[gm]======转盘提交

wangzhenxing 2022-10-27 15:32:13 +08:00
parent 6400a78108
commit ac078416dd
21 changed files with 8269 additions and 95 deletions

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File diff suppressed because it is too large Load Diff

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@ -0,0 +1,7 @@
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View File

@ -457,7 +457,7 @@ PanelType = {
-- TopMatchShop = StoreTypeConfig[21].ResourcesBar, -- 巅峰赛商店
MonsterCamp = { 14, 16}, -- 兽潮
HeroReturn = { 14, 16}, -- 回溯{ 14, 16, 70},
LuckyTreasure = { 14, 16, 60}, -- 幸运探宝
LuckyTreasure = { 14, 16}, -- 幸运探宝
AdvancedTreasure = { 14, 16, 61}, -- 高级探宝
ExChange = { 14, 16, 67}, -- 显示兑换
GoodFriend={14,16, 69}, --好友
@ -2583,8 +2583,9 @@ ItemBaseType = {
}
--探宝类型
TreasureType={
Lucky=30,
Advanced=31,
Lucky=10701,
Advanced=10702,
NoTopGM=10702,
}
--拍脸类型
FacePanelType = {

View File

@ -563,4 +563,5 @@ SubUIConfig = {
[41] = {name = "HHBJPage",assetName = "HHBJPage",script = "Modules/Operating/HHBJPage"},
[42] = {name = "GMShuaChongTeQuan",assetName = "GMShuaChongTeQuan",script = "Modules/Operating/GMShuaChongTeQuan"},
[43] = {name = "GMFreeRecharge",assetName = "GMFreeRecharge",script = "Modules/Operating/GMFreeRecharge"},
[44] = {name = "GMTurnTablePanel",assetName = "GMTurnTablePanel",script = "Modules/LuckyTurnTable/GMTurnTablePanel"},
}

View File

@ -385,6 +385,7 @@ REFRESHLUCKWHEELRESPONSE_DIALINFO_FIELD = protobuf.FieldDescriptor();
GETLUCKWHEELRANDREWARDREQUEST = protobuf.Descriptor();
GETLUCKWHEELRANDREWARDREQUEST_ACTIVITYID_FIELD = protobuf.FieldDescriptor();
GETLUCKWHEELRANDREWARDREQUEST_REPEATED_FIELD = protobuf.FieldDescriptor();
GETLUCKWHEELRANDREWARDREQUEST_PRIVILEGEID_FIELD = protobuf.FieldDescriptor();
GETLUCKWHEELRANDREWARDRESPONSE = protobuf.Descriptor();
GETLUCKWHEELRANDREWARDRESPONSE_ACTIVITYID_FIELD = protobuf.FieldDescriptor();
GETLUCKWHEELRANDREWARDRESPONSE_DIALINFO_FIELD = protobuf.FieldDescriptor();
@ -4281,11 +4282,21 @@ GETLUCKWHEELRANDREWARDREQUEST_REPEATED_FIELD.default_value = false
GETLUCKWHEELRANDREWARDREQUEST_REPEATED_FIELD.type = 8
GETLUCKWHEELRANDREWARDREQUEST_REPEATED_FIELD.cpp_type = 7
GETLUCKWHEELRANDREWARDREQUEST_PRIVILEGEID_FIELD.name = "privilegeId"
GETLUCKWHEELRANDREWARDREQUEST_PRIVILEGEID_FIELD.full_name = ".rpc.protocols.GetLuckWheelRandRewardRequest.privilegeId"
GETLUCKWHEELRANDREWARDREQUEST_PRIVILEGEID_FIELD.number = 3
GETLUCKWHEELRANDREWARDREQUEST_PRIVILEGEID_FIELD.index = 2
GETLUCKWHEELRANDREWARDREQUEST_PRIVILEGEID_FIELD.label = 1
GETLUCKWHEELRANDREWARDREQUEST_PRIVILEGEID_FIELD.has_default_value = false
GETLUCKWHEELRANDREWARDREQUEST_PRIVILEGEID_FIELD.default_value = 0
GETLUCKWHEELRANDREWARDREQUEST_PRIVILEGEID_FIELD.type = 5
GETLUCKWHEELRANDREWARDREQUEST_PRIVILEGEID_FIELD.cpp_type = 1
GETLUCKWHEELRANDREWARDREQUEST.name = "GetLuckWheelRandRewardRequest"
GETLUCKWHEELRANDREWARDREQUEST.full_name = ".rpc.protocols.GetLuckWheelRandRewardRequest"
GETLUCKWHEELRANDREWARDREQUEST.nested_types = {}
GETLUCKWHEELRANDREWARDREQUEST.enum_types = {}
GETLUCKWHEELRANDREWARDREQUEST.fields = {GETLUCKWHEELRANDREWARDREQUEST_ACTIVITYID_FIELD, GETLUCKWHEELRANDREWARDREQUEST_REPEATED_FIELD}
GETLUCKWHEELRANDREWARDREQUEST.fields = {GETLUCKWHEELRANDREWARDREQUEST_ACTIVITYID_FIELD, GETLUCKWHEELRANDREWARDREQUEST_REPEATED_FIELD, GETLUCKWHEELRANDREWARDREQUEST_PRIVILEGEID_FIELD}
GETLUCKWHEELRANDREWARDREQUEST.is_extendable = false
GETLUCKWHEELRANDREWARDREQUEST.extensions = {}
GETLUCKWHEELRANDREWARDRESPONSE_ACTIVITYID_FIELD.name = "activityId"

