【灵兽宝阁】未开启更换灵兽版本

dev_chengFeng
ZhangBiao 2020-11-12 17:11:18 +08:00
parent 1ba753044f
commit a5c36cf58a
9 changed files with 3340 additions and 120 deletions

View File

@ -640,6 +640,7 @@ RedPointType = {
MonthGiftPage = 2019, -- 每月礼包
Celebration = 2020,--社稷大典
YiJingBaoKu = 2021,--易经宝库
LingShouBaoGe = 2022,--灵兽宝阁
---聊天相关-----
Chat = 207,
Chat_Friend = 2070,
@ -1489,6 +1490,7 @@ HELP_TYPE = {
Pokemon=74,--灵兽玩法
PokemonResolve=75,--灵兽放生
YiJingBaoKu=77,--易经宝库
LingShouBaoGe=78,--灵兽宝阁
}
NumToComplexFont = {
@ -2052,6 +2054,7 @@ PRE_REWARD_POOL_TYPE = {
LOTTERY_SOUL=10,--魂印抽取
LOTTERY_SOUL_UP=11,--魂印抽取UP
LING_SHOU= 12,--灵兽
LING_SHOU_UP= 13,--灵兽抽取UP
}
DirectBuyType = {
XSHL = 11,--限时豪礼

View File

@ -177,6 +177,7 @@ ConfigName = {
HeroSkin = "HeroSkin",
BlessingConfigNew = "BlessingConfigNew",
BlessingRewardPoolNew = "BlessingRewardPoolNew",
SpiritAnimalSummon = "SpiritAnimalSummon"
}
require "Framework/GameDataBase"

