心愿抽卡修改提交
parent
a0fa68be2a
commit
ac172339ae
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@ -2350,7 +2350,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!224 &1006421095
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RectTransform:
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m_ObjectHideFlags: 0
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@ -10289,10 +10289,10 @@ RectTransform:
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m_Father: {fileID: 6669000462376630719}
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m_RootOrder: 4
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 650, y: -50}
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m_SizeDelta: {x: 60, y: 88}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &8682382969320885722
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CanvasRenderer:
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@ -20932,10 +20932,10 @@ RectTransform:
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m_Father: {fileID: 6669000462376630719}
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m_RootOrder: 3
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 510, y: -50}
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m_SizeDelta: {x: 60, y: 88}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &2548272237263765984
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CanvasRenderer:
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@ -21281,7 +21281,7 @@ MonoBehaviour:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2919348480456994023}
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m_Enabled: 0
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: -405508275, guid: f70555f144d8491a825f0804e09c671c, type: 3}
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m_Name:
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@ -24125,10 +24125,10 @@ RectTransform:
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m_Father: {fileID: 6669000462376630719}
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m_RootOrder: 2
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 370, y: -50}
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m_SizeDelta: {x: 60, y: 88}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &725074640987852237
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CanvasRenderer:
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@ -36923,10 +36923,10 @@ RectTransform:
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m_Father: {fileID: 6669000462376630719}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 90, y: -50}
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m_SizeDelta: {x: 60, y: 88}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1752293183709431928
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CanvasRenderer:
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@ -46675,10 +46675,10 @@ RectTransform:
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m_Father: {fileID: 6669000462376630719}
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m_RootOrder: 1
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 230, y: -50}
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m_SizeDelta: {x: 60, y: 88}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &5187175447103501528
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CanvasRenderer:
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@ -47500,10 +47500,10 @@ RectTransform:
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m_Father: {fileID: 6669000462376630719}
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m_RootOrder: 5
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 790, y: -50}
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m_SizeDelta: {x: 60, y: 88}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &5340892954920088993
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CanvasRenderer:
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@ -1512,6 +1512,7 @@ ActivityTypeDef = {
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xianjingleichong = 114,--仙晶累充
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godsWayTowerTreasure_two=115, --多队塔二队秘宝
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godsWayTowerTreasure_three=116,--多队塔三队秘宝
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wishHero=117, --英雄心愿抽卡
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}
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--活动结束需要处理面板关闭类型
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ActivityTypePanel = {
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@ -286,6 +286,8 @@ ConfigName = {
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ShenBingSetting="ShenBingSetting",
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ShenBingLevel="ShenBingLevel",
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ShenBing="ShenBing",
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TabulationConfig="TabulationConfig",
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WishConfig="WishConfig",
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}
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@ -135,6 +135,8 @@ function this.GetActivityRewardRequest(type, index)
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end
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end)
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Game.GlobalEvent:DispatchEvent(GameEvent.Activity.GetRewardRefresh, this.chapterGiftData)
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elseif type==11701 then
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Game.GlobalEvent:DispatchEvent(GameEvent.Recruit.OnRecruitRefreshData)
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end
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--CheckRedPointStatus(RedPointType.SecretTer)
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Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.OnRefreshRedShow)
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@ -6,12 +6,14 @@ local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
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function this:InitComponent(gameObject)
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self.spLoader = SpriteLoader.New()
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self.okBtn = Util.GetGameObject(gameObject,"okBtn")
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self.helpBtn = Util.GetGameObject(gameObject, "helpBtn")
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self.scroll = Util.GetGameObject(gameObject,"selectList")
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self.itemPre = Util.GetGameObject(gameObject,"itemPre")
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-- 设置循环滚动,万一内容不停地加
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local rootHight = self.scroll.transform.rect.height
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local width = self.scroll.transform.rect.width
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self.infoTxt=Util.GetGameObject(gameObject,"Bg/tiao1/Text (1)"):GetComponent("Text")
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self.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scroll.transform,
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self.itemPre, nil, Vector2.New(width, rootHight), 1, 5, Vector2.New(20, 45))
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self.scrollView.moveTween.MomentumAmount = 1
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@ -26,6 +28,14 @@ function this:InitComponent(gameObject)
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self.wishListObj[i] = Util.GetGameObject(gameObject,"wishList/hero ("..i..")")