View File

@ -303,12 +303,28 @@ function this.GetYiYuanUpMaxTime()
end
local privile=ConfigManager.GetConfigData(ConfigName.PrivilegeTypeConfig,2101)
if privile then
maxnum=privile.Condition[index+1][2]
maxnum=privile.Condition[index][2]
end
return maxnum
end
function this.GetTurnTableMaxTime()
local maxnum=0
local missions=this.GetActivityInfoByType(ActivityTypeDef.shuaChongTeQuan).mission
local index=1
if missions then
for i = 1, #missions do
if missions[i].state~=0 then
index=i
end
end
end
local privile=ConfigManager.GetConfigData(ConfigName.PrivilegeTypeConfig,2301)
if privile then
maxnum=privile.Condition[index][2]
end
return maxnum
end
function this.SetActivityInfo(type, Id, state)

View File

@ -226,9 +226,9 @@ function this:SetLevelData(go, data)
costIcon.gameObject:SetActive(true)
costIcon.sprite = SetIcon(this.spLoader, itemId)
if BagManager.GetItemCountById(itemId) < costNum then
costNumText.text =string.format("<color=#%s>%s</color>", "E23823", costNum)
costNumText.text =string.format("<color=#%s>%s</color>", "E23823", PrintWanNum2(costNum))
else
costNumText.text =string.format("<color=#%s>%s</color>", colorText.color[data.state], costNum)
costNumText.text =string.format("<color=#%s>%s</color>", colorText.color[data.state], PrintWanNum2(costNum))
end
end
end

