【鸿蒙阵】 红点刷新修改
parent
48a5777780
commit
a7bd8323ad
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@ -550,7 +550,7 @@ function this.RefreshOpenBoxPoint()
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-- body
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-- body
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return false
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return false
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end
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end
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if Gold > tab[#this.hongmengHeroInfos].PropPrice[2] and #this.hongmengHeroInfos < #keys then
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if tab[#this.hongmengHeroInfos + 1] and Gold > tab[#this.hongmengHeroInfos + 1].PropPrice[2] and #this.hongmengHeroInfos < #keys then
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return true
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return true
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else
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else
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return false
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return false
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@ -580,7 +580,6 @@ function this.RefreshEnvoyPoint()
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end
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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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return false
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end
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end
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@ -598,7 +597,6 @@ function this.RefreshUpTowerPoint()
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print(sum,data.value)
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print(sum,data.value)
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if data.value >= sum then
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if data.value >= sum then
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-- body
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-- body
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print("false")
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return false
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return false
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else
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else
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local prop = this.GetHongMengUpData()
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local prop = this.GetHongMengUpData()
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@ -607,7 +605,6 @@ function this.RefreshUpTowerPoint()
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if prop and BagManager.GetTotalItemNum(UpViewRechargeType.Gold) >= prop.LevelUp[1][2] then
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if prop and BagManager.GetTotalItemNum(UpViewRechargeType.Gold) >= prop.LevelUp[1][2] then
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-- body
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-- body
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if BagManager.GetTotalItemNum(UpViewRechargeType.GrowthAmulet) >= prop.LevelUp[2][2] then
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if BagManager.GetTotalItemNum(UpViewRechargeType.GrowthAmulet) >= prop.LevelUp[2][2] then
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LogGreen("true")
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return true
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return true
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end
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end
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@ -624,6 +621,8 @@ end
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--检测主城红点
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--检测主城红点
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function this.CheckRedPoinStatusUpTowerMainCityRed()
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function this.CheckRedPoinStatusUpTowerMainCityRed()
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CheckRedPointStatus(RedPointType.HongMeng_UpTower)
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CheckRedPointStatus(RedPointType.HongMeng_UpTower)
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CheckRedPointStatus(RedPointType.HongMeng_Evory)
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CheckRedPointStatus(RedPointType.HongMeng_OpenBox)
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end
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end
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--票战力
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--票战力
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local oldPowerNum = 0
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local oldPowerNum = 0
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@ -14,6 +14,7 @@ local GrowthAmulet = 0
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HongMengEnvoyPanel.timerEffect = nil
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HongMengEnvoyPanel.timerEffect = nil
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--初始化组件(用于子类重写)
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--初始化组件(用于子类重写)
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function HongMengEnvoyPanel:InitComponent()
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function HongMengEnvoyPanel:InitComponent()
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self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, {showType = UpViewOpenType.ShowLeft})
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self.btnBack = Util.GetGameObject(self.gameObject, "Back/BackBtn")
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self.btnBack = Util.GetGameObject(self.gameObject, "Back/BackBtn")
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self.helpBtn = Util.GetGameObject(self.gameObject, "HelpBtn")
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self.helpBtn = Util.GetGameObject(self.gameObject, "HelpBtn")
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self.AddBtn = Util.GetGameObject(self.gameObject, "Panel/HarmonyPanel/AddBtn")
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self.AddBtn = Util.GetGameObject(self.gameObject, "Panel/HarmonyPanel/AddBtn")
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@ -311,7 +312,6 @@ end
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--界面打开时调用(用于子类重写)
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--界面打开时调用(用于子类重写)
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function HongMengEnvoyPanel:OnOpen(equipSId)
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function HongMengEnvoyPanel:OnOpen(equipSId)
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--NetManager.PlayerInfoRequest(LoadingPanel.OnStep)
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--NetManager.PlayerInfoRequest(LoadingPanel.OnStep)
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self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, {showType = UpViewOpenType.ShowLeft})
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for i = 1, #self.EnvoyItemList do
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for i = 1, #self.EnvoyItemList do
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-- body
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-- body
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@ -215,8 +215,9 @@ function this.SingleBoxDataShow(go,boxData,index)
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tempData = boxData
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tempData = boxData
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if HarmonyManager.RefreshOpenBoxPoint() then
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if HarmonyManager.RefreshOpenBoxPoint() then
