【鸿蒙阵】 红点刷新修改

dev_chengFeng
JieLing 2021-02-20 21:22:05 +08:00
parent 48a5777780
commit a7bd8323ad
4 changed files with 7 additions and 41 deletions

View File

@ -550,7 +550,7 @@ function this.RefreshOpenBoxPoint()
-- body -- body
return false return false
end end
if Gold > tab[#this.hongmengHeroInfos].PropPrice[2] and #this.hongmengHeroInfos < #keys then if tab[#this.hongmengHeroInfos + 1] and Gold > tab[#this.hongmengHeroInfos + 1].PropPrice[2] and #this.hongmengHeroInfos < #keys then
return true return true
else else
return false return false
@ -580,7 +580,6 @@ function this.RefreshEnvoyPoint()
end end
end end
return false return false
end end
@ -598,7 +597,6 @@ function this.RefreshUpTowerPoint()
print(sum,data.value) print(sum,data.value)
if data.value >= sum then if data.value >= sum then
-- body -- body
print("false")
return false return false
else else
local prop = this.GetHongMengUpData() local prop = this.GetHongMengUpData()
@ -607,7 +605,6 @@ function this.RefreshUpTowerPoint()
if prop and BagManager.GetTotalItemNum(UpViewRechargeType.Gold) >= prop.LevelUp[1][2] then if prop and BagManager.GetTotalItemNum(UpViewRechargeType.Gold) >= prop.LevelUp[1][2] then
-- body -- body
if BagManager.GetTotalItemNum(UpViewRechargeType.GrowthAmulet) >= prop.LevelUp[2][2] then if BagManager.GetTotalItemNum(UpViewRechargeType.GrowthAmulet) >= prop.LevelUp[2][2] then
LogGreen("true")
return true return true
end end
@ -624,6 +621,8 @@ end
--检测主城红点 --检测主城红点
function this.CheckRedPoinStatusUpTowerMainCityRed() function this.CheckRedPoinStatusUpTowerMainCityRed()
CheckRedPointStatus(RedPointType.HongMeng_UpTower) CheckRedPointStatus(RedPointType.HongMeng_UpTower)
CheckRedPointStatus(RedPointType.HongMeng_Evory)
CheckRedPointStatus(RedPointType.HongMeng_OpenBox)
end end
--票战力 --票战力
local oldPowerNum = 0 local oldPowerNum = 0

View File

@ -14,6 +14,7 @@ local GrowthAmulet = 0
HongMengEnvoyPanel.timerEffect = nil HongMengEnvoyPanel.timerEffect = nil
--初始化组件(用于子类重写) --初始化组件(用于子类重写)
function HongMengEnvoyPanel:InitComponent() function HongMengEnvoyPanel:InitComponent()
self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, {showType = UpViewOpenType.ShowLeft})
self.btnBack = Util.GetGameObject(self.gameObject, "Back/BackBtn") self.btnBack = Util.GetGameObject(self.gameObject, "Back/BackBtn")
self.helpBtn = Util.GetGameObject(self.gameObject, "HelpBtn") self.helpBtn = Util.GetGameObject(self.gameObject, "HelpBtn")
self.AddBtn = Util.GetGameObject(self.gameObject, "Panel/HarmonyPanel/AddBtn") self.AddBtn = Util.GetGameObject(self.gameObject, "Panel/HarmonyPanel/AddBtn")
@ -311,7 +312,6 @@ end
--界面打开时调用(用于子类重写) --界面打开时调用(用于子类重写)
function HongMengEnvoyPanel:OnOpen(equipSId) function HongMengEnvoyPanel:OnOpen(equipSId)
--NetManager.PlayerInfoRequest(LoadingPanel.OnStep) --NetManager.PlayerInfoRequest(LoadingPanel.OnStep)
self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, {showType = UpViewOpenType.ShowLeft})
for i = 1, #self.EnvoyItemList do for i = 1, #self.EnvoyItemList do
-- body -- body

View File

@ -215,8 +215,9 @@ function this.SingleBoxDataShow(go,boxData,index)
tempData = boxData tempData = boxData
if HarmonyManager.RefreshOpenBoxPoint() then if HarmonyManager.RefreshOpenBoxPoint() then
-- body -- body
Gold = BagManager.GetTotalItemNum(UpViewRechargeType.XuanHuangZhiQi)
CheckRedPointStatus(RedPointType.HongMeng_OpenBox) CheckRedPointStatus(RedPointType.HongMeng_OpenBox)
--print(Gold.."!@@@@@@"..boxData.PropPrice[2]) -- print(Gold.."!@@@@@@"..boxData.PropPrice[2])
if Gold > boxData.PropPrice[2] then if Gold > boxData.PropPrice[2] then
-- body -- body
redPoint:SetActive(true) redPoint:SetActive(true)