View File

@ -0,0 +1,590 @@
require("Base/BasePanel")
GMTurnTablePanel = Inherit(BasePanel)
local this = GMTurnTablePanel
---背景盘图片切换资源名
local BgName={ "x_xytb_quan_01","x_xytb_quan_03","x_xytb_quan_11","x_xytb_quan_33" }
---奖盒进度圆圈资源名
local RewardName={"x_xytb_dian","x_xytb_dian_02"}
local turnsInfo={
[1]={name="超级GM转盘",id=10701,settingId=3},
[2]={name="神级GM转盘",id=10702,settingId=4},
[3]={name="无上GM转盘",id=10703,settingId=5},
}
---转盘旋转类型
local TableTurnType={
Normal=1,--默认旋转
Expedite=2,--加快旋转
}
local curTurnPos=1 --当前位置
this.thread=nil --协程
this.refreshTimer=nil
this.upView = nil
local priId=0
local maxTimesCount = 0
local isPlayVideo = false
local leftTime=0
local curTreasureType=0
function GMTurnTablePanel:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = GMTurnTablePanel })
return b
end
---初始化组件(用于子类重写)
function GMTurnTablePanel:InitComponent(gameObject)
this.spLoader = SpriteLoader.New()
--LuckyTurnTableManager.GetLuckyTurnRequest()
this.luckyTurnPanel=Util.GetGameObject(self.gameObject,"Panel")
this.upView = SubUIManager.Open(SubUIConfig.UpView, this.luckyTurnPanel.transform, { showType = UpViewOpenType.ShowLeft })
this.mask=Util.GetGameObject(this.luckyTurnPanel,"Mask")
this.helpBtn=Util.GetGameObject(this.luckyTurnPanel,"HelpBtn")
this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition
this.backBtn=Util.GetGameObject(this.luckyTurnPanel,"BackBtn")
--this.activityCountDownText = Util.GetGameObject(this.luckyTurnPanel, "CountDownTimeText"):GetComponent("Text")--活动倒计时
local top=Util.GetGameObject(this.luckyTurnPanel, "Top")
this.gmBtns={}
for i = 1, 3 do
this.gmBtns[i]={}
this.gmBtns[i].btn=Util.GetGameObject(this.luckyTurnPanel, "Top/btn"..i)
this.gmBtns[i].selectImg=Util.GetGameObject(this.luckyTurnPanel, "Top/btn"..i.."/SelectBG")
this.gmBtns[i].nameTxt=Util.GetGameObject(this.luckyTurnPanel, "Top/btn"..i.."/Text"):GetComponent("Text")
this.gmBtns[i].nameTxt.text=turnsInfo[i].name
this.gmBtns[i].red=Util.GetGameObject(this.luckyTurnPanel, "Top/btn"..i.."/redPoint")
end
this.bg1=Util.GetGameObject(this.luckyTurnPanel, "Content/TurnTableImage/BG/BG1"):GetComponent("Image")
this.bg2=Util.GetGameObject(this.luckyTurnPanel, "Content/TurnTableImage/BG/BG2"):GetComponent("Image")
---跑马灯位置(物品位置)
this.itemList={}
this.itemQuality = {}
for i = 1,8 do
this.itemList[i]=Util.GetGameObject(this.luckyTurnPanel, "Content/TurnTableImage/ItemList/Item"..i)
this.itemQuality[i]= Util.GetGameObject(this.itemList[i], "quality"):GetComponent("Image")
end
this.itemEffectIcon={}--跑马灯亮灯
this.itemViewList={}--跑马灯itemviewList
local tab={{14,0},{3,0},{12001,0},{5,0},{4,0},{21,0},{60068,0},{60071,0}}---防白片临时数据
for i = 1, 8 do
this.itemEffectIcon[i]=Util.GetGameObject(this.itemList[i], "Image")
this.itemViewList[i]=SubUIManager.Open(SubUIConfig.ItemView, this.itemList[i].transform)
this.itemViewList[i]:OnOpen(false, {tab[1][1],tab[1][2]},1)
end
--记录
this.recordTextList={}
for i = 1,6 do
this.recordTextList[i]=Util.GetGameObject(this.luckyTurnPanel, "Content/TreasureRecord/RecordTextList/Text"..i):GetComponent("Text")
end
--拥有道具数量
this.propBtn=Util.GetGameObject(this.luckyTurnPanel,"Content/Prop")
this.propImage= Util.GetGameObject(this.luckyTurnPanel, "Content/Prop/PropImage"):GetComponent("Image")--道具
this.propText=Util.GetGameObject(this.luckyTurnPanel, "Content/Prop/PropText"):GetComponent("Text")
this.bottom=Util.GetGameObject(this.luckyTurnPanel,"Bottom")
this.treasureOnceBtn=Util.GetGameObject(this.bottom,"TreasureOnceBtn")
this.treasureOnceText=Util.GetGameObject(this.treasureOnceBtn,"Text"):GetComponent("Text")--探宝次数
this.treasureOnceIcon=Util.GetGameObject(this.treasureOnceBtn,"Icon"):GetComponent("Image")--消耗道具图标
this.treasureOnceNum=Util.GetGameObject(this.treasureOnceBtn,"Num"):GetComponent("Text")--消耗道具数量
this.treasureMultipleBtn=Util.GetGameObject(this.bottom,"TreasureMultipleBtn")
this.treasureMultipleText=Util.GetGameObject(this.treasureMultipleBtn,"Text"):GetComponent("Text")
this.treasureMultipleIcon=Util.GetGameObject(this.treasureMultipleBtn,"Icon"):GetComponent("Image")
this.treasureMultipleNum=Util.GetGameObject(this.treasureMultipleBtn,"Num"):GetComponent("Text")
this.treasureMultipleRed=Util.GetGameObject(this.treasureMultipleBtn,"red")
this.refreshBtn=Util.GetGameObject(this.bottom,"RefreshBtn")
this.freeDetail=Util.GetGameObject(this.refreshBtn,"FreeDetail")
this.detail=Util.GetGameObject(this.refreshBtn,"Detail")
this.costItemImage=Util.GetGameObject(this.detail,"CostItemImage"):GetComponent("Image")
this.costItemNumText=Util.GetGameObject(this.detail,"CostItemNumText"):GetComponent("Text")
this.freeRefreshTime=Util.GetGameObject(this.luckyTurnPanel,"FreeRefreshTime/Text"):GetComponent("Text")
this.leftTimeTxt=Util.GetGameObject(this.luckyTurnPanel,"leftTimeTxt/Text1"):GetComponent("Text")
-- 奖励预览