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self.bgObjlist[i] = Util.GetGameObject(gameObject,"Bg/bglist/obj"..i)
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Util.GetGameObject(self.bgObjlist[i], "frame"):GetComponent("Image").sprite = self.spLoader:LoadSprite("r_characterbg_goden")
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--心愿神将现在只显示一个
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if i>1 then
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self.wishListObj[i]:SetActive(false)
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self.bgObjlist[i]:SetActive(false)
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else
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self.wishListObj[i]:SetActive(true)
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self.bgObjlist[i]:SetActive(true)
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end
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end
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--tabList
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self.tabListObj = {}
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@ -36,8 +46,7 @@ function this:InitComponent(gameObject)
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self.tabListObj[j] = Util.GetGameObject(gameObject,"Tabs/grid/Btn"..j)
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end
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self.okBtn = Util.GetGameObject(gameObject,"okBtn")
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self.helpBtn = Util.GetGameObject(gameObject, "helpBtn")
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self.helpPosition = self.helpBtn:GetComponent("RectTransform").localPosition
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end
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@ -49,18 +58,25 @@ function this:BindEvent()
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end)
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end
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for i = 1, 3 do
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Util.AddOnceClick(self.bgObjlist[i],function ()
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--心愿只能选一个神将
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if i>1 then
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return
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end
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self.curSelect = RecruitManager.CheckIndex()
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this:Refresh(true,false)
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end)
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end
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Util.AddOnceClick(self.okBtn,function ()
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LogError("点击确定按钮")
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self.parent:ClosePanel()
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end)
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--帮助按钮
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Util.AddClick(self.helpBtn, function()
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LogError("点击帮助按钮")
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.WishCard,self.helpPosition.x,self.helpPosition.y)
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end)
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end
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@ -90,14 +106,17 @@ function this:Refresh(isTop,isAni)
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if not RecruitManager.drawTimes[1] or RecruitManager.drawTimes[1] < data then
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self.parent:ClosePanel()
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end
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local aaa=string.format("抽到<size=35><color=#31FF00>5星</color></size>神将时,有<size=35><color=#31FF00>%s%s</color></size>几率转化为<size=35><color=#31FF00>心愿神将!</color></size>",RecruitManager.GetWishPro(),"%")
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self.infoTxt.text=aaa
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self.selectBtn:GetComponent("RectTransform").localPosition = self.tabListObj[self.curSelect]:GetComponent("RectTransform").localPosition
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this:SetHeroList(isTop,isAni)
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this:SetUpHero()
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end
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function this:SetUpHero()
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for i = 1, 3 do
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for i = 1, 1 do
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local go = self.wishListObj[i]
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local frame = Util.GetGameObject(go, "frame"):GetComponent("Image")
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local icon = Util.GetGameObject(go, "icon"):GetComponent("Image")
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local proIcon = Util.GetGameObject(go, "proIcon"):GetComponent("Image")
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@ -125,6 +144,11 @@ function this:SetUpHero()
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else
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go:SetActive(false)
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end
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LogError("i==================="..i)
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if i>1 then
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self.wishListObj[i]:SetActive(false)
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LogError("false false")
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end
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Util.AddLongPressClick(go,function ()
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UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, heroId, 5)
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end,0.5)
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@ -53,7 +53,15 @@ function this.GetWishTailsManSoulChips()
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end
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return datas
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end
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local wishPro=20
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function this.SetWishPro(pro)
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LogError("pro==========="..pro)
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wishPro=pro
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end
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function this.GetWishPro()
