CheckRedPointStatus(RedPointType.Pokemon_UpStar)
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CheckRedPointStatus(RedPointType.Pokemon_CanUpZhen)
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@ -597,4 +598,24 @@ function this.RefreshPokemonRecruitRedPoint()
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return false
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end
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end
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function this.PokemonChipRefresh()
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CheckRedPointStatus(RedPointType.Pokemon_ChipCompound)
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end
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--碎片可以合成红点
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function this.PokemonChipCompoundRedPoint()
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local isOpen = ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.POKEMON)
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if not isOpen then
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return false
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end
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local pokemonChipList = BagManager.GetDataByItemType(ItemType.LingShouChip)
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if #pokemonChipList > 0 then
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for i = 1, #pokemonChipList do
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-- LogPink("pokemonChipList[i].id "..pokemonChipList[i].id.." "..BagManager.GetItemCountById(pokemonChipList[i].id).." "..itemConfig[pokemonChipList[i].id].UsePerCount)
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if BagManager.GetItemCountById(pokemonChipList[i].id) >= itemConfig[pokemonChipList[i].id].UsePerCount then
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return true
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end
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end
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end
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return false
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end
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return this
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@ -15,6 +15,7 @@ local curIndex = 0
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local pokemonList = {}
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local pokemonChipList = {}
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local AllPokemonFormationDids = {}
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local redPointList = {}
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function this:InitComponent(gameObject)
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this.ChipItemList={}--存储itemview 重复利用
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Util.GetGameObject(gameObject, "PokemonListPanel_List/name"):GetComponent("Text").text = "灵兽列表"
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@ -65,6 +66,16 @@ function this:OnShow(...)
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this.TabCtrl:SetTabAdapter(this.TabAdapter)
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this.TabCtrl:SetChangeTabCallBack(this.SwitchView)
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this.TabCtrl:Init(this.tabBox, _TabData,curIndex)
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redPointList = {}
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for i = 1, #_TabData do
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local curTabBtn = Util.GetGameObject(this.tabBox, "box").transform:GetChild(i-1)
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redPointList[i] = Util.GetGameObject(curTabBtn, "Redpot")
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end
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pokemonChipList = BagManager.GetDataByItemType(ItemType.LingShouChip)
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this.PokemonChipDataSort(pokemonChipList)
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if redPointList[2] and redPointList[2].gameObject then
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redPointList[2]:SetActive(PokemonManager.PokemonChipCompoundRedPoint())
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end
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end
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local sortingOrder = 0
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function this:OnSortingOrderChange(_sortingOrder)
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@ -90,6 +101,9 @@ function this.OnClickTabBtn(_curIndex)
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this.ScrollParentView2:SetActive(true)
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pokemonChipList = BagManager.GetDataByItemType(ItemType.LingShouChip)
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this.PokemonChipDataSort(pokemonChipList)
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if redPointList[2] and redPointList[2].gameObject then
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redPointList[2]:SetActive(PokemonManager.PokemonChipCompoundRedPoint())
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end
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for key, value in pairs(this.ChipItemList) do
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value.gameObject:SetActive(false)
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end
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