this.btnPreview = Util.GetGameObject(self.gameObject, "Panel/btnPreview")
this.maxTimes = Util.GetGameObject(self.gameObject, "Panel/maxTimes"):GetComponent("Text")
this.itemRewardList = {}
end
---绑定事件(用于子类重写)
function GMTurnTablePanel:BindEvent()
--帮助按钮
Util.AddClick(this.helpBtn,function()
--Log("==YSP==点击帮助按钮")
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.LuckyTurn,this.helpPosition.x,this.helpPosition.y)
end)
--返回按钮
Util.AddClick(this.backBtn,function()
self:ClosePanel()
end)
for i = 1, 3 do
Util.AddClick(this.gmBtns[i].btn, function()
--Log("==YSP==点击幸运探宝按钮")
if LuckyTurnTableManager.curTreasureType==this.gmBtns[i].id then
return
end
this.ClearDefault()
this.gmBtns[i].selectImg:SetActive(true)
this.gmBtns[i].nameTxt.color=Color.New(1,0.95,0.85,1)
this.SwitchTreasureType(turnsInfo[i].id)
end)
end
--幸运值奖励预览遮罩按钮
-- Util.AddClick(this.rewardPanelMaskBtn, function()
-- this.rewardPanelMaskBtn.gameObject:SetActive(false)
-- this.rewardPanel.gameObject:SetActive(false)
-- end)
Util.AddClick(this.btnPreview, function()
UIManager.OpenPanel(UIName.RewardPreviewPopup, LuckyTurnTableManager.curTreasureType == TreasureType.Lucky and PRE_REWARD_POOL_TYPE.LUCK_FIND or PRE_REWARD_POOL_TYPE.UPPER_LUCK_FIND)
end)
end
---添加事件监听(用于子类重写)
function GMTurnTablePanel:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Activity.OnLuckyTableWorldMessage, this.ShowRecordMessage)
Game.GlobalEvent:AddEvent(GameEvent.Activity.OnLuckyTableZeroRefresh, this.OnShowPanelData)
end
---移除事件监听(用于子类重写)
function GMTurnTablePanel:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnLuckyTableWorldMessage, this.ShowRecordMessage)
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnLuckyTableZeroRefresh, this.OnShowPanelData)
end
---界面打开时调用(用于子类重写)
function GMTurnTablePanel:OnOpen(_TreasureType)
LuckyTurnTableManager.curTreasureType=TreasureType.Lucky
end
---界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function GMTurnTablePanel:OnShow()
this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.LuckyTreasure })
this.gmBtns[1].selectImg:SetActive(true)
this.gmBtns[1].nameTxt.color=Color.New(1,0.95,0.85,1)
this.LuckyTurnOnShow(LuckyTurnTableManager.curTreasureType)
--显示免费刷新状态
this.RefreshBtnCountDown()
end
function this.OnShowPanelData()
this.LuckyTurnOnShow(curTreasureType)
end
local sortingOrder = 0
---重设层级
function GMTurnTablePanel:OnSortingOrderChange(sort)
sortingOrder =sort
for i, v in pairs(this.itemViewList) do
v:SetEffectLayer(sortingOrder)
end
end
---界面关闭时调用(用于子类重写)
function GMTurnTablePanel:OnClose()
--Log("==YSP== 关闭幸运转盘")
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
-- this.rewardPanel.gameObject:SetActive(false)
if this.thread then
coroutine.stop(this.thread)
this.thread=nil
end
if this.turnEffect then
this.turnEffect:Stop()
this.turnEffect=nil
end
if this.refreshTimer then
this.refreshTimer:Stop()
this.refreshTimer=nil
end
if this.timer then
this.timer:Stop()
this.timer = nil
end
if LuckyTurnTableManager._CountDownTimer then
LuckyTurnTableManager._CountDownTimer:Stop()
LuckyTurnTableManager._CountDownTimer=nil
end
LuckyTurnTableManager.ClearSaveData()
end
---界面销毁时调用(用于子类重写)
function GMTurnTablePanel:OnDestroy()
this.spLoader:Destroy()
this.itemViewList=nil
this.itemRewardList = {}
-- this.rewardItemView=nil
SubUIManager.Close(this.upView)
end
---打开面板
function this.LuckyTurnOnShow(treasureType)
if not this.turnEffect then
this.turnEffect=Timer.New(nil,1,-1,true)
end
if not this.refreshTimer then
this.refreshTimer=Timer.New(nil,1,-1,true)
end
--初始化幸运探宝
this.SwitchTreasureType(treasureType)
this.SetTableTurnEffect(TableTurnType.Normal)
end
---切换探宝类型
function this.SwitchTreasureType(treasureType)
LogError("treasureType=="..treasureType)
curTreasureType=treasureType
priId=ConfigManager.GetConfigData(ConfigName.GlobalActivity,treasureType).Privilege
LogError("pridi--"..priId)
LuckyTurnTableManager.curTreasureType=treasureType
this.bg1.sprite=this.spLoader:LoadSprite(BgName[1])
this.bg2.sprite=this.spLoader:LoadSprite(BgName[2])
this.RrFreshInfo()
--请求跑马灯物品数据
NetManager.GetLuckyWheelRequest(treasureType,function(msg)
this.SetItemViewShow(msg.dialInfo[1].rewardInfo,function()
this.SetItemViewGray(msg.dialInfo[1].rewardInfo)
end)
end)
--立即刷新一次转盘记录
if (LuckyTurnTableManager.isCanGetWorldMessage) then
LuckyTurnTableManager.TimeUpdate()
end
--启动定时刷新转盘记录
LuckyTurnTableManager.StartLuckyTurnRecordDataUpdate()
--设置需要材料显示
this.SetPropShow(60,treasureType)
--探宝按钮显示
this.SetTreasureBtnShow(treasureType)
--探宝泉预览
Util.AddOnceClick(this.propBtn,function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,60)
end)
--探宝1次按钮
Util.AddOnceClick(this.treasureOnceBtn, function()
local oneData,moreData,icon=LuckyTurnTableManager.GetTreasureBtnInfo(this.spLoader, treasureType)
LogError("lefttime=="..leftTime.." onedata[1]=="..oneData[1].." max=="..maxTimesCount)
