Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev

dev_chengFeng
jiaoyangna 2021-10-21 18:00:20 +08:00
commit ad84124cd9
17 changed files with 2724 additions and 99 deletions

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extension: .png
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@ -25272,6 +25300,10 @@ MonoBehaviour:
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@ -31436,6 +31468,10 @@ MonoBehaviour:
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@ -35576,6 +35612,10 @@ MonoBehaviour:
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extension: .prefab
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extension: .prefab
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@ -57676,6 +57720,10 @@ MonoBehaviour:
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resPathIndex: 735
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extension: .prefab
resPathIndex: 735
resAbNameIndex: 3225
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extension: .prefab
resPathIndex: 736
@ -77075,6 +77123,9 @@ MonoBehaviour:
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- lz4/dynamicatlas/r_hunyin_hunyinkuanghong.unity3d
- lz4/dynamicatlas/r_hunyin_hunyinkuanghuang001.unity3d
- lz4/dynamicatlas/r_tanchuang_chuangkou_001.unity3d
- lz4/dynamicatlas/r_tanchuang_erji_001.unity3d
- lz4/dynamicatlas/r_tanchuang_erji_002.unity3d
- lz4/dynamicatlas/r_tongyong_xiaanniu_di.unity3d
@ -77717,7 +77768,12 @@ MonoBehaviour:
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- lz4/dynamicatlas/commonatlas/l_mrlb_biaoqian.unity3d
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View File

@ -972,7 +972,10 @@ RedPointType = {
Practice_imprint = 5002,--神印按钮
Practice_fourQua = 5003,--四象心法
Practice_Cultivation = 5004,--主角修为
playerSkill1 = 5100,--主角1技能
playerSkill2 = 5200,--主角2技能
playerSkill2 = 5300,--主角3技能
playerSkill2 = 5400,--主角4技能
wujinMission = 8500,
wujinTreasure = 8501,
wujinBianDui = 8502,
@ -984,6 +987,9 @@ RedPointType = {
linglongBaojing = 671,
TaiChuMiJuan = 670,
--玉虚论道
WorldArena_reward = 672, --玉虚论道奖励
playerSkill = 673, --主角技能
LikeabilityRed = 680,
--七界试炼
@ -993,9 +999,8 @@ RedPointType = {
YuJianXingMian = 870,--主界面
YuJianXingTime = 8701,--次数
YuJianXingRecord = 8702,--纪录
--玉虚论道
WorldArena_reward = 672, --玉虚论道奖励
playerSkill = 673, --主角技能
--新百宝商会
TreasureStoreSeason2 = 880--主城
}
RedPointStatus = {
@ -1317,6 +1322,7 @@ ActivityTypeDef = {
DynamicAct_Treasure = 20002,--主题活动珍奇宝阁
LimitUpHero = 20003, --限时up活动 (祈愿)
TreasureStore = 6000,--百宝商会
TreasureStoreSeason2 = 6001,--新百宝商会
YiJingBaoKu = 8000,--易经宝库
MeiRiLiBao = 10004,

View File

@ -422,6 +422,7 @@ UIName = {
GeneralTreasurePanel=420, --通用秘宝界面
YuJianXingPanel = 428,--御剑行界面
CultivationPanel = 429,--主角修为界面
TreasureStoreSeason2 = 431,--新百宝商会
PracticeSkillInfoPanel = 430, --修行主角技能信息界面
}

View File

@ -543,7 +543,7 @@ function this.RefreshActivityProgressData(msg)
if missionInfo.missionId == msg.activityInfo.mission[i].missionId then
missionInfo.state = msg.activityInfo.mission[i].state
missionInfo.progress = msg.activityInfo.mission[i].progress
LogYellow(msg.activityInfo.activityId.." 刷新活动数据missionId" .. missionInfo.missionId .. "state" .. missionInfo.state .. "progress" .. missionInfo.progress)
-- LogYellow(msg.activityInfo.activityId.." 刷新活动数据missionId" .. missionInfo.missionId .. "state" .. missionInfo.state .. "progress" .. missionInfo.progress)
end
end
end
@ -1377,4 +1377,18 @@ function this.CheckSupremeMission(indexType,isHaveBigReward)
return isAllGet
end
--新百宝商会红点检测
function this.TreasureStoreSeason2RedCheck()
local data = CommonActPageManager.GetData(ActivityTypeDef.TreasureStoreSeason2)
for i = 1, #data.FreelyData do
for j = 1, #data.FreelyData[i] do
local data = data.FreelyData[i][j]
if data.progress == 1 and data.Price == 0 then
return true
end
end
end
return false
end
return this