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return wishPro
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end
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function this.CheckIsUpTailsManSoulChip(id)
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if this.upTailsManSoulChip[id] then
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return true
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@ -582,7 +590,7 @@ function this.CheckCurHeroState(_heroTid)
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num = num + 1
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end
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end
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if num == 3 then
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if num == 1 then
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--如果上方神将满则其他全部置灰
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return 2
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end
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@ -14,7 +14,8 @@ local artResourcesConfig =ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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local lotterySetting=ConfigManager.GetConfig(ConfigName.LotterySetting)
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local privilegeConfig=ConfigManager.GetConfig(ConfigName.PrivilegeTypeConfig)
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local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
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local wishConfig=ConfigManager.GetConfig(ConfigName.WishConfig)
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local getId=0
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function RecruitPanelNew:InitComponent()
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self.spLoader = SpriteLoader.New()
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self.panel = Util.GetGameObject(self.gameObject,"Panel")
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@ -29,7 +30,7 @@ function RecruitPanelNew:InitComponent()
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self.slider = Util.GetGameObject(self.rewardBox,"Bg/Slider"):GetComponent("Image")
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self.sliderText = Util.GetGameObject(self.rewardBox, "progress/Text"):GetComponent("Text")
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self.boxNameText = Util.GetGameObject(self.rewardBox, "di/Text"):GetComponent("Text")
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self.boxNameText.text="传说自选箱"
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self.boxNameText.text="等级宝箱"
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self.boxBtn=Util.GetGameObject(self.rewardBox,"Btn")
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self.UI_effect_RecruitPanel_box_normal = Util.GetGameObject(self.rewardBox,"UI_effect_RecruitPanel_box_normal")
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effectAdapte(Util.GetGameObject(self.UI_effect_RecruitPanel_box_normal, "quan01"))
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@ -43,7 +44,6 @@ function RecruitPanelNew:InitComponent()
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self.helpPosition = self.helpBtn:GetComponent("RectTransform").localPosition
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self.wish = Util.GetGameObject(self.panel,"wishBtn")
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self.wish:SetActive(false)
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self.wishNoOpen = Util.GetGameObject(self.wish,"noOpen")
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self.wishBtn = Util.GetGameObject(self.wishNoOpen,"Img")
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self.wishTextImg = Util.GetGameObject(self.wishNoOpen,"ImgText")
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@ -69,7 +69,14 @@ function RecruitPanelNew:InitComponent()
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self.upHeroPreList[i].item = SubUIManager.Open(SubUIConfig.ItemView,self.upHeroPreList[i].itempos.transform)
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self.upHeroPreList[i].item.gameObject:SetActive(false)
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self.upHeroPreList[i].item.transform:SetSiblingIndex(0)
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self.upHeroPreList[i].choosed = Util.GetGameObject(self.upHeroPreList[i].go,"state")
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self.upHeroPreList[i].choosed = Util.GetGameObject(self.upHeroPreList[i].go,"state")
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--心愿神将现在只显示一个
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if i>1 then
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self.upHeroPreList[i].go:SetActive(false)
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else
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self.upHeroPreList[i].go:SetActive(true)
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end
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end
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self.btns = {}
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for i = 1,2 do
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@ -91,8 +98,13 @@ function RecruitPanelNew:BindEvent()
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end)
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--宝箱按钮
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Util.AddClick(self.boxBtn,function()
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitBox)
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--UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitBox)
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--self.UI_effect_RecruitPanel_box_normal:SetActive(true)
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if RecruitManager.isCanOpenBox then
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LogError("getid=========="..getId)
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ActivityGiftManager.GetActivityRewardRequest(11701,getId)
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end
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end)
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--奖池预览按钮
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Util.AddClick(self.previewBtn, function()
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@ -158,11 +170,27 @@ function RecruitPanelNew:OnShow(sortingOrder)
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end
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end
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local progresss=0
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local wishLv=0
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function RecruitPanelNew:UpdataPanel()