if LuckyTurnTableManager.GetTreasureTicketNum(treasureType)-oneData[2]>=0
and leftTime >= oneData[1] then
LuckyTurnTableManager.GetLuckyTurnRankRequest(treasureType,false,priId,function()
PrivilegeManager.SetPrivilegeUsedTimesById(priId,oneData[1])
--LuckyTurnTableManager.luckyTempData.dialInfo.rewardInfo[1].pos
this.SetTableTurnEffect(TableTurnType.Expedite,treasureType,1)
--this.SetPropShow(60,TreasureType.Lucky)--更新消耗道具显示
this.RrFreshInfo()
--LuckyTurnTableManager.SetTimes(LuckyTurnTableManager.luckyTimes + 1)
--this.maxTimes.text =string.format(Language[11156],LuckyTurnTableManager.luckyTimes,maxTimesCount)
isPlayVideo = true
this.SetTreasureBtnShow(treasureType)
end)
else
--PopupTipPanel.ShowTip("幸运探宝券不足!")
if leftTime < oneData[1] then
PopupTipPanel.ShowTip(Language[11158])
return
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,16,nil)
end
end
end)
--探宝10次按钮
Util.AddOnceClick(this.treasureMultipleBtn, function()
local oneData,moreData,icon=LuckyTurnTableManager.GetTreasureBtnInfo(this.spLoader, treasureType)
if LuckyTurnTableManager.GetTreasureTicketNum(treasureType)-moreData[2]>=0
and leftTime >= moreData[1] then
LuckyTurnTableManager.GetLuckyTurnRankRequest(treasureType,true,priId,function()
--Log("==YSP== 幸运探宝返回的是什么"..tostring(LuckyTurnTableManager.luckyTempData))
this.SetTableTurnEffect(TableTurnType.Expedite,treasureType,1)
-- this.SetPropShow(60,treasureType)--更新消耗道具显示
PrivilegeManager.SetPrivilegeUsedTimesById(priId,moreData[1])
LogError("moredata[1]==="..moreData[1])
this.RrFreshInfo()
--LuckyTurnTableManager.SetTimes(LuckyTurnTableManager.luckyTimes + 15)
--this.maxTimes.text =string.format(Language[11156],LuckyTurnTableManager.luckyTimes,maxTimesCount)
isPlayVideo = true
this.SetTreasureBtnShow(treasureType)
end)
else
--PopupTipPanel.ShowTip("幸运探宝券不足!")
if leftTime < moreData[1] then
PopupTipPanel.ShowTip(Language[11158])
return
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,16,nil)
end
end
end)
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
this.mask.transform:SetAsLastSibling();
this.ShowRecordMessage(LuckyTurnTableManager.curTreasureType)
end
---重置默认
function this.ClearDefault()
for i = 1, 3 do
this.gmBtns[i].selectImg:SetActive(false)
this.gmBtns[i].nameTxt.color=Color.New(0.71,0.64,0.51,1)
end
end
---设置转盘滚动 1旋转类型 2探宝类型 3服务器给的探宝后位置
function this.SetTableTurnEffect(turnType,treasureType,pos)
if turnType==TableTurnType.Normal then --默认旋转
this.TurnEffectReset(0.5)
this.turnEffect:Start()
elseif turnType==TableTurnType.Expedite then --抽奖旋转 至指定位置
this.DelayMaskWithBool(true)
LuckyTurnTableManager.isCanGetWorldMessage=false
this.TurnEffectReset(0.05)
this.turnEffect:Start()
this.thread=coroutine.start(function()
coroutine.wait(1)--2
this.TurnEffectReset(0.2)
coroutine.wait(0.4)--0.8
this.TurnEffectReset(0.4,true,pos,function()--当效果播放完毕后 从管理器取得数据
local timer=Timer.New(function()
this.DelayMaskWithBool(false)
--if treasureType==TreasureType.Lucky then
isPlayVideo = false
UIManager.OpenPanel(UIName.RewardItemPopup,LuckyTurnTableManager.luckyTempData.drop,1,function()
this.SetTableTurnEffect(TableTurnType.Normal)--恢复转盘旋转
LuckyTurnTableManager.isCanGetWorldMessage=true
end)--打开奖励弹窗
this.SetItemViewGray(LuckyTurnTableManager.luckyData)--刷新物品是否置灰
-- elseif treasureType==TreasureType.Advanced then
-- isPlayVideo = false
-- UIManager.OpenPanel(UIName.RewardItemPopup,LuckyTurnTableManager.luckyTempData.drop,1,function()
-- this.SetTableTurnEffect(TableTurnType.Normal)--恢复转盘旋转
-- LuckyTurnTableManager.isCanGetWorldMessage=true
-- end)
-- this.SetItemViewGray(LuckyTurnTableManager.advancedData)
-- end
end,0.5,1,true)
timer:Start()
end)
end)
end
end
---转盘滚动特效重设 1移动速度值越小越快 2是否停止 3停止位置
function this.TurnEffectReset(turnSpeed,isStop,pos,func)
this.turnEffect:Reset(function()
if curTurnPos==1 then
this.itemEffectIcon[8]:SetActive(false)
else
this.itemEffectIcon[curTurnPos-1]:SetActive(false)
end
if curTurnPos>=9 then
curTurnPos=1
end
if isStop then
if pos==curTurnPos then--如果停到对应位置
this.turnEffect:Stop()--暂停跑马灯
if func then--回调
func()
end
end
end
if isPlayVideo then
SoundManager.PlaySound(SoundConfig.UI_Xingyunzhuanpan)
end
this.itemEffectIcon[curTurnPos]:SetActive(true)
curTurnPos=curTurnPos+1
end,turnSpeed,-1,true)
end
local quaImage = {
[0] = "x_xytb_jiaobiao_zh",
[1] = "x_xytb_jiaobiao_zh",
}
---设置跑马灯物品显示 func确保先生成itemview 再置灰
function this.SetItemViewShow(data,func)
if data==nil then
return
end
for i = 1, #this.itemViewList do
if data[i] then
local tab={LuckyTurnTableManager.dialRewardConfig[data[i].luckId].Reward[1],LuckyTurnTableManager.dialRewardConfig[data[i].luckId].Reward[2]}
this.itemViewList[i]:OnOpen(false, {tab[1],tab[2]},1, false, false, false, sortingOrder)
local qua= LuckyTurnTableManager.dialRewardConfig[data[i].luckId].Rare
this.itemQuality[i].sprite = this.spLoader:LoadSprite(quaImage[qua])
