svn逻辑tongbu

dev_chengFeng
JieLing 2020-07-01 18:14:03 +08:00
parent 956dcfbcd2
commit b3c70f66e4
21 changed files with 652 additions and 513 deletions

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@ -808,7 +808,7 @@ JumpType = {
DailyCarbon_Hero=69, --每日角色碎片副本 DailyCarbon_Hero=69, --每日角色碎片副本
DailyCarbon_Transure=70, --每日法宝副本 DailyCarbon_Transure=70, --每日法宝副本
DailyCarbon_SoulPrint=71, --每日魂印副本 DailyCarbon_SoulPrint=71, --每日魂印副本
DeathPos=71, --十绝阵 DeathPos=72, --十绝阵
GuildCarDelay=73 , --车迟斗法 GuildCarDelay=73 , --车迟斗法
BuyVigor = 10000, --体力购买 BuyVigor = 10000, --体力购买
BuyGold = 10001, --金币购买 BuyGold = 10001, --金币购买

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@ -17,6 +17,7 @@ function CardRendererManager.Initialize()
this.indexFlag = 0 this.indexFlag = 0
this.liveList = {} this.liveList = {}
this.usingList = {}
end end
@ -52,7 +53,7 @@ function CardRendererManager.GetSpineTexture(liveName, scaleV3, posV3, isReuse,
node = liveNode node = liveNode
} }
-- --
return this.textureList[this.indexFlag], this.liveList[this.indexFlag].node return this.textureList[this.indexFlag], this.liveList[this.indexFlag].node, this.indexFlag
end end
-- 判断是否存在 -- 判断是否存在
@ -65,6 +66,19 @@ function this.CheckIsExist(liveName)
end end
-- 检测是否正在使用
function this.CheckIsUsing(index)
return this.usingList[index]
end
-- 设置是否正在使用
function this.SetUsing(index, isUsing)
this.usingList[index] = isUsing
end
-- 清除使用列表
function this.ClearUsing()
this.usingList = {}
end
function CardRendererManager.Dispose() function CardRendererManager.Dispose()
GameObject.DestroyImmediate(this.root) GameObject.DestroyImmediate(this.root)

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@ -31,6 +31,7 @@ function BattleBestPopup:BindEvent()
end end
function this:OnOpen(heroTId, damageValue, allDamage, func,_func2) function this:OnOpen(heroTId, damageValue, allDamage, func,_func2)
func2 = _func2
-- 创建立绘 -- 创建立绘
local heroTData = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroTId) local heroTData = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroTId)
this.liveName = GetResourcePath(heroTData.Live) this.liveName = GetResourcePath(heroTData.Live)
@ -58,7 +59,6 @@ function this:OnOpen(heroTId, damageValue, allDamage, func,_func2)
-- 结束回调 -- 结束回调
this._OverFunc = func this._OverFunc = func
func2 = _func2
-- 开始播放动画 -- 开始播放动画
Timer.New(function() Timer.New(function()
if this._OverFunc then if this._OverFunc then