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-- body
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-- body
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Gold = BagManager.GetTotalItemNum(UpViewRechargeType.XuanHuangZhiQi)
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CheckRedPointStatus(RedPointType.HongMeng_OpenBox)
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CheckRedPointStatus(RedPointType.HongMeng_OpenBox)
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--print(Gold.."!@@@@@@"..boxData.PropPrice[2])
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-- print(Gold.."!@@@@@@"..boxData.PropPrice[2])
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if Gold > boxData.PropPrice[2] then
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if Gold > boxData.PropPrice[2] then
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-- body
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-- body
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redPoint:SetActive(true)
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redPoint:SetActive(true)
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@ -406,19 +406,7 @@ function this:InitComponent()
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-- this.mainTaskGRewardImage = Util.GetGameObject(self.gameObject, "RightDown/mainTask/getRewardButton/getRewardImage")
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-- this.mainTaskGRewardImage = Util.GetGameObject(self.gameObject, "RightDown/mainTask/getRewardButton/getRewardImage")
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-- this.mainTaskJumpImage = Util.GetGameObject(self.gameObject, "RightDown/mainTask/getRewardButton/jumpImage")
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-- this.mainTaskJumpImage = Util.GetGameObject(self.gameObject, "RightDown/mainTask/getRewardButton/jumpImage")
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-- this.mainTask:SetActive(false)-- 删除
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-- this.mainTask:SetActive(false)-- 删除
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this.GuideEffectGo = poolManager:LoadAsset("GuideEffect", PoolManager.AssetType.GameObject)
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--this.GuideEffectGo.transform:SetParent(this.mainTaskGRewardImage.transform)
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this.GuideEffectGo.transform.localPosition = Vector3.zero
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this.GuideEffectGo.transform.localScale = Vector3.one
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Util.GetGameObject(this.GuideEffectGo, "GameObject"):SetActive(false)
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this.GuideJumpEffectGo = poolManager:LoadAsset("GuideEffect", PoolManager.AssetType.GameObject)
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-- this.GuideJumpEffectGo.transform:SetParent(this.mainTaskJumpImage.transform)
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this.GuideJumpEffectGo.transform.localPosition = Vector3.zero
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this.GuideJumpEffectGo.transform.localScale = Vector3.one
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Util.GetGameObject(this.GuideJumpEffectGo, "GameObject"):SetActive(false)
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this.GuideJumpEffectGo:SetActive(false)
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this.btnFunHide[FUNCTION_OPEN_TYPE.DAILY_TASK] = this.btnDailyMission
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this.btnFunHide[FUNCTION_OPEN_TYPE.DAILY_TASK] = this.btnDailyMission
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this.btnFunHide[FUNCTION_OPEN_TYPE.PRAY] = this.paryGift
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this.btnFunHide[FUNCTION_OPEN_TYPE.PRAY] = this.paryGift
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this.btnFunHide[FUNCTION_OPEN_TYPE.SUNLONG] = this.treasureOfSl
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this.btnFunHide[FUNCTION_OPEN_TYPE.SUNLONG] = this.treasureOfSl
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@ -1123,13 +1111,6 @@ function this:OnSortingOrderChange()
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Util.AddParticleSortLayer(this.sgEffect[1], self.sortingOrder - orginLayer)
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Util.AddParticleSortLayer(this.sgEffect[1], self.sortingOrder - orginLayer)
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Util.AddParticleSortLayer(this.sgEffect[2], self.sortingOrder - orginLayer)
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Util.AddParticleSortLayer(this.sgEffect[2], self.sortingOrder - orginLayer)
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Util.AddParticleSortLayer(this.vipPrivilegeBtn, self.sortingOrder - orginLayer)
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Util.AddParticleSortLayer(this.vipPrivilegeBtn, self.sortingOrder - orginLayer)
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if orginLayer < 100 then
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Util.AddParticleSortLayer(self.GuideEffectGo, self.sortingOrder)
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Util.AddParticleSortLayer(self.GuideJumpEffectGo, self.sortingOrder)
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else
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Util.AddParticleSortLayer(self.GuideEffectGo, self.sortingOrder - orginLayer)
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Util.AddParticleSortLayer(self.GuideJumpEffectGo, self.sortingOrder - orginLayer)
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end
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orginLayer = self.sortingOrder
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orginLayer = self.sortingOrder
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this.BtView:SetOrderStatus({ sortOrder = self.sortingOrder })
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this.BtView:SetOrderStatus({ sortOrder = self.sortingOrder })
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@ -1262,22 +1243,7 @@ function this.RefreshPlayerInfoShow()
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end
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end
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local isCanShowMainTaskJumpEffect = true
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function this:Update()
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function this:Update()
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if curMianTaskData and curMianTaskData.state == 0 then
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if isCanShowMainTaskJumpEffect then
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if Time.realtimeSinceStartup - timePressStarted > 5 then
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isCanShowMainTaskJumpEffect = false
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this.GuideJumpEffectGo:SetActive(true)
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end
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end
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if Input.GetMouseButtonDown(0) then
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timePressStarted = Time.realtimeSinceStartup
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isCanShowMainTaskJumpEffect = true
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this.GuideJumpEffectGo:SetActive(false)
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end
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end
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-- if Input.GetMouseButtonDown(1) then
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-- if Input.GetMouseButtonDown(1) then
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-- if ActTimeCtrlManager.SingleFuncState(30) then
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-- if ActTimeCtrlManager.SingleFuncState(30) then
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