this.itemQuality[i]:SetNativeSize()
if qua > 0 then
this.itemQuality[i].gameObject:SetActive(true)
this.itemQuality[i].transform:SetAsLastSibling()
else
this.itemQuality[i].gameObject:SetActive(false)
end
end
end
if func then
func()
end
end
---设置跑马灯物品置灰
function this.SetItemViewGray(data)
for i = 1, #data do
if LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum~=0 then
local isGray = data[i].luckTimes >= LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum
Util.SetGray(this.itemViewList[i].gameObject, isGray)
this.itemViewList[i]:SetEffectShow(not isGray)
end
if LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum==0 then
Util.SetGray(this.itemViewList[i].gameObject,false)
this.itemViewList[i]:SetEffectShow(true)
end
end
end
---跑马灯记录
function this.ShowRecordMessage(type)
if LuckyTurnTableManager.isCanGetWorldMessage then
local messageList = {}
messageList = LuckyTurnTableManager.GetShowDataByType(type)
for i = 1, 6 do
if messageList[i] then
local messageSingleList = string.split(messageList[i],"|")
this.recordTextList[i].text = string.format(GetLanguageStrById(messageSingleList[1]),string.sub(messageSingleList[2], 2),string.sub(messageSingleList[3], 2),GetLanguageStrById(string.sub(messageSingleList[4], 2)))
end
end
end
end
---设置道具拥有显示 1道具id 2探宝类型
function this.SetPropShow(itemId,treasureType)
this.propImage.sprite=SetIcon(this.spLoader, itemId)
this.propText.text=LuckyTurnTableManager.GetTreasureTicketNum(treasureType)
end
---探宝按钮显示
function this.SetTreasureBtnShow(treasureType)
local oneData,moreData,icon=LuckyTurnTableManager.GetTreasureBtnInfo(this.spLoader, treasureType)
this.treasureOnceText.text=Language[11163]..oneData[1]..Language[10048]
this.treasureOnceNum.text=PrintWanNum2(oneData[2])
this.treasureOnceIcon.sprite=icon
this.treasureMultipleText.text=Language[11163]..moreData[1]..Language[10048]
this.treasureMultipleNum.text=PrintWanNum2(moreData[2])
this.treasureMultipleIcon.sprite=icon
this.treasureMultipleRed.gameObject:SetActive(false)
end
--------------------------------免费刷新--------------------------------
---打开、切换活动界面,刷新倒计时
function this.RefreshBtnCountDown()
if this.refreshTimer then
this.refreshTimer:Stop()
end
local time=CalculateSecondsNowTo_N_OClock(24) --BagManager.GetNextRefreshTime(62)-GetTimeStamp()
this.freeRefreshTime.text=TimeToHMS(time)--立即刷新一次
this.refreshTimer:Reset(function()
this.freeRefreshTime.text="转盘还有"..TimeToHMS(time).."刷新"
if time<0 then
time=0
this.refreshTimer:Stop()
this.freeRefreshTime.text=" "
this.SetRefreshBtnShowState(true)
NetManager.GetRefreshCountDownRequest({62})
end
time=time-1
end,1,-1,true)
this.refreshTimer:Start()
end
---控制刷新按钮的显示状态 1是否免费
function this.SetRefreshBtnShowState(isFree)
if isFree then
--Log("免费刷新")
this.freeDetail:SetActive(true)
this.detail:SetActive(false)
else
--Log("不免费刷新")
this.freeDetail:SetActive(false)
this.detail:SetActive(true)
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
this.costItemImage.sprite=SetIcon(this.spLoader, LuckyTurnTableManager.dialRewardSettingConfig[1].Cost[1][1])
this.costItemNumText.text=LuckyTurnTableManager.dialRewardSettingConfig[1].Cost[2][4]..Language[11164]
end
if LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
this.costItemImage.sprite=SetIcon(this.spLoader, LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[1][1])
this.costItemNumText.text=LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4]..Language[11164]
end
end
end
---播放刷新动画
function this.PlayItemListAnim()
this.DelayMaskWithTime(1.5)
for i = 1, 8 do
this.itemList[i]:GetComponent("PlayFlyAnim"):PlayAnim(true)
end
end
-----------------------------------------------------------------------
---本地检查红点 幸运高级按钮
function this.CheckRedPoint()
end
---刷新幸运值
function this.RefreshLuckyValue()
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
LuckyTurnTableManager.SetLuckyValue()
local data=LuckyTurnTableManager.GetLuckyValue()
elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
LuckyTurnTableManager.SetLuckyValue()
local data=LuckyTurnTableManager.GetLuckyValue()
end
end
---刷新信息
function this.RrFreshInfo()
this.RefreshLuckyValue()
this.CheckRedPoint()
local usedTime=PrivilegeManager.GetPrivilegeUsedTimesById(priId)
LogError("usedtime=="..usedTime)
maxTimesCount=ActivityGiftManager.GetTurnTableMaxTime()
leftTime=maxTimesCount - usedTime
this.leftTimeTxt.text=leftTime..""
--this.SetRewardBox()
-- this.RewardBgProgress()
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
end
---延时遮罩 1按时间
function this.DelayMaskWithTime(delayTime)
this.mask.gameObject:SetActive(true)
local closeMask=Timer.New(function()
this.mask.gameObject:SetActive(false)
end,delayTime,1,true)
closeMask:Start()
end
---延时遮罩 1按bool
function this.DelayMaskWithBool(b)
if b then
this.mask.gameObject:SetActive(true)
else
this.mask.gameObject:SetActive(false)
end
end
return GMTurnTablePanel