View File

@ -69,6 +69,9 @@ function BattleAnalysisManager:OnAddRole(role)
data.info = role
end
function BattleAnalysisManager:OnAddMonster(monster)
if monster.uid==20100 then
monster.type=1
end
local data = self:GetRecordData(monster)
data.info = monster
end

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@ -150,7 +150,7 @@ function this.GetBattleBestData(Id)
-- 怪物只显示最后一层的怪物信息
if data.info and data.info.camp == 0 then
-- 计算最大值(不计算异妖的)
if data.info.type == BattleUnitType.Role then
if data.info.type == BattleUnitType.Role and data.info.position<7 then
if data.damage > _MaxDamageValue then
_MaxDamageData = {
roleId = data.info.roleData.roleId,

View File

@ -325,7 +325,8 @@ function this.HeadAdapter(head, data)
local lv = Util.GetGameObject(head, "lv")
local lvText = Util.GetGameObject(head, "lv/Text"):GetComponent("Text")
local starRoot = Util.GetGameObject(head, "star")
local aa=0
local frameStr="r_characterbg_goden"
if data.type == BattleUnitType.Role then
local roleId = data.roleData.monsterId or data.roleData.roleId
local roleLv = data:GetRoleData(RoleDataName.Level)
@ -333,31 +334,43 @@ function this.HeadAdapter(head, data)
local star = data.star
local config = {}
if roleId > 10100 then
local MonsterConfig = ConfigManager.GetConfigData(ConfigName.MonsterConfig, roleId)
config.Quality = MonsterConfig.Quality
config.lv = MonsterConfig.Level
star=MonsterConfig.Star
if MonsterConfig.MonsterId > 10000 then
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, MonsterConfig.MonsterId)
if data.position==100 then
config.Quality=4
if NameManager.roleSex==ROLE_SEX.BOY then
aa=3201
else
aa=3202
end
config.lv=PlayerManager.level
star=0
else
if roleId > 10100 then
local MonsterConfig = ConfigManager.GetConfigData(ConfigName.MonsterConfig, roleId)
config.Quality = MonsterConfig.Quality
config.lv = MonsterConfig.Level
star=MonsterConfig.Star
if MonsterConfig.MonsterId > 10000 then
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, MonsterConfig.MonsterId)
config.Icon = heroConfig.Icon
config.Profession = heroConfig.Profession
config.PropertyName = heroConfig.PropertyName
else
local monsterViewInfo = ConfigManager.GetConfigData(ConfigName.MonsterViewConfig, MonsterConfig.MonsterId)
config.Icon = monsterViewInfo.MonsterIcon
end
else
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, roleId)
config.Quality = heroConfig.Quality
config.Icon = heroConfig.Icon
config.Profession = heroConfig.Profession
config.PropertyName = heroConfig.PropertyName
else
local monsterViewInfo = ConfigManager.GetConfigData(ConfigName.MonsterViewConfig, MonsterConfig.MonsterId)
config.Icon = monsterViewInfo.MonsterIcon
config.lv = roleLv
end
else
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, roleId)
config.Quality = heroConfig.Quality
config.Icon = heroConfig.Icon
config.Profession = heroConfig.Profession
config.PropertyName = heroConfig.PropertyName
config.lv = roleLv
aa=config.Icon
frameStr=GetHeroQuantityImageByquality(config.Quality, star)
end
-- 头像
frame.sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(config.Quality, star))
local aa=config.Icon
frame.sprite = this.spLoader:LoadSprite(frameStr)
if skinId and skinId>0 then
local skinConfig=ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Type",skinId)
if skinConfig then

View File

@ -1018,6 +1018,8 @@ function this:TabBtnAction(id,actType,data)
UIManager.OpenPanel(UIName.MissionDailyPanel,2,1)
elseif id == ActivityTypeDef.TreasureStore then
UIManager.OpenPanel(UIName.TreasureStorePopup)
elseif id == ActivityTypeDef.TreasureStoreSeason2 then
UIManager.OpenPanel(UIName.TreasureStoreSeason2)
elseif id == ActivityTypeDef.DynamicAct then
-- local dynamicAct = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.DynamicAct)
-- local curindex = 1