View File

@ -6,10 +6,15 @@ local rate={}
local listSoulUpPre={} --魂印
local soulRate={}
local listMonsterUpPre={} --灵兽
local monsterRate={}
local mainMonsterRate=0
local panelType
local detailText={
[1] = HELP_TYPE.TimeLimitedCall,
[2] = HELP_TYPE.QianKunBox,
[3] = HELP_TYPE.LingShouBaoGe
}
function ActivityDetail:ctor(gameObject,type,effect)
@ -53,11 +58,90 @@ function ActivityDetail:OnShow()
elseif panelType==2 then--乾坤包囊
self:ReFreshUpSoul()
self:RefreshSoulRate()
str2=ActivityGiftManager.GetTimeStartToEnd(ActivityTypeDef.FindFairy)
str2=ActivityGiftManager.GetTimeStartToEnd(ActivityTypeDef.QianKunBox)
elseif panelType==3 then--灵兽宝阁
self:ReFreshUpMonster()
self:RefreshMonsterRate()
str2=ActivityGiftManager.GetTimeStartToEnd(ActivityTypeDef.LingShouBaoGe)
end
self.time.text=Language[12170]..str2
end
--============================灵兽宝阁功能======================================
function ActivityDetail:ReFreshUpMonster()
self.LookDetailBtn:SetActive(false)
local UpMonster=RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.LING_SHOU_UP)
local rewardData,showData,curScore = DynamicActivityManager.LingShouBuildData()
if(not listMonsterUpPre) then
listMonsterUpPre={}
end
if(not monsterRate) then
monsterRate={}
end
for n,m in ipairs(UpMonster) do
if m and m.Reward[1] == showData.monsterId then
if not listMonsterUpPre[n] then
listMonsterUpPre[n] = SubUIManager.Open(SubUIConfig.ItemView,self.itemGrid.transform)
end
listMonsterUpPre[n]:OnOpen(false, {m.Reward[1], m.Reward[2]}, 1.1, true)
local weight = self:ReculateUpMonsterRate(m.Reward[1])
local tempName = listMonsterUpPre[n].name:GetComponent("Text").text
mainMonsterRate = weight
listMonsterUpPre[n].name:GetComponent("Text").text="<color=#EDB64C>"..string.format("%.2f", (weight/100000)*100) .."%</color>"
listMonsterUpPre[n].gameObject:SetActive(true)
table.insert(monsterRate,{tag=Language[12223],name=tempName,value=weight})
end
end
end
--计算所有的比重
function ActivityDetail:ReculateUpMonsterRate(id)
local UpMonster=RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.LING_SHOU_UP)
for n,m in ipairs(UpMonster) do
if m and id==m.Reward[1] then
return m.Weight
end
end
return 0
end
function ActivityDetail:RefreshMonsterRate()
local list1={}
local list2={}
local list3={}
local list4={}
local monsterRateList={}
local UpMonster=RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.LING_SHOU_UP)
for index, v in ipairs(UpMonster) do
if itemConfig[v.Reward[1]].Quantity==5 and (itemConfig[v.Reward[1]].ItemType==22 or itemConfig[v.Reward[1]].ItemType==21) then
table.insert(list1,v)--金色灵兽碎片
elseif itemConfig[v.Reward[1]].Quantity==4 and (itemConfig[v.Reward[1]].ItemType==22 or itemConfig[v.Reward[1]].ItemType==21) then
table.insert(list2,v)--紫色灵兽碎片
elseif itemConfig[v.Reward[1]].Quantity==3 and (itemConfig[v.Reward[1]].ItemType==22 or itemConfig[v.Reward[1]].ItemType==21) then
table.insert(list3,v)--蓝色灵兽碎片
else
table.insert(list4,v)--其他
end
end
table.insert(monsterRateList,{tag=Language[10192],name="金色奖励",value=self:ReculateRate(list1)-mainMonsterRate})
table.insert(monsterRateList,{tag=Language[10195],name="紫色奖励",value=self:ReculateRate(list2)})
table.insert(monsterRateList,{tag=Language[10196],name="蓝色奖励",value=self:ReculateRate(list3)})
table.insert(monsterRateList,{tag=Language[11766],name=Language[11766],value=self:ReculateRate(list4)})
for n,m in ipairs(monsterRateList) do
if m and m.value>0 then
local o=Util.GetGameObject(self.gameObject,"panel/rate/rate/rateprefab"..n)
if not o then
else
o.gameObject:SetActive(true)
Util.GetGameObject(o.gameObject,"star"):GetComponent("Text") .text=m.tag
Util.GetGameObject(o.gameObject,"name"):GetComponent("Text") .text=m.name
Util.GetGameObject(o.gameObject,"rate"):GetComponent("Text") .text=string.format("%.2f",(m.value/100000)*100).."%"
end
end
end
end
--============================乾坤包囊功能======================================
function ActivityDetail:ReFreshUpSoul()
self.LookDetailBtn:SetActive(false)
@ -132,7 +216,7 @@ function ActivityDetail:RefreshSoulRate()
end
--============================破阵诛仙功能======================================
--============================限时召唤功能======================================
function ActivityDetail:ReFreshUpHero()
self.LookDetailBtn:SetActive(true)
local UpHero=RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.TIME_LIMITED_UP)
@ -219,6 +303,8 @@ function ActivityDetail:LookDetailBtnAction()
UIManager.OpenPanel(UIName.HeroPreviewPanel,true,false)
elseif panelType ==2 then
LogPurple(Language[12224])
elseif panelType ==3 then
LogPurple(Language[12224])
end
end
@ -247,6 +333,16 @@ function ActivityDetail:OnHide()
end
soulRate={}
end
if monsterRate then
for n,m in ipairs(monsterRate) do
if not monsterRate[n] then
local o=Util.GetGameObject(self.gameObject,"panel/rate/rateprefab"..n)
o.gameObject.SetActive(false)
end
end
monsterRate={}
end
end
function ActivityDetail:OnDestroy()
@ -254,6 +350,8 @@ function ActivityDetail:OnDestroy()
rate=nil
listSoulUpPre=nil
soulRate=nil
listMonsterUpPre=nil
monsterRate=nil
end
return ActivityDetail

