【易经宝库】没有QA 无法购买

dev_chengFeng
ZhangBiao 2020-11-06 13:36:48 +08:00
parent 6f75850ae4
commit b516a8c202
13 changed files with 2632 additions and 126 deletions

View File

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@ -1483,6 +1483,7 @@ HELP_TYPE = {
Celebration=72,--社稷大典
Pokemon=74,--灵兽玩法
PokemonResolve=75,--灵兽放生
YiJingBaoKu=77,--易经宝库
}
NumToComplexFont = {
@ -1886,6 +1887,7 @@ GENERAL_POPUP_TYPE={
--大号通用弹窗
YiJingBaoKu = 30,--易经宝库
YiJingBaoKuRewardPreview = 32,--易经宝库奖励预览
}
--抽卡类型

View File

@ -67,7 +67,7 @@ function this.GetBaoKuData()
local ActInfo = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.YiJingBaoKu)--活动数据
local BlessingConfigNew = ConfigManager.GetConfigDataByKey(ConfigName.BlessingConfigNew,"ActivityId",ActInfo.activityId)
local RewardAllConfig = ConfigManager.GetConfig(ConfigName.BlessingRewardPoolNew)
--领取过的数据
--领取过的35条数据
for i = 1, 99 do
if ActInfo.mission[i] then
local v = ActInfo.mission[i]
@ -80,7 +80,7 @@ function this.GetBaoKuData()
data.reward = RewardAllConfig[v.progress].Reward
data.configId = RewardAllConfig[v.progress].Id
end
LogGreen("missionId:"..v.missionId.." v.progress:"..v.progress.." ")
-- LogGreen("Id:"..v.missionId.." rewardId:"..v.progress.." ")
table.insert(finalCardDatas,data)
end
end
@ -91,7 +91,7 @@ function this.GetBaoKuData()
if ActInfo.mission[i] then
local v = ActInfo.mission[i]
if v.missionId == 100 then
-- LogBlue("v.progress:"..v.progress)
-- LogYellow("层数:"..v.progress)
actData.curLevel = v.progress
curBasicPool = BlessingConfigNew.BasicPoolId[v.progress]
curFinalPool = BlessingConfigNew.FinalPoolId
@ -99,12 +99,13 @@ function this.GetBaoKuData()
local data = {}
data.rewardId = v.missionId-1000
data.progress = v.progress
-- LogYellow("rewardId:"..data.rewardId.." data.progress:"..data.progress)
data.configId = RewardAllConfig[data.rewardId].Id
table.insert(allData,data)
end
end
end
--初始的坑数据
--初始的坑的35条数据
local RewardConfig = ConfigManager.GetAllConfigsDataByKey(ConfigName.BlessingRewardPoolNew,"PoolId",curBasicPool)
local index = 1
for i = 1, #RewardConfig do
@ -130,7 +131,7 @@ function this.GetBaoKuData()
actData.curFinalPool = curFinalPool
actData.selectId = ActInfo.value
actData.endTime = ActInfo.endTime
LogPink("ActInfo.endTime:"..ActInfo.endTime)
-- LogPink("大奖Id:"..ActInfo.value)
actData.initCardDatas = initCardDatas
actData.finalCardDatas = finalCardDatas
@ -139,13 +140,26 @@ function this.GetBaoKuData()
return actData
end
-- function this.GetLeftRewardData()
-- local finalRewardData = {}
-- local actData = this.GetBaoKuData()
-- local RewardConfig = ConfigManager.GetAllConfigsDataByKey(ConfigName.BlessingRewardPoolNew,"PoolId",actData.curFinalPool)
-- local index = 1
-- for i = 1, #RewardConfig do
-- end
-- end
--宝库奖励的剩余数据
function this.GetLeftRewardData()
local actData = this.GetBaoKuData()
local finalCardDatas = actData.finalCardDatas
local RewardConfig = ConfigManager.GetAllConfigsDataByKey(ConfigName.BlessingRewardPoolNew,"PoolId",actData.curLevel)--初始所有奖励数据
local data={}
for i = 1, #RewardConfig do
data[RewardConfig[i].Id] = {}
data[RewardConfig[i].Id].id = RewardConfig[i].Id
data[RewardConfig[i].Id].reward = RewardConfig[i].Reward
data[RewardConfig[i].Id].progress = RewardConfig[i].InitializeNum
data[RewardConfig[i].Id].limit = RewardConfig[i].InitializeNum
end
for i = 1, #finalCardDatas do
if finalCardDatas[i].rewardId ~= 0 then
data[finalCardDatas[i].rewardId].progress = data[finalCardDatas[i].rewardId].progress -1
end
end
return data
end
return this