View File

@ -219,7 +219,38 @@ local TypeUpdateFunc = {
table.sort(curData.FreelyData,function (a,b)
return a.Id < b.Id
end)
end
end,
[ActivityTypeDef.TreasureStoreSeason2] = function ()--新百宝商会
local curData = dataList[ActivityTypeDef.TreasureStoreSeason2]
local configData = ConfigManager.GetAllConfigsDataByKey(ConfigName.SurpriseBoxConfig,"ActivityId",curData.activityId)
local rechargeConfig = ConfigManager.GetConfig(ConfigName.RechargeCommodityConfig)
for i = 1, #curData.rewards do
-- LogRed("missionId:"..tostring(curData.rewards[i].missionId).." progress:"..tostring(curData.rewards[i].progress).." state:"..tostring(curData.rewards[i].state))
for j = 1, #configData do
if curData.rewards[i].missionId == configData[j].Id then
if not curData.FreelyData[configData[j].Sort] then
curData.FreelyData[configData[j].Sort] = {}
end
local tempData = {}
tempData.Id = configData[j].Id
tempData.PackId = configData[j].PackId
tempData.Sort = configData[j].Sort
tempData.BuyDay = configData[j].BuyDay
tempData.Name = rechargeConfig[configData[j].PackId].Name
tempData.Reward = rechargeConfig[configData[j].PackId].RewardShow
tempData.Price = rechargeConfig[configData[j].PackId].Price
tempData.progress = curData.rewards[i].progress
--插入数据2维 [天数][第几个]
table.insert(curData.FreelyData[configData[j].Sort],tempData)
end
end
end
for i = 1,#curData.FreelyData do
table.sort(curData.FreelyData[i],function (a,b)
return a.Id < b.Id
end)
end
end,
}
--超凡入圣
@ -479,7 +510,7 @@ function this.InitSingleTypeData(actType)
end
end
singleTypeData.FreelyData = {} --其他信息(整个活动的一些信息)
end
end
return singleTypeData
end

View File

@ -587,6 +587,8 @@ function this.RegisterRedCheckFunc()
RPData:AddCheckFunc(RedPointType.LikeabilityRed,LikabilityManager.CheckRedPot)
--御剑行
RPData:AddCheckFunc(RedPointType.YuJianXingMian,YuJianXingManager.CheckRedPoint)
--新百宝商会
RPData:AddCheckFunc(RedPointType.TreasureStoreSeason2,ActivityGiftManager.TreasureStoreSeason2RedCheck)
end
-- 向红点绑定物体