View File

@ -164,4 +164,80 @@ function this.GetLeftRewardData()
return data
end
function this.LingShouBuildData()
local rewardData={}
local showData={}
local ActData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.LingShouBaoGe)
local activityId = ActData.activityId
local LSrewardData = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig,"ActivityId",activityId)
local array = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySetting,"ActivityId",activityId)
local singleRecruit = array[1]
local tenRecruit = array[2]
local curScore = 0
--第一条为选择抽取的灵兽信息
for index, value in ipairs(ActData.mission) do
local v = ActData.mission[index]
if v.missionId == 0 then
if v.progress == 0 then
local mergePool = singleRecruit.MergePool
local poolId = ConfigManager.GetConfigDataByKey(ConfigName.LotterySpecialConfig,"Type",mergePool).pool_id
local tempData = ConfigManager.GetConfigDataByKey(ConfigName.LotteryRewardConfig,"Pool",poolId)
showData.sasId = 0
showData.monsterId = tempData.Reward[1]
showData.iconId = LSrewardData[1].Reward[1][1]
else
local tempData = SpiritAnimalSummonConfig[v.progress]
showData.sasId = tempData.Id
showData.monsterId = tempData.FocusID
showData.iconId = tempData.TargetItemList[2]
end
end
end
--剩下的是奖励信息
for i = 1, #LSrewardData do
local v = LSrewardData[i]
for index, value in ipairs(ActData.mission) do
if v.Id == value.missionId then
local data = {}
data.missionId = value.missionId
data.reward = {}
data.iconId = showData.iconId
data.num = v.Reward[1][2]
data.value = v.Values[1][1]
curScore = ActData.mission[index].progress
if curScore >= data.value then
if value.state == 0 then
data.state = 1--可领的
else
data.state = 2--领完的
end
else
data.state = 0--不可领的
end
table.insert(rewardData,data)
end
end
end
return rewardData,showData,curScore
end
function this.LingShouUpCheckRed()
local freeTime = 0
local lotterySetting=ConfigManager.GetConfig(ConfigName.LotterySetting)
local ActData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.LingShouBaoGe)
local array = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySetting,"ActivityId",ActData.activityId)
local freeTimesId=lotterySetting[array[1].Id].FreeTimes
if freeTimesId > 0 then
freeTime = PrivilegeManager.GetPrivilegeRemainValue(freeTimesId)
end
local rewardData,showData,curScore = DynamicActivityManager.LingShouBuildData()
for i = 1, #rewardData do
if rewardData[i].state == 1 or freeTime >=1 then
return true
end
end
return false
end
return this

View File

@ -69,7 +69,7 @@ local tabs = {
},
[16] = { --灵兽宝阁
default = "l_lingshou_lingshoubaogeanniu02", lock = "l_lingshou_lingshoubaogeanniu02", select = "l_lingshou_lingshoubaogeanniu01",
rpType = "",panelType = PanelType.Main,ActType = ActivityTypeDef.FindFairy
rpType = RedPointType.LingShouBaoGe,panelType = PanelType.Main,ActType = ActivityTypeDef.FindFairy
},
[17] = { --珍奇礼包
default = "z_zhenqibaoge_anniu_02", lock = "z_zhenqibaoge_anniu_02", select = "z_zhenqibaoge_anniu_01",