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@ -521,23 +521,38 @@ function this.InitQuickFightData(monsterGroupId, eventId, msg)
battledHp = this.GetMapTotalBlood() battledHp = this.GetMapTotalBlood()
-- if this.difficulty == 1 or this.difficulty == 3 or this.difficulty == 4 then
-- PopupText(strShow, 0.5, 2)
-- elseif this.difficulty == 2 then
-- -- UIManager.OpenPanel(UIName.BattleEndPanel, nil, data.hpList, data.drop, func)
-- UIManager.OpenPanel(UIName.RewardItemPopup,data.drop,1,
-- -- Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
-- func
-- )
-- end
-- func = nil
-- LogPink(" MapManager.curTriggerPos ".. MapManager.curTriggerPos)
-- Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointRemove, MapManager.curTriggerPos)
-- -- 试炼副本不能直接结束事件点
-- if this.difficulty ~= 2 then
-- Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
-- end
if this.difficulty == 1 or this.difficulty == 3 or this.difficulty == 4 then if this.difficulty == 1 or this.difficulty == 3 or this.difficulty == 4 then
PopupText(strShow, 0.5, 2) PopupText(strShow, 0.5, 2)
Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointRemove, MapManager.curTriggerPos)
elseif this.difficulty == 2 then elseif this.difficulty == 2 then
-- UIManager.OpenPanel(UIName.BattleEndPanel, nil, data.hpList, data.drop, func) Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointRemove, MapManager.curTriggerPos)
UIManager.OpenPanel(UIName.RewardItemPopup,data.drop,1, UIManager.OpenPanel(UIName.RewardItemPopup,data.drop,1,func)
-- Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
func
)
end end
func = nil func = nil
LogPink(" MapManager.curTriggerPos ".. MapManager.curTriggerPos)
Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointRemove, MapManager.curTriggerPos)
-- 试炼副本不能直接结束事件点 -- 试炼副本不能直接结束事件点
if this.difficulty ~= 2 then if this.difficulty ~= 2 then
Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd) Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
end end
end end
Game.GlobalEvent:DispatchEvent(GameEvent.Formation.OnMapTeamHpReduce, oldHp - battledHp) Game.GlobalEvent:DispatchEvent(GameEvent.Formation.OnMapTeamHpReduce, oldHp - battledHp)

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@ -171,20 +171,34 @@ function this.SetData(root, data, ldata)
ResetItemView(root,reward.transform,itemList,3,0.9,orginLayer,false,data.RewardView) ResetItemView(root,reward.transform,itemList,3,0.9,orginLayer,false,data.RewardView)
--解锁状态 --解锁状态
-- local _lv=0 --等级 local _lv=0 --等级
-- local _point=0 --关卡 local _point=0 --关卡
local _power = data.ForceShow--表战力 local _power = 0 --data.ForceShow--表战力
-- if data.OpenRules[2] ~= nil and data.OpenRules[1][1] == 1 then
-- _lv = data.OpenRules[1][2]
-- end
-- if data.OpenRules[1] ~= nil and data.OpenRules[1][1] == 2 then
-- _point= data.OpenRules[1][2]
-- end
-- if data.OpenRules[2][1]==3 then
-- _power= data.OpenRules[2][2]
-- end
local isOpen = not ldata or CarbonManager.IsDailyCarbonPass(ldata.Id) for i = 1, #data.OpenRules do
if data.OpenRules[i][1] == 1 then
_lv = data.OpenRules[i][2]
elseif data.OpenRules[i][1] == 2 then
_point = data.OpenRules[i][2]
elseif data.OpenRules[i][1] == 3 then
_power = data.OpenRules[i][2]
end
end
if data.OpenRules[2] ~= nil and data.OpenRules[1][1] == 1 then
_lv = data.OpenRules[1][2]
end
if data.OpenRules[1] ~= nil and data.OpenRules[1][1] == 2 then
_point= data.OpenRules[1][2]
end
if data.OpenRules[2][1]==3 then
_power= data.OpenRules[2][2]
end
-- 判断每日副本是否解锁
local isOpen = (not ldata or CarbonManager.IsDailyCarbonPass(ldata.Id)) -- 上一个副本解锁
and PlayerManager.level >= _lv -- 等级
and (_point == 0 or FightPointPassManager.IsFightPointPass(_point))
and PlayerManager.maxForce >= _power -- 战斗力
--显示挑战或扫荡道具消耗 --显示挑战或扫荡道具消耗
goIcon:SetActive(isOpen and freeTime<=0) goIcon:SetActive(isOpen and freeTime<=0)
goIconNum:SetActive( isOpen and freeTime<=0) goIconNum:SetActive( isOpen and freeTime<=0)
@ -213,19 +227,26 @@ function this.SetData(root, data, ldata)
--点击事件 --点击事件
Util.AddOnceClick(goBtn,function() Util.AddOnceClick(goBtn,function()
if PlayerManager.level<_lv then
PopupTipPanel.ShowTip(string.format(Language[10340],_lv))
return
elseif PlayerManager.maxForce < _power then
PopupTipPanel.ShowTip(string.format("战斗力到达%s解锁", _power))
return
elseif _point ~= 0 and not FightPointPassManager.IsFightPointPass(_point) then
PopupTipPanel.ShowTip(string.format("通关%s解锁", mainLevelConfig[_point].Name))
return
elseif PlayerManager.curMapId ~= 0 and FightPointPassManager.IsFightPointPass(PlayerManager.curMapId)==false then
PopupTipPanel.ShowTip(string.format(Language[10341],mainLevelConfig[_point].Name))
return
end
if not isOpen then if not isOpen then
PopupTipPanel.ShowTip(Language[12191]) PopupTipPanel.ShowTip(Language[12191])
return return
end end
-- if PlayerManager.level<_lv then
-- PopupTipPanel.ShowTip(string.format(Language[10340],_lv))
-- return
-- elseif PlayerManager.curMapId ~= 0 and FightPointPassManager.IsFightPointPass(PlayerManager.curMapId)==false then
-- PopupTipPanel.ShowTip(string.format(Language[10341],mainLevelConfig[_point].Name))
-- return
-- end
--检测剩余次数 --检测剩余次数
if buyTime<=0 and freeTime<=0 then if buyTime<=0 and freeTime<=0 then
PopupTipPanel.ShowTip(Language[10342]) PopupTipPanel.ShowTip(Language[10342])

