Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c
commit
a69e92bc75
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@ -458,9 +458,9 @@ end
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--矩形排列算法(以左上角为原点建立u,v坐标)
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function this.DrawTilePos(u, v)
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print(_offsetAngle)
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print(_offsetAngleValue)
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print(_tileSize.x, _tileSize.y)
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-- print(_offsetAngle)
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-- print(_offsetAngleValue)
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-- print(_tileSize.x, _tileSize.y)
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return Quaternion.Euler(0,0, _offsetAngle) * Vector3.New(u * _tileSize.x, v * -_tileSize.y, 0) * _offsetAngleValue
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end
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@ -96,6 +96,14 @@ local TypeUpdateFunc = {
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end
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end
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end
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table.sort(curData.rewards,function (a,b)
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if a.state == b.state then
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return a.missionId < b.missionId
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else
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return a.state < b.state
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end
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end)
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end
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}
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@ -72,11 +72,11 @@ end
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--绑定事件(用于子类重写)
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function UpperMonthCard:BindEvent()
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Util.AddClick(self.btnPreview, function()
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Util.AddOnceClick(self.btnPreview, function()
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UIManager.OpenPanel(UIName.MonthRewardPreviewPopup, self.baseType, self.chargerBaseType)
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end)
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Util.AddClick(self.btnBuy, function()
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Util.AddOnceClick(self.btnBuy, function()
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local isActive = VipManager.GetMonthCardOpenState()
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if not isActive then
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MsgPanel.ShowTwo(Language[11387], function()
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@ -121,6 +121,7 @@ function EveryDayGift:OnShow(_sortingOrder)
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self.titleTip.gameObject:SetActive(true)
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else
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self.titleTip.gameObject:SetActive(false)
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end
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if self.actConfig.Id == 63 then
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@ -163,6 +164,7 @@ function EveryDayGift:RefreshGiftData(isTop,isAni)
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if self.shopData[i].DataType == DynamicActivityManager.selectIndex.dataType then
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for j = 1 , #DynamicActivityManager.selectIndex.goodsId do
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if (self.shopData[i].data.shopData.id or self.shopData[i].data.shopData.goodsId) == DynamicActivityManager.selectIndex.goodsId[j] then
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DynamicActivityManager.SetSelectIndex(0,{})
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curindex = i
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break
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end
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@ -172,8 +174,11 @@ function EveryDayGift:RefreshGiftData(isTop,isAni)
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break
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end
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end
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--LogGreen("curindex:"..curindex)
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self.scrollView:SetIndex(curindex)
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if curindex ~= 0 then
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--LogGreen("curindex:"..curindex)
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self.scrollView:SetIndex(curindex)
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end
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end
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function EveryDayGift:isBought()
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@ -322,9 +322,10 @@ function this:SetData(dataList, updateFunc, noTop, noAnim)
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-- 判断是否回到顶部,否则保持不动
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if noTop then
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local oldPosY = self.dragGOTran.anchoredPosition.y
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local oldPosX = self.dragGOTran.anchoredPosition.x
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local showIndex = self:CalShowIndex()
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self:SetShow(showIndex)
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self.dragGOTran.anchoredPosition = Vector2.New(0, oldPosY)
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self.dragGOTran.anchoredPosition = Vector2.New(oldPosX, oldPosY)
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else
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self:SetShow(1)
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end
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