View File

@ -6,6 +6,8 @@ local privilegeConfig=ConfigManager.GetConfig(ConfigName.PrivilegeTypeConfig)
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local artConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local artResourcesConfig =ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local SpiritAnimalConfig = ConfigManager.GetConfig(ConfigName.SpiritAnimal)
local SpiritAnimalSummonConfig = ConfigManager.GetConfig(ConfigName.SpiritAnimalSummon)
local activityId = 0
local singleRecruit = nil
@ -13,8 +15,15 @@ local tenRecruit = nil
local sortingOrder = 0
local parent
local freeTime= 0 --免费抽取次数
local showData = {}
local rewardData = {}
local curScore = 0
local Live
local bgName
local ActData=nil
local LSrewardData=nil
--按钮类型
local bType={
Btn1=1,
@ -46,32 +55,36 @@ function LingShouBaoGe:InitComponent(gameObject)
this.detail= Util.GetGameObject(this.gameObject, "detail")
this.detail.gameObject:SetActive(false)
this.grid = Util.GetGameObject(this.gameObject, "aniRoot")
--mid
this.progressValue = Util.GetGameObject(this.gameObject, "mid/progress/value"):GetComponent("Image")--fillAmount
this.reward = Util.GetGameObject(this.gameObject, "mid/reward")
this.value = Util.GetGameObject(this.gameObject, "mid/value")
end
function LingShouBaoGe:BindEvent()
Util.AddClick(this.helpBtn, function()
LogYellow("帮助按钮")
-- UIManager.OpenPanel(UIName.HelpPopup,activityType[activityId].helptype,this.helpPosition.x,this.helpPosition.y)
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.LingShouBaoGe,this.helpPosition.x,this.helpPosition.y)
end)
Util.AddClick(this.detailBtn, function()
LogYellow("查看详情")
-- ActivityDetail.new(this.detail,3)
ActivityDetail.new(this.detail,3)
end)
Util.AddClick(this.change, function()
LogYellow("更改灵兽")
end)
Util.AddClick(this.preview, function()
-- local fb = ConfigManager.GetConfigData(ConfigName.FakeBattle, 1001)
-- local testFightData = {
-- fightData = loadstring("return "..fb.FightData)(),
-- fightSeed = fb.TimeSeed,
-- fightType = 0,
-- maxRound = 20
-- }
-- UIManager.OpenPanel(UIName.BattlePanel, testFightData, BATTLE_TYPE.Test)
LogYellow("假战斗")
local fb = ConfigManager.GetConfigData(ConfigName.FakeBattle, 1006)
local testFightData = {
fightData = loadstring("return "..fb.FightData)(),
fightSeed = fb.TimeSeed,
fightType = 0,
maxRound = 20
}
UIManager.OpenPanel(UIName.BattlePanel, testFightData, BATTLE_TYPE.Test)
end)
end
@ -86,13 +99,57 @@ end
function LingShouBaoGe:Refresh()
ActData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.LingShouBaoGe)
activityId = ActData.activityId
LogYellow("activityId:"..activityId)
LSrewardData = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig,"ActivityId",activityId)
local array = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySetting,"ActivityId",activityId)
singleRecruit = array[1]
tenRecruit = array[2]
this.change:SetActive(false)
CheckRedPointStatus(RedPointType.LingShouBaoGe)
this:refreshBtnShow()--刷新按钮显示
this:TimeCountDown()--时间
this:SetData()--加载界面数据立绘+进度条
end
function LingShouBaoGe:SetData()
rewardData={}
showData={}
rewardData,showData,curScore = DynamicActivityManager.LingShouBuildData()
--设置立绘
bgName = artConfig[SpiritAnimalConfig[showData.monsterId].Live].Name
local pos = SpiritAnimalConfig[showData.monsterId].Position
local scale = SpiritAnimalConfig[showData.monsterId].Scale
Live = poolManager:LoadLive(bgName, this.grid.transform, Vector3.one*scale, Vector2.New(pos[1],pos[2]))
local leftTime = lotterySetting[singleRecruit.Id].DiamondBoxContain[1][2] - ActData.value
this.tip2.text = Language[11480].."<color=green>"..leftTime.."</color>次必出灵兽·"..SpiritAnimalConfig[showData.monsterId].Name
--设置奖励
this.progressValue.fillAmount = curScore/LSrewardData[#LSrewardData].Values[1][1]
Util.GetGameObject(this.value, "num"):GetComponent("Text").text = curScore
Util.GetGameObject(this.value, "tips"):GetComponent("Text").text = "宝阁值"