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@ -280,6 +280,7 @@ function this.FormationAdapter(teamInfo)
local demonId = teamInfo.team[i].heroTid local demonId = teamInfo.team[i].heroTid
local starGrid=Util.GetGameObject(demon, "starGrid") local starGrid=Util.GetGameObject(demon, "starGrid")
local proImage=Util.GetGameObject(demon, "heroShow/proIcon"):GetComponent("Image") local proImage=Util.GetGameObject(demon, "heroShow/proIcon"):GetComponent("Image")
Util.GetGameObject(demon, "heroShow/posIcon"):SetActive(false)
-- local posImage=Util.GetGameObject(demon, "heroShow/posIcon"):GetComponent("Image") -- local posImage=Util.GetGameObject(demon, "heroShow/posIcon"):GetComponent("Image")
-- local heroStage = Util.GetGameObject(demon, "heroShow/heroStage"):GetComponent("Image") -- local heroStage = Util.GetGameObject(demon, "heroShow/heroStage"):GetComponent("Image")
local UI_Effect_Kuang_JinSe=Util.GetGameObject(demon, "effects/UI_Effect_Kuang_JinSe") local UI_Effect_Kuang_JinSe=Util.GetGameObject(demon, "effects/UI_Effect_Kuang_JinSe")

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@ -157,15 +157,12 @@ function LuckyTurnTablePanel:RemoveListener()
end end
---界面打开时调用(用于子类重写) ---界面打开时调用(用于子类重写)
function LuckyTurnTablePanel:OnOpen(...) function LuckyTurnTablePanel:OnOpen(_TreasureType)
LuckyTurnTableManager.curTreasureType =_TreasureType and _TreasureType or TreasureType.Lucky
end 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) ---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 LuckyTurnTablePanel:OnShow(_TreasureType)--_upView,expertPanel, function LuckyTurnTablePanel:OnShow()
--this.upView = _upView
LuckyTurnTableManager.curTreasureType =_TreasureType and _TreasureType or TreasureType.Lucky
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then--防止当前为高级探宝时 按下探宝后跳转到幸运探宝 if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then--防止当前为高级探宝时 按下探宝后跳转到幸运探宝
this.LuckyTurnOnShow(TreasureType.Lucky) this.LuckyTurnOnShow(TreasureType.Lucky)
elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then