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 918bd83fa086b0740be1c5cd59cd45b2
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -32,6 +32,9 @@ this.upperLastMsgId = 0
this.luckMsgStrList = {}
this.upperLuckMsgList = {}
this.allTurnData={}
---探宝类型
local TreasureType={
Lucky=30,
@ -99,6 +102,19 @@ function this.ReceiveServerDataForFive(data1,data2)
Game.GlobalEvent:DispatchEvent(GameEvent.Activity.OnLuckyTableZeroRefresh)
end
function this.SetServerDataForFive(data)
this.allTurnData={}
if data then
for i = 1, #data do
this.allTurnData[data[i].activityId]=data[i].rewardInfo
end
end
end
---请求活动数据
function this.GetLuckyTurnRequest(func)
NetManager.GetLuckyTurnRequest(function(msg)
@ -127,36 +143,36 @@ function this.ReceiveServerData(data1,data2)
end
---探宝 1探宝类型ID 2是否多次false单次 true多次 3回调
function this.GetLuckyTurnRankRequest(activityId,repeated,func)
function this.GetLuckyTurnRankRequest(activityId,repeated,priId,func)
this.luckyTempData={}
this.advancedTempData={}
NetManager.GetLuckyTurnRankRequest(activityId,repeated,function(msg)
if activityId==TreasureType.Lucky then
NetManager.GetLuckyTurnRankRequest(activityId,repeated, priId,function(msg)
--if activityId==TreasureType.Lucky then
this.luckyTempData=msg --存储临时数据 主要包括Drop
this.luckyData=msg.dialInfo.rewardInfo
--在登陆时 服务器会把所有物品数据推给我posInfos 包括已抽取次数 我可以把数据先保存下来 在每次请求数据时 通过回调的数据来动态改变现有数据的属性
for i = 1, #this.luckyData do
--Log("原数据 位置"..this.luckyData[i].pos.." luckId"..this.luckyData[i].luckId.." 已抽次数"..this.luckyData[i].luckTimes)
for j = 1, #msg.posInfos do
if this.luckyData[i].luckId==msg.posInfos[j].luckId then
this.luckyData[i].luckTimes=msg.posInfos[j].luckTimes
end
end
end
-- for i = 1, #this.luckyData do
-- --Log("原数据 位置"..this.luckyData[i].pos.." luckId"..this.luckyData[i].luckId.." 已抽次数"..this.luckyData[i].luckTimes)
-- for j = 1, #msg.posInfos do
-- if this.luckyData[i].luckId==msg.posInfos[j].luckId then
-- this.luckyData[i].luckTimes=msg.posInfos[j].luckTimes
-- end
-- end
-- end
--for i = 1, #this.luckyData do
-- Log("现数据 位置"..this.luckyData[i].pos.." luckId"..this.luckyData[i].luckId.." 已抽次数"..this.luckyData[i].luckTimes)
--end
elseif activityId==TreasureType.Advanced then
this.advancedTempData=msg
for i = 1, #this.advancedData do
--Log("原数据 位置"..this.advancedData[i].pos.." luckId"..this.advancedData[i].luckId.." 已抽次数"..this.advancedData[i].luckTimes)
for j = 1, #msg.posInfos do
if this.advancedData[i].luckId==msg.posInfos[j].luckId then
this.advancedData[i].luckTimes=msg.posInfos[j].luckTimes
end
end
end
end
-- elseif activityId==TreasureType.Advanced then
-- this.advancedTempData=msg
-- for i = 1, #this.advancedData do
-- --Log("原数据 位置"..this.advancedData[i].pos.." luckId"..this.advancedData[i].luckId.." 已抽次数"..this.advancedData[i].luckTimes)
-- for j = 1, #msg.posInfos do
-- if this.advancedData[i].luckId==msg.posInfos[j].luckId then
-- this.advancedData[i].luckTimes=msg.posInfos[j].luckTimes
-- end
-- end
-- end
-- end
if func then
func()
end
@ -321,11 +337,12 @@ end
---获取探宝券数量 1探宝类型
function this.GetTreasureTicketNum(treasureType)
if treasureType==TreasureType.Lucky then
return BagManager.GetItemCountById(60)--返回幸运探宝所需物品
elseif treasureType==TreasureType.Advanced then
return BagManager.GetItemCountById(61)--返回高级探宝所需物品
end
-- if treasureType==TreasureType.Lucky then
-- return BagManager.GetItemCountById(16)--返回幸运探宝所需物品
-- elseif treasureType==TreasureType.Advanced then
-- return BagManager.GetItemCountById(16)--返回高级探宝所需物品
-- end
return BagManager.GetItemCountById(16)
end
---获取刷新按钮消耗材料数
@ -336,20 +353,16 @@ end
---获取探宝1/多次按钮信息 1探宝类型
function this.GetTreasureBtnInfo(spLoader, treasureType)
local isShow = false
if treasureType==TreasureType.Lucky then
local oneData={1,this.dialRewardSettingConfig[1].CostItem[2][4],isShow}--1探宝次数 2消耗道具数量
if BagManager.GetItemCountById(60) >= this.dialRewardSettingConfig[1].MultipleCostItem[2][4] then
isShow = true
end
local moreData={this.dialRewardSettingConfig[1].ExtractingTime,this.dialRewardSettingConfig[1].MultipleCostItem[2][4],isShow}
local icon = SetIcon(spLoader, 60)
return oneData,moreData,icon
elseif treasureType==TreasureType.Advanced then
local oneData={1,this.dialRewardSettingConfig[2].CostItem[2][4],isShow}
local moreData={this.dialRewardSettingConfig[2].ExtractingTime,this.dialRewardSettingConfig[2].MultipleCostItem[2][4],isShow}
local icon = SetIcon(spLoader, 61)
return oneData,moreData,icon
local config=ConfigManager.GetConfigDataByKey(ConfigName.DialRewardSetting,"ActivityType",treasureType)
local index=config.Id
if BagManager.GetItemCountById(16) >= this.dialRewardSettingConfig[index].MultipleCostItem[2][4] then
isShow = true
end
local oneData={this.dialRewardSettingConfig[index].PerTime,this.dialRewardSettingConfig[index].CostItem[2][4],isShow}
local moreData={this.dialRewardSettingConfig[index].ExtractingTime,this.dialRewardSettingConfig[index].MultipleCostItem[2][4],isShow}
local icon = SetIcon(spLoader, 16)
return oneData,moreData,icon
end
---设置幸运值相关