for i = 1, this.reward.transform.childCount do
local item = this.reward.transform:GetChild(i-1)
Util.GetGameObject(item, "num/Text"):GetComponent("Text").text = LSrewardData[i].Reward[1][2]
Util.GetGameObject(item, "Text"):GetComponent("Text").text = LSrewardData[i].Values[1][1]
Util.GetGameObject(item, "icon"):GetComponent("Image").sprite = Util.LoadSprite(artConfig[SpiritAnimalConfig[showData.monsterId].Icon].Name)
Util.GetGameObject(item, "red"):SetActive(rewardData[i].state == 1)
local btn = Util.GetGameObject(item, "icon")
Util.AddOnceClick(btn,function ()
if rewardData[i].state == 1 then
NetManager.GetActivityRewardRequest(rewardData[i].missionId,activityId,function (drop)
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function ()
this:Refresh()
end)
end)
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,LSrewardData[i].Reward[1][1],nil)
end
end)
end
end
function LingShouBaoGe:refreshBtnShow()
@ -101,10 +158,6 @@ function LingShouBaoGe:refreshBtnShow()
local curTimes=PrivilegeManager.GetPrivilegeUsedTimes(maxtimesId)
this.upper.text = Language[12225]..curTimes.."/"..privilegeConfig[maxtimesId].Condition[1][2]--召唤上限
-- LogYellow("singleRecruit.Id:"..singleRecruit.Id)
-- LogYellow("lotterySetting[singleRecruit.Id].DiamondBoxContain[2]"..(lotterySetting[singleRecruit.Id].DiamondBoxContain[1][2]).." ActData.value"..ActData.value)
local leftTime = lotterySetting[singleRecruit.Id].DiamondBoxContain[1][2] - ActData.value
this.tip2.text = Language[11480].."<color=green>"..leftTime.."</color>次必出"
--是否是免费抽
local freeTimesId=lotterySetting[singleRecruit.Id].FreeTimes
@ -112,9 +165,6 @@ function LingShouBaoGe:refreshBtnShow()
freeTime = PrivilegeManager.GetPrivilegeRemainValue(freeTimesId)
RecruitManager.freeUseTimeList[freeTimesId] = freeTime
end
LogYellow("freeTimesId:"..freeTimesId.." freeTime:"..freeTime.." curTimes:"..curTimes.." 上限:"..privilegeConfig[maxtimesId].Condition[1][2])
--按钮赋值
for n, m in ipairs(btns) do
local btn = Util.GetGameObject(this.btnGroup,m.name)
@ -147,7 +197,6 @@ function LingShouBaoGe:refreshBtnShow()
Util.AddOnceClick(btn,function()
local state = PlayerPrefs.GetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.LingShowTen)
LogYellow("type:"..type.." n:"..n.." state:"..state)
if n == bType.Btn1 then
if isFree then
self:Recruit(type,maxtimesId,0,0,state,freeTimesId)
@ -178,18 +227,17 @@ function LingShouBaoGe:Recruit(id,RecruitMaxtimesId,itemId,itemNum,state,freeTim
if itemId == 16 and state == 0 then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitConfirm,generalType,
function()
RecruitManager.RecruitRequest(id,
function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(RecruitMaxtimesId,num)--记录抽卡次数
UIManager.OpenPanel(UIName.PokemonSingleResultPanel,id,msg.drop,activityId)
RecruitManager.RecruitRequest(id,function(msg)
UIManager.OpenPanel(UIName.PokemonSingleResultPanel,id,msg.drop,activityId,function ()
this:Refresh()
end,freeTimesId,itemId,itemNum)
end)
end,freeTimesId,itemId,itemNum)
end,itemNum)
else
RecruitManager.RecruitRequest(id, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(RecruitMaxtimesId,num)--记录抽卡次数
UIManager.OpenPanel(UIName.PokemonSingleResultPanel,id,msg.drop,activityId)
this:Refresh()
UIManager.OpenPanel(UIName.PokemonSingleResultPanel,id,msg.drop,activityId,function ()
this:Refresh()
end)
end,freeTimesId,itemId,itemNum)
end
end
@ -229,6 +277,9 @@ function LingShouBaoGe:TimeCountDown()
end
function LingShouBaoGe:OnHide()
if Live then
poolManager:UnLoadLive(bgName, Live)
end
this.gameObject:SetActive(false)
this.detail.gameObject:SetActive(false)
if this.timer then
@ -238,11 +289,10 @@ function LingShouBaoGe:OnHide()
end
function LingShouBaoGe:OnDestroy()
-- ActivityDetail.OnDestroy()
-- if itemView then
-- SubUIManager.Close(itemView)
-- itemView=nil
-- end
if Live then
poolManager:UnLoadLive(bgName, Live)
end
ActivityDetail.OnDestroy()
end
--添加事件监听(用于子类重写)