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@ -330,14 +330,14 @@ function this.OnSortingOrderChange()
orginLayer = MapPanel.sortingOrder orginLayer = MapPanel.sortingOrder
end end
function this.InitBossInfo() -- function this.InitBossInfo()
if powerValue ==-1 then -- if powerValue ==-1 then
UIManager.OpenPanel(UIName.TrialOpPanel, 1) -- UIManager.OpenPanel(UIName.TrialOpPanel, 1)
-- 停止自动寻路 -- -- 停止自动寻路
-- ctrlView.OnRoleDead() -- -- ctrlView.OnRoleDead()
end -- end
end -- end
-- 初始化部buff显示 -- 初始化部buff显示

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@ -394,7 +394,7 @@ function this.CheckFieldOfView(u, v)
end end
function this.OnAddPoint(pos, pointId) function this.OnAddPoint(pos, pointId)
LogPink("pointId "..pointId) -- LogPink("pointId "..pointId)
if pos and not this.EventPoint[pos] then if pos and not this.EventPoint[pos] then
local u, v = Map_Pos2UV(pos) local u, v = Map_Pos2UV(pos)
LogPink(u.." "..v) LogPink(u.." "..v)

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@ -283,16 +283,9 @@ local mapDialoguePanel = function(showType, eventId, showValues, options)
-- UIManager.OpenPanel(UIName.MapOptionPanel, showType, eventId, showValues, options) -- UIManager.OpenPanel(UIName.MapOptionPanel, showType, eventId, showValues, options)
-- LogPink("MissionManager showType"..showType.." eventId"..eventId) -- LogPink("MissionManager showType"..showType.." eventId"..eventId)
-- end -- end
if eventId == 2000001 or eventId == 2000002 then
-- 打开general界面
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.TrialToNextFloor,eventId)
elseif eventId == 2000005 then
-- 直接加buff走人
NetManager.EventUpdateRequest(2000005, 2000011, function ()
Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
Game.GlobalEvent:DispatchEvent(GameEvent.Map.ProgressChange, 1, 2000011)
end)
if not UIManager.IsOpen(UIName.GeneralPopup) then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.TrialToNextFloor, showType, eventId, showValues, options)
end end
end end
@ -403,9 +396,13 @@ end
-- 试炼Buff界面 -- 试炼Buff界面
local trailBuffPanel = function(showType, eventId, showValues, options) local trailBuffPanel = function(showType, eventId, showValues, options)
if not UIManager.IsOpen(UIName.BuffOptionPanel) then NetManager.EventUpdateRequest(eventId, options[1], function ()
UIManager.OpenPanel(UIName.BuffOptionPanel, eventId) Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
end Game.GlobalEvent:DispatchEvent(GameEvent.Map.ProgressChange, 1, options[1])
end)
-- if not UIManager.IsOpen(UIName.BuffOptionPanel) then
-- UIManager.OpenPanel(UIName.BuffOptionPanel, eventId)
-- end
end end
-- 无尽商店 -- 无尽商店
@ -529,10 +526,13 @@ function this.GetAllRewardTrigger()
-- end) -- end)
Timer.New(function () Timer.New(function ()
for key, value in pairs(MapManager.mapPointList) do for key, value in pairs(MapManager.mapPointList) do
-- LogPink("["..key.."] "..value) LogPink("["..key.."] "..value)
if value==2000000 then if value==2000000 then
Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointRemove,key)--删除全部宝箱点 Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointRemove,key)--删除全部宝箱点
end end
-- if EventPointConfig[value].ShowType == 17 then
-- Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointRemove,key)--删除所有的buff点
-- end
end end
UIManager.OpenPanel(UIName.RewardItemPopup,msg.boxDrop,1,function() UIManager.OpenPanel(UIName.RewardItemPopup,msg.boxDrop,1,function()
Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd) Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)

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@ -538,7 +538,7 @@ function this.GoJump(_jumpId)
if jumpSData then if jumpSData then
if jumpSData.Type < 10000 then if jumpSData.Type < 10000 then
local serData = ActTimeCtrlManager.GetSerDataByTypeId(jumpSData.Type) local serData = ActTimeCtrlManager.GetSerDataByTypeId(jumpSData.Type)
if serData then if serData then
if ActTimeCtrlManager.SingleFuncState(jumpSData.Type) then if ActTimeCtrlManager.SingleFuncState(jumpSData.Type) then
jumpDic[jumpSData.Type](jumpSData.Skipfactor) jumpDic[jumpSData.Type](jumpSData.Skipfactor)
else else