View File

@ -341,6 +341,7 @@ function this.RefreshUpdateIndication(buffer)
ActivityGiftManager.isFirstForSupremeHero=false
BindPhoneNumberManager.InitBindInfo(msg.playerBindPhone)
LuckyTurnTableManager.ReceiveServerDataForFive(msg.posInfos,msg.posInfosAdvance)
LuckyTurnTableManager.SetServerDataForFive(msg.infos)
MonthCardManager.BackSetMonthCardGetStateData(msg.MonthDailyTake)
MyGuildManager.SetMyFeteInfo_FiveRefresh(msg)
MyGuildManager.SetGuildHelpInfo_FiveRefresh(msg)

View File

@ -3377,6 +3377,23 @@ function this.GetLuckyTurnRequest(func)
end
end)
end
function this.GetLuckyWheelRequest(id,func)
local data = PlayerInfoProto_pb.GetLuckWheelRequest()
data.activiteId = id
local msg=data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_LUCKWHEEL_REQUEST, MessageTypeProto_pb.GET_LUCKWHEEL_RESPONSE, msg,function(buffer)
local data = buffer:DataByte()
local msg=PlayerInfoProto_pb.LuckWheelIndication()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--请求幸运转盘刷新 1活动id 2是否免费
function this.GetLuckyTurnRefreshRequest(activityId,isFree, func)
local data = PlayerInfoProto_pb.RefreshLuckWheelRequest()
@ -3393,10 +3410,12 @@ function this.GetLuckyTurnRefreshRequest(activityId,isFree, func)
end)
end
--请求抽取幸运转盘 1活动id 2是否是多次抽取
function this.GetLuckyTurnRankRequest(activityId,repeated,func)
function this.GetLuckyTurnRankRequest(activityId,repeated,priId,func)
local data = PlayerInfoProto_pb.GetLuckWheelRandRewardRequest()
LogError("activityId=="..activityId.." repeated=="..tostring(repeated).." priid=="..priId)
data.activityId = activityId
data.repeated=repeated
data.privilegeId =priId;
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_LUCKWHEEL_RANDREWARD_REQUEST, MessageTypeProto_pb.GET_LUCKWHEEL_RANDREWARD_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()

View File

@ -5,7 +5,7 @@ local GMInfo=ConfigManager.GetConfig(ConfigName.GMInfo)
local GMMaster=ConfigManager.GetConfig(ConfigName.GMMaster)
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
local rechargeCommodityConfig=ConfigManager.GetConfig(ConfigName.RechargeCommodityConfig)
local icons={"gm_shuachong_sjGM_02_zh","gm_shuachong_cjGM_02_zh","gm_shuachong_sjGM_02_zh","gm_shuachong_wsGM_02_zh"}
local icons={"gm_shuachong_scGM_02_zh","gm_shuachong_cjGM_02_zh","gm_shuachong_sjGM_02_zh","gm_shuachong_wsGM_02_zh"}
local sortingOrder = 0
--初始化组件(用于子类重写)
function GMChangePanel:InitComponent()
@ -109,7 +109,7 @@ function GMChangePanel:ShowTopInfo()
this.gmIcon.sprite=this.spLoader:LoadSprite(icons[index])
local privile=ConfigManager.GetConfigData(ConfigName.PrivilegeTypeConfig,2101)
if privile then
maxnum=privile.Condition[index+1][2]
maxnum=privile.Condition[index][2]
if maxnum~=-1 then
this.progress:SetActive(true)

View File

@ -101,7 +101,10 @@ local function _CompareCondition(type, condition, value)
elseif type==9 then --神尊等级解锁
return GetShenzunLv() >= condition
elseif type==10 then --名望特权等级
-- LogError("DynamicActivityManager.curLevel=="..DynamicActivityManager.curLevel.." condition=="..condition)
return DynamicActivityManager.curLevel >= condition
elseif type==11 then
-- body
else
return false
end
@ -178,6 +181,23 @@ function PrivilegeManager.GetPrivilegeUsedTimes(privilegeType)
end
return usedTimes
end
--获取某权益已用次数
function PrivilegeManager.GetPrivilegeUsedTimesById(privilegeId)
local serData = this._PrivilegeInfoList[privilegeId]
if serData then
return serData.usedTimes
end
return 0
end
function PrivilegeManager.SetPrivilegeUsedTimesById(privilegeId,times)
local serData = this._PrivilegeInfoList[privilegeId]
if serData then
serData.usedTimes=serData.usedTimes+times
end
-- return usedTimes
end
function PrivilegeManager.SetPrivilegeUsedTimes(privilegeType,times)
local privilegeList = this._PrivilegeTypeList[privilegeType]
@ -202,7 +222,7 @@ end
function PrivilegeManager.GetPrivilegeRemainValue(privilegeType)
local originalValue = this.GetPrivilegeNumber(privilegeType)
local usedTimes = this.GetPrivilegeUsedTimes(privilegeType)
-- LogBlue(string.format("originalValue:%s, usedTimes:%s",tostring(originalValue),tostring(usedTimes)))
--LogBlue(string.format("originalValue:%s, usedTimes:%s",tostring(originalValue),tostring(usedTimes)))
local remainNum = originalValue - usedTimes
-- 剩余次数不会小于0修正
if remainNum < 0 then