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self.bg1.sprite = self.spLoader:LoadSprite(self.config.Icon[3])
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self.bg2.sprite = self.spLoader:LoadSprite(self.config.Icon[4])
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self.bg3.sprite = self.spLoader:LoadSprite(self.config.Icon[8])
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self.title.sprite = self.spLoader:LoadSprite(self.config.Icon[5])
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--宝箱活动数据
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local actconfigs=ActivityGiftManager.GetActivityInfoByType(11701)
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for i = 1,#actconfigs.mission do
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progresss=actconfigs.mission[i].progress
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end
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LogError("progress==============="..progresss)
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for i, v in ConfigPairs(wishConfig) do
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if RecruitManager.drawTimes[1] and RecruitManager.drawTimes[1]>= v.DrawCardNumber then
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wishLv=v.Id
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RecruitManager.SetWishPro(v.Weight/10000*100)
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end
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end
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self.boxNameText.text="宝箱等级:"..wishLv
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self.title:SetNativeSize()
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for i = 1,2 do
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self.btns[i].layoutDi.sprite = self.spLoader:LoadSprite(self.config.Icon[6])
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@ -170,6 +198,7 @@ function RecruitPanelNew:UpdataPanel()
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self.parent.mask2.sprite = self.spLoader:LoadSprite(self.config.Icon[7])
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self.parent.mask1.sprite = self.spLoader:LoadSprite(self.config.Icon[7])
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-- self.tip.text = self.config.TitleText
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self:UpdataWishPanel()
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self:UpdataBoxReward()
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local num=PrivilegeManager.GetPrivilegeRemainValue(self.singleConfig.MoneyTimes)
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@ -184,18 +213,17 @@ function RecruitPanelNew:UpdataWishPanel()
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self.tenTip.gameObject:SetActive(false)
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return
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end
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--屏蔽心愿
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self.wish.gameObject:SetActive(false)
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--如果没有达到150抽按钮置灰
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local data = tonumber(specialConfig[119].Value)
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NetManager.ChoiceWishHeroRequest(nil,function ()
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--LogError(" RecruitManager.drawTimes[1]===".. RecruitManager.drawTimes[1])
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if RecruitManager.drawTimes[1] then
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if RecruitManager.drawTimes[1] < data then
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if wishLv < data then
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self.wishNoOpen.gameObject:SetActive(true)
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self.wishOpen.gameObject:SetActive(false)
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Util.SetGray(self.wishBtn,true)
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self.wishText.text = string.format("%s/%s",RecruitManager.drawTimes[1],data)
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self.wishTipIma.text = "开启心愿功能,将有更高概率获得心愿神将~"
|
||||
self.wishText.text = string.format("%s/%s",wishLv,data)
|
||||
self.wishTipIma.text = "宝箱等级"..data.."级后开启心愿功能,\n将有更高概率获得心愿神将~"
|
||||
else
|
||||
self.wishNoOpen.gameObject:SetActive(false)
|
||||
self.wishOpen.gameObject:SetActive(true)
|
||||
|
@ -248,11 +276,42 @@ function RecruitPanelNew:UpdataWishPanel()
|
|||
end
|
||||
|
||||
function RecruitPanelNew:UpdataBoxReward()
|
||||
local num = BagManager.GetItemCountById(self.XianZhaoConfig.CostItem[1][1])
|
||||
RecruitManager.isCanOpenBox = num >= self.XianZhaoConfig.CostItem[1][2]
|
||||
self.slider.fillAmount = num/self.XianZhaoConfig.CostItem[1][2]
|
||||
self.sliderText.text = string.format("%s/%s", num, self.XianZhaoConfig.CostItem[1][2])
|
||||
--local num = BagManager.GetItemCountById(self.XianZhaoConfig.CostItem[1][1])
|
||||
LogError("更新宝箱显示s")
|
||||
local actconfigs=ActivityGiftManager.GetActivityInfoByType(11701)
|
||||
RecruitManager.isCanOpenBox=false
|
||||
for i = 1,#actconfigs.mission do
|
||||
local config=ConfigManager.TryGetConfigData(ConfigName.WishConfig,actconfigs.mission[i].missionId)
|
||||
-- if config then
|
||||
-- LogError("actconfigs.mission[i].state=="..actconfigs.mission[i].state.." RecruitManager.drawTimes[1]=="..RecruitManager.drawTimes[1].." config.DrawCardNumber== "..config.DrawCardNumber)
|
||||
-- end
|
||||
if config and actconfigs.mission[i].state==0 and RecruitManager.drawTimes[1] and RecruitManager.drawTimes[1]>=config.DrawCardNumber then
|
||||
RecruitManager.isCanOpenBox=true
|
||||
getId=actconfigs.mission[i].missionId
|
||||
|
||||
break
|
||||
end
|
||||
end
|
||||
self.boxIcon:GetComponent("Animator").enabled = RecruitManager.isCanOpenBox
|
||||
local wishData=ConfigManager.TryGetConfigData(ConfigName.WishConfig,wishLv+1)
|
||||
if wishData then
|
||||
--self.XianZhaoConfig.CostItem[1][2]
|
||||
-- = RecruitManager.drawTimes[1]>= wishData.DrawCardNumber
|
||||
self.sliderText.text = string.format("%s/%s", RecruitManager.drawTimes[1] or 0,wishData.DrawCardNumber )
|
||||
if RecruitManager.drawTimes[1] then
|
||||
self.slider.fillAmount = RecruitManager.drawTimes[1]/wishData.DrawCardNumber
|
||||
else
|
||||
self.slider.fillAmount = 0 /wishData.DrawCardNumber
|
||||
end
|
||||
|
||||
else
|
||||
--self.boxIcon:GetComponent("Animator").enabled = false
|
||||
self.slider.fillAmount = 1
|
||||
self.sliderText.text ="宝箱已达最大等级"
|
||||
end
|
||||
|
||||
--self.sliderText.text = string.format("%s/%s", num, self.XianZhaoConfig.CostItem[1][2])
|
||||
|
||||
-- self.UI_effect_RecruitPanel_box_normal:SetActive(not RecruitManager.isCanOpenBox)
|
||||
-- self.UI_effect_RecruitPanel_box_open:SetActive(RecruitManager.isCanOpenBox)
|
||||
end
|
||||
|
|
Loading…
Reference in New Issue