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@ -104,23 +104,7 @@ function BattleWinPopup:NextStep()
end end
end end
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.damage, allDamage, function(_BattleBestPopup) UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.damage, allDamage, function(_BattleBestPopup)
local keys = GameDataBase.SheetBase.GetKeys(ConfigManager.GetConfig(ConfigName.ExpeditionFloorConfig))
--Log("GetCurNodeInfo.lay == #keys "..GetCurNodeInfo.lay .." ".. #keys.." "..GetCurNodeInfo.state)
if GetCurNodeInfo.lay == #keys and GetCurNodeInfo.state == ExpeditionNodeState.Finish then--打完最后一层
UIManager.OpenPanel(UIName.RewardItemPopup,m_battleResult.drop, 1,function()
if m_battlePanel then
m_battlePanel:ClosePanel()
end
if _BattleBestPopup then
_BattleBestPopup:ClosePanel()
end
if UIManager.GetOpenPanel(UIName.ExpeditionMainPanel) then
UIManager.OpenPanel(UIName.ExpeditionMainPanel)
end
end, 0,true,true)
else
--贪婪节点不弹领取圣物 --贪婪节点不弹领取圣物
--LogError("GetCurNodeInfo.type "..GetCurNodeInfo.type)
if GetCurNodeInfo.type == ExpeditionNodeType.Greed then--贪婪节点 if GetCurNodeInfo.type == ExpeditionNodeType.Greed then--贪婪节点
if m_battleResult.drop.itemlist and #m_battleResult.drop.itemlist > 0 then if m_battleResult.drop.itemlist and #m_battleResult.drop.itemlist > 0 then
LogGreen("m_battleResult.drop.itemlist "..#m_battleResult.drop.itemlist) LogGreen("m_battleResult.drop.itemlist "..#m_battleResult.drop.itemlist)
@ -146,10 +130,6 @@ function BattleWinPopup:NextStep()
m_battlePanel:ClosePanel() m_battlePanel:ClosePanel()
end end
PopupTipPanel.ShowTip(Language[12192]) PopupTipPanel.ShowTip(Language[12192])
--if _BattleBestPopup then
-- _BattleBestPopup:ClosePanel()
--end
--Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
else else
UIManager.OpenPanel(UIName.RewardItemPopup,m_battleResult.drop, 1,function() UIManager.OpenPanel(UIName.RewardItemPopup,m_battleResult.drop, 1,function()
if m_battlePanel then if m_battlePanel then
@ -161,10 +141,12 @@ function BattleWinPopup:NextStep()
if GetCurNodeInfo.holyEquipID and #GetCurNodeInfo.holyEquipID > 0 then if GetCurNodeInfo.holyEquipID and #GetCurNodeInfo.holyEquipID > 0 then
UIManager.OpenPanel(UIName.ExpeditionSelectHalidomPanel,true,function () UIManager.OpenPanel(UIName.ExpeditionSelectHalidomPanel,true,function ()
end) end)
else
--此时战斗了但没有圣物 所有直接刷新界面动画 后并刷新界面
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
end end
end, 0,true,true) end, 0,true,true)
end end
end
end,func2) end,func2)
end end
elseif m_fightType==9 then elseif m_fightType==9 then

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@ -85,7 +85,7 @@ function RewardItemSingleShowPopup:BindEvent()
end) end)
Util.AddClick(this.btnJump, function() Util.AddClick(this.btnJump, function()
if itemConfigData then if itemConfigData then
JumpManager.GoJump(itemConfigData.UseJump) JumpManager.GoJump(itemConfigData.Jump)
end end
end) end)
end end