View File

@ -0,0 +1,162 @@
require("Base/BasePanel")
local TreasureStoreSeason2 = Inherit(BasePanel)
local _DayTipImageFormat = "p_piaomialzhilv_paizi%2d"
local _DayItemFormat = "第%s天"
local _DayNum = 7
--初始化组件(用于子类重写)
function TreasureStoreSeason2:InitComponent()
self.spLoader = SpriteLoader.New()
self.helpBtn = Util.GetGameObject(self.gameObject, "helpBtn")
self.dayTip = Util.GetGameObject(self.gameObject, "curDayTipImage/curDayTip"):GetComponent("Image")
self.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
--日期list
self.dayList = Util.GetGameObject(self.gameObject, "dayList")
self.dayPre = Util.GetGameObject(self.gameObject, "dayList/dayPre")
self.dayPre:SetActive(false)
self.dayScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.dayList.transform,self.dayPre, nil,
Vector2.New(self.dayList.transform.rect.width, self.dayList.transform.rect.height), 1, 1, Vector2.New(0, 0))
self.dayScrollView.moveTween.MomentumAmount = 1
self.dayScrollView.moveTween.Strength = 2
self.dayList = {}
--礼包list
self.giftList = Util.GetGameObject(self.gameObject, "giftList")
self.giftPre = Util.GetGameObject(self.gameObject, "giftList/giftPre")
self.giftPre:SetActive(false)
self.giftScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.giftList.transform,self.giftPre, nil,
Vector2.New(self.giftList.transform.rect.width, self.giftList.transform.rect.height), 1, 1, Vector2.New(0, 0))
self.giftScrollView.moveTween.MomentumAmount = 1
self.giftScrollView.moveTween.Strength = 2
self.giftList = {}
self.itemViewList = {}
self.firstIn = true
end
--绑定事件(用于子类重写)
function TreasureStoreSeason2:BindEvent()
Util.AddOnceClick(self.btnBack,function ()
self:ClosePanel()
end)
end
--添加事件监听(用于子类重写)
function TreasureStoreSeason2:AddListener()
end
--移除事件监听(用于子类重写)
function TreasureStoreSeason2:RemoveListener()
end
function TreasureStoreSeason2:OnSortingOrderChange()
end
--界面打开时调用(用于子类重写)
function TreasureStoreSeason2:OnOpen()
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 TreasureStoreSeason2:OnShow()
self.actData = CommonActPageManager.GetData(ActivityTypeDef.TreasureStoreSeason2)
self:Refresh()
end
function TreasureStoreSeason2:Refresh()
if self.firstIn then
self.curSelect = self.actData.value
self.firstIn = false
end
CheckRedPointStatus(RedPointType.TreasureStoreSeason2)
self.dayTip.sprite = self.spLoader:LoadSprite("p_piaomialzhilv_paizi0"..self.curSelect)
self:SetDayButton()
self:SetGiftList()
end
--设置天数的
function TreasureStoreSeason2:SetDayButton()
self.dayScrollView:SetData(self.actData.FreelyData, function (index, item)
Util.GetGameObject(item,"name"):GetComponent("Text").text = string.format(_DayItemFormat,NumToChinese[index])
item:GetComponent("Image").sprite = self.spLoader:LoadSprite(self.curSelect == index and "p_piaomialzhilv_banzi21" or "p_piaomialzhilv_banzi2")
Util.SetGray(item,index > self.actData.value)
Util.AddOnceClick(item,function ()
if index > self.actData.value then
PopupTipPanel.ShowTip(string.format("%s天后开启",index - self.actData.value))
else
self.curSelect = index
self:Refresh()
end
end)
local redPoint = Util.GetGameObject(item,"redPoint")
redPoint:SetActive(false)
for i = 1, #self.actData.FreelyData[index] do
if self.actData.FreelyData[index][i].progress == 1 and self.actData.FreelyData[index][i].Price == 0 then
redPoint:SetActive(true)
end
end
end,false,true)
end
--设置礼包list
function TreasureStoreSeason2:SetGiftList()
self.giftScrollView:SetData(self.actData.FreelyData[self.curSelect], function (index, item)
self:ShowSingleData(item,self.actData.FreelyData[self.curSelect][index],index)
end)
end
function TreasureStoreSeason2:ShowSingleData(_go,_data,_index)
local title = Util.GetGameObject(_go,"title/Text"):GetComponent("Text")
local box = Util.GetGameObject(_go,"box")
local buyBtn = Util.GetGameObject(_go,"buy")
local price = Util.GetGameObject(buyBtn,"Text"):GetComponent("Text")
local redPoint = Util.GetGameObject(buyBtn,"redPoint")
title.text = _data.Name
price.text = _data.Price..""
Util.SetGray(buyBtn,_data.progress == 8)
Util.SetGray(redPoint,false)
redPoint:SetActive(_data.progress == 1 and _data.Price == 0)
if not self.itemViewList[_go] then
self.itemViewList[_go] = {}
end
for k,v in ipairs(self.itemViewList[_go]) do
v.gameObject:SetActive(false)
end
for i = 1, #_data.Reward do
local rewardData = _data.Reward[i]
if not self.itemViewList[_go][i] then
self.itemViewList[_go][i] = SubUIManager.Open(SubUIConfig.ItemView, box.transform)
end
self.itemViewList[_go][i]:OnOpen(false, rewardData, 0.8,false,false,false,self.sortingOrder)
self.itemViewList[_go][i].gameObject:SetActive(true)
end
Util.AddOnceClick(buyBtn,function ()
if _data.progress == 1 then
PayManager.Pay(_data.PackId, function(id)
FirstRechargeManager.RefreshAccumRechargeValue(_data.PackId)
OperatingManager.SetHadBuyGoodsId({_data.PackId})
OperatingManager.RemoveItemInfoByType(GoodsTypeDef.DirectPurchaseGift, _data.PackId)
self:OnShow()
end)
end
end)
end
--界面关闭时调用(用于子类重写)
function TreasureStoreSeason2:OnClose()
self.firstIn = false
end
--界面销毁时调用(用于子类重写)
function TreasureStoreSeason2:OnDestroy()
self.spLoader:Destroy()
self.itemViewList = {}
self.giftList = {}
self.dayList = {}
end
return TreasureStoreSeason2

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@ -0,0 +1,7 @@
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