qinglong commit
parent
4477c38a25
commit
adff7af35a
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@ -63,9 +63,9 @@ function this:AddListener()
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end
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function this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.TreasureOfHeaven.BuyQinglongSerectLevelSuccess, this.refresh)
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Game.GlobalEvent:RemoveEvent(GameEvent.TreasureOfHeaven.RechargeQinglongSerectSuccess, this.refresh)
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Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnActivityOpenOrClose,this.Closefunction)
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Game.GlobalEvent:RemoveEvent(GameEvent.TreasureOfHeaven.BuyQinglongSerectLevelSuccess)
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Game.GlobalEvent:RemoveEvent(GameEvent.TreasureOfHeaven.RechargeQinglongSerectSuccess)
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Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnActivityOpenOrClose)
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end
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this.Closefunction = function()
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Timer.New(function()
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@ -2,7 +2,7 @@ QinglongSerectTreasureManager = {}
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local this = QinglongSerectTreasureManager
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local TreasureSunlongConfig = ConfigManager.GetConfig(ConfigName.TreasureSunlongConfig)
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local TreasureSunLongTaskConfig = ConfigManager.GetConfig(ConfigName.TreasureSunLongTaskConfig)
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local rewardData = {}--表内活动任务数据
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this.rewardData = {}--表内活动任务数据
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local taskData = {}
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this.scoreId = 0
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this.score = 0
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@ -14,19 +14,19 @@ function this.Initialize()
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end
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function this.InitializeData()
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rewardData = {}
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this.rewardData = {}
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taskData = {}
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this.scoreId = TreasureSunlongConfig[1].Integral[1][1]
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for i, v in ConfigPairs(TreasureSunlongConfig) do
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rewardData[v.Level] = {}
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rewardData[v.Level].level = v.Level
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rewardData[v.Level].activityId = v.ActivityId
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this.rewardData[v.Level] = {}
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this.rewardData[v.Level].level = v.Level
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this.rewardData[v.Level].activityId = v.ActivityId
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if v.Integral then
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rewardData[v.Level].needScore = v.Integral[1][2]
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this.rewardData[v.Level].needScore = v.Integral[1][2]
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else
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rewardData[v.Level].needScore = 0
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this.rewardData[v.Level].needScore = 0
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end
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rewardData[v.Level].Reward = {}
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this.rewardData[v.Level].Reward = {}
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local temp = {}
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if v.Reward then
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for n,m in ipairs(v.Reward) do
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@ -38,7 +38,7 @@ function this.InitializeData()
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table.insert(temp,{ type = 2,item = { m[1] , m[2] } })
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end
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end
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rewardData[v.Level].Reward = temp
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this.rewardData[v.Level].Reward = temp
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end
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for i, v in ConfigPairs(TreasureSunLongTaskConfig) do
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if not taskData[v.Type] then
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@ -56,27 +56,37 @@ end
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function this.UpdateTreasureState()
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local level = this.GetLevel()
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for k,v in pairs(rewardData) do
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if level > k then
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for k,v in pairs(this.rewardData) do
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if level < k then
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v.state = -2
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else
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v.state = 0
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end
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end
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this.activityId = ActivityGiftManager.GetActivityIdByType(ActivityTypeDef.TreasureOfSomeBody)
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local TreasureRewardState = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.TreasureOfSomeBody)
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if TreasureRewardState and TreasureRewardState.mission then
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--state -2 未达成 -1 普通和额外全部领取 0未领取 1激活秘宝,可以再次领取
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for k,v in ipairs(TreasureRewardState.mission) do
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for k,v in ipairs(TreasureRewardState.mission) do
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if v and level >= v.missionId then
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rewardData[v.missionId].state = v.state
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else
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rewardData[v.missionId].state = -2
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this.rewardData[v.missionId].state = v.state
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else
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this.rewardData[v.missionId].state = -2
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end
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end
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end
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end
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function this.UpdateTreasureState2()
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local level = this.GetLevel()
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for k,v in pairs(this.rewardData) do
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if level < k then
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v.state = -2
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elseif v.state == -2 then
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v.state = 0
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end
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end
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end
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function this.UpdateTrailWeekTime(msg)
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LogRed("msg.weekTime:"..msg.weekTime)
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this.traiWeekTime = msg.weekTime
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@ -114,12 +124,13 @@ function this.GetScore()
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end
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function this.SetSingleRewardState(id,state)
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rewardData[id].state = state
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this.rewardData[id].state = state
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LogBlue("SetSingleRewardState:id:"..id.." state:"..state)
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end
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function this.GetAllRewardData()
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local temp ={}
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for i, v in pairs(rewardData) do
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for i, v in pairs(this.rewardData) do
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if i ~= 0 and v.activityId == this.activityId then
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table.insert(temp,v)
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end
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@ -128,7 +139,7 @@ function this.GetAllRewardData()
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end
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function this.GetRewardData(lv)
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return rewardData[lv]
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return this.rewardData[lv]
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end
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function this.SetLevel(_level)
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@ -159,7 +170,7 @@ function this.GetQinglongSerectTreasureRedPot()
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return false
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end
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local state = this.GetTreasureState()
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for i, v in pairs(rewardData) do
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for i, v in pairs(this.rewardData) do
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if i ~= 0 then
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if v.state == 0 or (v.state == 1 and state > 0) then
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return true
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@ -642,7 +642,7 @@ function this.RefreshTreasureLevel(buffer)
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msg:ParseFromString(data)
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LogGreen("青龙秘宝等级更新了:"..msg.level)
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QinglongSerectTreasureManager.SetLevel(msg.level)
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QinglongSerectTreasureManager.UpdateTreasureState()
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QinglongSerectTreasureManager.UpdateTreasureState2()
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end
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--幸运转盘
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@ -61,7 +61,7 @@ function this:OnShow(_parent,...)
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rewardData = QinglongSerectTreasureManager.GetAllRewardData()
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this:showRewardQinglong()
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end
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this.tip.text = "<color=#60A22C>解锁高阶战令,激活进阶</color><color=#95523B>专属奖励+直升15级</color><color=#60A22C>解锁立获限定称号+限定气泡</color>"
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this.tip.text = "<color=#60A22C>解锁高阶战令,激活进阶</color><color=#95523B>专属奖励+直升15级</color>"
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end
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--充值成功
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