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@ -124,6 +124,7 @@ function RewardTalismanSingleShowPopup:OnShowPanelData()
else else
self.powerNum1.text=EquipTreasureManager.CalculateWarForceBySid(sId,lv,refineLv) self.powerNum1.text=EquipTreasureManager.CalculateWarForceBySid(sId,lv,refineLv)
itemConfig = ConfigManager.GetConfigData(ConfigName.ItemConfig,sId) itemConfig = ConfigManager.GetConfigData(ConfigName.ItemConfig,sId)
LogBlue("sId:"..sId)
curEquipTreasureFigData = ConfigManager.GetConfigData(ConfigName.JewelConfig, sId) curEquipTreasureFigData = ConfigManager.GetConfigData(ConfigName.JewelConfig, sId)
curEquipTreasureStrongFigData,curEquipTreasureSefineFigData = self:GetStrongAndRefineConFig(curEquipTreasureFigData,lv,refineLv) curEquipTreasureStrongFigData,curEquipTreasureSefineFigData = self:GetStrongAndRefineConFig(curEquipTreasureFigData,lv,refineLv)
end end
@ -178,7 +179,11 @@ function RewardTalismanSingleShowPopup:OnShowPanelData()
local proConFig = ConfigManager.GetConfigData(ConfigName.PropertyConfig,curEquipTreasureSefineFigData.Property[i][1]) local proConFig = ConfigManager.GetConfigData(ConfigName.PropertyConfig,curEquipTreasureSefineFigData.Property[i][1])
if proConFig then if proConFig then
Util.GetGameObject(go.transform, "proName"):GetComponent("Text").text =proConFig.Info Util.GetGameObject(go.transform, "proName"):GetComponent("Text").text =proConFig.Info
Util.GetGameObject(go.transform, "proVale"):GetComponent("Text").text = "+"..GetEquipPropertyFormatStr(proConFig.Style,curEquipTreasureSefineFigData.Property[i][2]) if curEquipTreasureSefineFigData.Property[i][2]==0 and proConFig.Style~=1 then
Util.GetGameObject(go.transform, "proVale"):GetComponent("Text").text = "+0%"
else
Util.GetGameObject(go.transform, "proVale"):GetComponent("Text").text = "+"..GetEquipPropertyFormatStr(proConFig.Style,curEquipTreasureSefineFigData.Property[i][2])
end
end end
end end
else else

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@ -1,6 +1,10 @@
----- 试炼进入下一层 ----- ----- 试炼进入下一层 -----
local this = {} local this = {}
local showType
local eventId local eventId
local showValues
local options
local eventConfig = ConfigManager.GetConfig(ConfigName.EventPointConfig)
function this:InitComponent(gameObject) function this:InitComponent(gameObject)
this.bodyText = Util.GetGameObject(gameObject,"BodyText"):GetComponent("Text") this.bodyText = Util.GetGameObject(gameObject,"BodyText"):GetComponent("Text")
@ -15,11 +19,8 @@ function this:BindEvent()
end) end)
Util.AddClick(this.btnSure,function() Util.AddClick(this.btnSure,function()
if eventId==2000001 then local optionId = eventConfig[eventId].Option[1]
OptionBehaviourManager.JumpEventPoint(2000001, 2000001,UIManager.GetOpenPanel(UIName.GeneralPopup)) OptionBehaviourManager.JumpEventPoint(eventId, optionId,UIManager.GetOpenPanel(UIName.GeneralPopup))
elseif eventId==2000002 then
OptionBehaviourManager.JumpEventPoint(2000002, 2000003,UIManager.GetOpenPanel(UIName.GeneralPopup))
end
end) end)
end end
@ -29,8 +30,11 @@ end
function this:RemoveListener() function this:RemoveListener()
end end
function this:OnShow(this,...) function this:OnShow(this,_showType, _eventId, _showValues, _options)
eventId = ... showType = _showType
eventId = _eventId
showValues = _showValues
options = _options
end end
function this:OnClose() function this:OnClose()