View File

@ -406,19 +406,7 @@ function this:InitComponent()
-- this.mainTaskGRewardImage = Util.GetGameObject(self.gameObject, "RightDown/mainTask/getRewardButton/getRewardImage") -- this.mainTaskGRewardImage = Util.GetGameObject(self.gameObject, "RightDown/mainTask/getRewardButton/getRewardImage")
-- this.mainTaskJumpImage = Util.GetGameObject(self.gameObject, "RightDown/mainTask/getRewardButton/jumpImage") -- this.mainTaskJumpImage = Util.GetGameObject(self.gameObject, "RightDown/mainTask/getRewardButton/jumpImage")
-- this.mainTask:SetActive(false)-- 删除 -- this.mainTask:SetActive(false)-- 删除
this.GuideEffectGo = poolManager:LoadAsset("GuideEffect", PoolManager.AssetType.GameObject)
--this.GuideEffectGo.transform:SetParent(this.mainTaskGRewardImage.transform)
this.GuideEffectGo.transform.localPosition = Vector3.zero
this.GuideEffectGo.transform.localScale = Vector3.one
Util.GetGameObject(this.GuideEffectGo, "GameObject"):SetActive(false)
this.GuideJumpEffectGo = poolManager:LoadAsset("GuideEffect", PoolManager.AssetType.GameObject)
-- this.GuideJumpEffectGo.transform:SetParent(this.mainTaskJumpImage.transform)
this.GuideJumpEffectGo.transform.localPosition = Vector3.zero
this.GuideJumpEffectGo.transform.localScale = Vector3.one
Util.GetGameObject(this.GuideJumpEffectGo, "GameObject"):SetActive(false)
this.GuideJumpEffectGo:SetActive(false)
this.btnFunHide[FUNCTION_OPEN_TYPE.DAILY_TASK] = this.btnDailyMission this.btnFunHide[FUNCTION_OPEN_TYPE.DAILY_TASK] = this.btnDailyMission
this.btnFunHide[FUNCTION_OPEN_TYPE.PRAY] = this.paryGift this.btnFunHide[FUNCTION_OPEN_TYPE.PRAY] = this.paryGift
this.btnFunHide[FUNCTION_OPEN_TYPE.SUNLONG] = this.treasureOfSl this.btnFunHide[FUNCTION_OPEN_TYPE.SUNLONG] = this.treasureOfSl
@ -1123,13 +1111,6 @@ function this:OnSortingOrderChange()
Util.AddParticleSortLayer(this.sgEffect[1], self.sortingOrder - orginLayer) Util.AddParticleSortLayer(this.sgEffect[1], self.sortingOrder - orginLayer)
Util.AddParticleSortLayer(this.sgEffect[2], self.sortingOrder - orginLayer) Util.AddParticleSortLayer(this.sgEffect[2], self.sortingOrder - orginLayer)
Util.AddParticleSortLayer(this.vipPrivilegeBtn, self.sortingOrder - orginLayer) Util.AddParticleSortLayer(this.vipPrivilegeBtn, self.sortingOrder - orginLayer)
if orginLayer < 100 then
Util.AddParticleSortLayer(self.GuideEffectGo, self.sortingOrder)
Util.AddParticleSortLayer(self.GuideJumpEffectGo, self.sortingOrder)
else
Util.AddParticleSortLayer(self.GuideEffectGo, self.sortingOrder - orginLayer)
Util.AddParticleSortLayer(self.GuideJumpEffectGo, self.sortingOrder - orginLayer)
end
orginLayer = self.sortingOrder orginLayer = self.sortingOrder
this.BtView:SetOrderStatus({ sortOrder = self.sortingOrder }) this.BtView:SetOrderStatus({ sortOrder = self.sortingOrder })
@ -1262,22 +1243,7 @@ function this.RefreshPlayerInfoShow()
end end
local isCanShowMainTaskJumpEffect = true
function this:Update() function this:Update()
if curMianTaskData and curMianTaskData.state == 0 then
if isCanShowMainTaskJumpEffect then
if Time.realtimeSinceStartup - timePressStarted > 5 then
isCanShowMainTaskJumpEffect = false
this.GuideJumpEffectGo:SetActive(true)
end
end
if Input.GetMouseButtonDown(0) then
timePressStarted = Time.realtimeSinceStartup
isCanShowMainTaskJumpEffect = true
this.GuideJumpEffectGo:SetActive(false)
end
end
-- if Input.GetMouseButtonDown(1) then -- if Input.GetMouseButtonDown(1) then
-- if ActTimeCtrlManager.SingleFuncState(30) then -- if ActTimeCtrlManager.SingleFuncState(30) then