View File

@ -196,6 +196,7 @@ function this.InitRedPointAllRelate()
RPData:SetParent(RedPointType.DynamicActTask, RedPointType.DynamicActivity)
RPData:SetParent(RedPointType.DynamicActRecharge, RedPointType.DynamicActivity)
RPData:SetParent(RedPointType.Celebration, RedPointType.DynamicActivity)
RPData:SetParent(RedPointType.LingShouBaoGe, RedPointType.DynamicActivity)
-- 好友红点
RPData:SetParent(RedPointType.Friend_GetAllReward, RedPointType.Friend_Reward)
@ -418,6 +419,7 @@ function this.RegisterRedCheckFunc()
RPData:AddCheckFunc(RedPointType.DynamicActTask, OperatingManager.CheckDynamicActTaskRed)
RPData:AddCheckFunc(RedPointType.DynamicActRecharge, OperatingManager.CheckLeiJiChongZhiRedData)
RPData:AddCheckFunc(RedPointType.Celebration, DynamicActivityManager.SheJiCheckRedPoint)
RPData:AddCheckFunc(RedPointType.LingShouBaoGe, DynamicActivityManager.LingShouUpCheckRed)
RPData:AddCheckFunc(RedPointType.OrdinaryExplore, CarbonManager.CarbonRedCheck)
RPData:AddCheckFunc(RedPointType.HeroExplore, CarbonManager.CarbonRedCheck)

View File

@ -41,7 +41,8 @@ function this.RecruitRequest(recruitType, func, privilegeId,_itemId,_itemNum)
if BagManager.GetItemCountById(itemId) >= itemNum or (this.freeUseTimeList[privilegeId] and this.freeUseTimeList[privilegeId] >= 1) then
NetManager.RecruitRequest(recruitType, function(msg)
local data = ConfigManager.GetConfigData(ConfigName.LotterySetting,recruitType)
if (RecruitType.Single == recruitType or RecruitType.NormalSingle==recruitType or (data.LotteryType == 3 and data.PerCount == 1) or(data.LotteryType == 9 and data.PerCount == 1) or RecruitType.LingShowSingle== recruitType ) then --若某抽卡类型有免费次数
if (RecruitType.Single == recruitType or RecruitType.NormalSingle==recruitType or (data.LotteryType == 3 and data.PerCount == 1) or(data.LotteryType == 9 and data.PerCount == 1) or
RecruitType.LingShowSingle== recruitType ) or (data.LotteryType == 10 and data.PerCount == 1) then --若某抽卡类型有免费次数
if this.freeUseTimeList[privilegeId] and this.freeUseTimeList[privilegeId] >= 1 then
PrivilegeManager.RefreshPrivilegeUsedTimes(privilegeId, 1)
this.freeUseTimeList[privilegeId] = PrivilegeManager.GetPrivilegeRemainValue(privilegeId)
@ -226,7 +227,8 @@ function this.GetRewardPreviewData(type)
elseif type==PRE_REWARD_POOL_TYPE.TIME_LIMITED
or type==PRE_REWARD_POOL_TYPE.TIME_LIMITED_UP
or type==PRE_REWARD_POOL_TYPE.LOTTERY_SOUL
or type==PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP then
or type==PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP
or type==PRE_REWARD_POOL_TYPE.LING_SHOU_UP then
return this.GetActivityPreviewData(type)
elseif type==PRE_REWARD_POOL_TYPE.LING_SHOU then
return this.previewLingShou
@ -243,6 +245,8 @@ function this.GetActivityPreviewData(type)
elseif type==PRE_REWARD_POOL_TYPE.LOTTERY_SOUL
or type==PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP then
curActivityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.QianKunBox)
elseif type==PRE_REWARD_POOL_TYPE.LING_SHOU_UP then
curActivityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.LingShouBaoGe)
end
local data = nil
if curActivityId ~= nil then --活动招募
@ -260,6 +264,8 @@ function this.GetActivityPreviewData(type)
or type == PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP then
data = ConfigManager.GetConfigDataByKey(ConfigName.LotterySpecialConfig,"Type",data.MergePool)
poolId = data.pool_id
elseif type == PRE_REWARD_POOL_TYPE.LING_SHOU_UP then
poolId = data.DiamondBoxContain[1][1]
end
else
LogRed("lotterySetting表里没有这个活动:"..curActivityId)