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@ -800,9 +800,9 @@ function this.QuickSelectListData()
end) end)
elseif tabType == 3 then elseif tabType == 3 then
selectEquipTreasureData={} selectEquipTreasureData={}
for k, v in pairs(equipTreasureData) do for k,v in pairs(equipTreasureData) do
if LengthOfTable(selectEquipTreasureData)<30 then if LengthOfTable(selectEquipTreasureData)<30 then
selectEquipTreasureData[v.did]=v selectEquipTreasureData[v.idDyn]=v
else else
break break
end end
@ -1042,7 +1042,6 @@ function this.ResolveBtnClickEvent()
if #itemMaxList>0 then--是否分解物品有超过物品上限的 if #itemMaxList>0 then--是否分解物品有超过物品上限的
this.GetItemIsBeyondMaxNum(type,curResolveAllItemList) this.GetItemIsBeyondMaxNum(type,curResolveAllItemList)
else else
LogError("type "..type.." "..LengthOfTable(curResolveAllItemList))
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop) NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
this.SendBackResolveReCallBack(drop) this.SendBackResolveReCallBack(drop)
end) end)

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@ -156,27 +156,16 @@ function EquipTreasureStrongPopup:BindEvent()
end) end)
end end
--添加事件监听(用于子类重写)
function EquipTreasureStrongPopup:AddListener()
end
--移除事件监听(用于子类重写)
function EquipTreasureStrongPopup:RemoveListener()
end
--界面打开时调用(用于子类重写) --界面打开时调用(用于子类重写)
function EquipTreasureStrongPopup:OnOpen(...) function EquipTreasureStrongPopup:OnOpen(...)
local datas={...} local datas={...}
curEquipData=datas[1] curEquipData=datas[1]
type=datas[2] type=datas[2]
this.SetWindShow(type)
end end
function EquipTreasureStrongPopup:OnShow() function EquipTreasureStrongPopup:OnShow()
this.SetWindShow(type)
end end
--设置界面显示 1.强化 2.精炼 --设置界面显示 1.强化 2.精炼

View File

@ -356,7 +356,7 @@ function this.SetPropertyShow(_infos,_preList,_grid)
if proper.Style==1 then if proper.Style==1 then
obj.transform:GetComponent("Text").text=" +".. value.currValue obj.transform:GetComponent("Text").text=" +".. value.currValue
else else
obj.transform:GetComponent("Text").text=" +".. value.currValue/1000 .."%" obj.transform:GetComponent("Text").text=" +".. value.currValue/100 .."%"
end end
obj.gameObject:SetActive(true) obj.gameObject:SetActive(true)
index=index+1 index=index+1

View File

@ -625,13 +625,13 @@ function this.IsAutoRecoverCount(shopType)
local curTimeStamp = GetTimeStamp() local curTimeStamp = GetTimeStamp()
local shopData = this.GetShopDataByType(shopType) local shopData = this.GetShopDataByType(shopType)
local lastRefreshTime = math.floor(shopData.lastRefreshTime / 1000) local lastRefreshTime = math.floor(shopData.lastRefreshTime / 1000)
local leftCount = math.min(maxTime, math.floor((curTimeStamp - lastRefreshTime)/refreshTime)) local leftCount = math.min(maxTime, math.floor(math.ceil(curTimeStamp - lastRefreshTime)/refreshTime))
-- 如果没有免费次数了,但是有特权刷新次数 -- 如果没有免费次数了,但是有特权刷新次数
if leftCount <= 0 and shopInfo.RefreshPrivilege ~= 0 then if leftCount <= 0 and shopInfo.RefreshPrivilege ~= 0 then
return false return false
end end
-- --
return true, leftCount return true, leftCount
end end

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@ -338,6 +338,7 @@ function this:RefreshBase()
self.costIcon:SetActive(false) self.costIcon:SetActive(false)
self.costLab:SetActive(false) self.costLab:SetActive(false)
self.countLabTip:GetComponent("Text").text = Language[12092] self.countLabTip:GetComponent("Text").text = Language[12092]
self.isMaxTime = false
else else
self.costIcon:SetActive(true) self.costIcon:SetActive(true)
self.costLab:SetActive(true) self.costLab:SetActive(true)