View File

@ -8,6 +8,7 @@ local ActData = {}
local sortingOrder = 0
local parent
local finalReward = nil
local trigger = true
local BlessingConfig = ConfigManager.GetConfig(ConfigName.BlessingRewardPoolNew)
@ -29,6 +30,7 @@ function YiJingBaoKu:InitComponent(gameObject)
this.leftTime = Util.GetGameObject(gameObject, "leftUp/time"):GetComponent("Text")
--rightUp
this.helpBtn = Util.GetGameObject(gameObject, "rightUp/helpBtn")
this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition
this.rewardPre = Util.GetGameObject(gameObject, "rightUp/rewardPre")
--mid
this.grid = Util.GetGameObject(gameObject, "mid/content/grid")
@ -54,12 +56,15 @@ function YiJingBaoKu:BindEvent()
end)
Util.AddClick(this.helpBtn,function()
LogYellow("帮助按钮")
YiJingBaoKu:FrontToBack()--测试用
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.YiJingBaoKu,this.helpPosition.x,this.helpPosition.y)
end)
Util.AddClick(this.rewardPre,function()
LogYellow("奖励预览")
if ActData.selectId == 0 then
PopupTipPanel.ShowTip("请先选择最终大奖~")
return
end
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.YiJingBaoKuRewardPreview,ActData)
end)
end
@ -88,19 +93,21 @@ end
--刷新
function YiJingBaoKu:Refresh()
LogRed("zheliyouyicishuaxin ")
ActData = DynamicActivityManager.GetBaoKuData()
if ActData.selectId == 0 then--如果没有选择了最终奖励
YiJingBaoKu:ResetCardToFront()--把卡片全部翻到正面
YiJingBaoKu:InitSetAllCard()--显示所有奖励
this.tip.text = "选择本层珍惜秘宝"
else--选择了最终奖励
YiJingBaoKu:ResetCardToBack()--把卡片全部翻到背面
YiJingBaoKu:SetFinalReward()--设置最终奖励
YiJingBaoKu:SetCardData()--把抽取过的卡翻过来
this.tip.text = "本层珍惜秘宝"
end
-- YiJingBaoKu:TimeCountDown()--时间
YiJingBaoKu:AddBackToFrontClick()--增加背面的带点击事件
trigger = true
this.refrashBtn:SetActive(ActData.selectId ~= 0)
this.name.text = ""..NumToSimplenessFont[ActData.curLevel]..""
@ -132,6 +139,7 @@ function YiJingBaoKu:SetFinalReward()
end
finalReward:OnOpen(false, BlessingConfig[ActData.selectId].Reward, 1.1, false, false, false, sortingOrder)
finalReward.transform.localPosition = Vector2.New(-73.5,78.5)
finalReward.gameObject:SetActive(true)
end
--初始化给所有坑赋值
@ -150,7 +158,15 @@ function YiJingBaoKu:AddBackToFrontClick()
local cBack = Util.GetGameObject(value, "back")
Util.AddOnceClick(cBack,function()
--请求奖励
LogYellow("请求的MissionId"..ActData.finalCardDatas[index].Id)
if BagManager.GetTotalItemNum(1004) <= 0 then
PopupTipPanel.ShowTip(Language[11880])
return
end
if not trigger then
return
end
trigger = false
-- LogYellow("请求的MissionId"..ActData.finalCardDatas[index].Id)
NetManager.GetActivityRewardRequest(ActData.finalCardDatas[index].Id,ActData.activityId,function (drop)
YiJingBaoKu:SetSingleCardData(index,value,{drop.itemlist[1].itemId,drop.itemlist[1].itemNum})
local thread=coroutine.start(function()
@ -159,7 +175,10 @@ function YiJingBaoKu:AddBackToFrontClick()
cFront.transform:DORotate(Vector3.New(0, 0, 0), 0.3)
coroutine.wait(0.2)
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function ()
trigger = true
if drop.itemlist[1].itemId == BlessingConfig[ActData.selectId].Reward[1] then
finalReward.gameObject:SetActive(false)
_itemsList[18].gameObject:SetActive(false)
YiJingBaoKu:Refresh()
end
end)
@ -176,6 +195,7 @@ function YiJingBaoKu:SetSingleCardData(index,item,reward)
end
itemViewList[index]:OnOpen(false, reward, 1.1, false, false, false, sortingOrder)
itemViewList[index].transform.localPosition = Vector2.New(-73.5,78.5)
_itemsList[index].gameObject:SetActive(true)
end
--所有奖励翻面

View File

@ -8,6 +8,8 @@ local sorting = 0
local contentScripts = {
--易经宝库
[1] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_YiJingBaoKu"), panelName = "GeneralBigPopup_YiJingBaoKu",type=GENERAL_POPUP_TYPE.YiJingBaoKu},
--易经宝库奖励预览
[2] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_YiJingBaoKuRewardPreview"), panelName = "GeneralBigPopup_YiJingBaoKuRewardPreview",type=GENERAL_POPUP_TYPE.YiJingBaoKuRewardPreview},
}
--子模块预设
local contentPrefabs={}

View File

@ -30,14 +30,7 @@ end
function this:BindEvent()
Util.AddClick(this.ConfirmBtn,function()
if curId then
-- NetManager.SelectFinalRewardRequest(curId,ActData.activityId,function ()
-- if func then
-- func()
-- end
-- parent:ClosePanel()
-- end)
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.YiJingBaoKuConfirm,curId,function()
-- parent:ClosePanel()
NetManager.SelectFinalRewardRequest(curId,ActData.activityId,function ()
if func then
func()
@ -79,7 +72,9 @@ function this:SetSingleData(index,item,data)
itemList[index] = item
local icon = Util.GetGameObject(item,"icon")
local name = Util.GetGameObject(item,"name"):GetComponent("Text")
local tip = Util.GetGameObject(item,"text"):GetComponent("Text")
local num = Util.GetGameObject(item,"text"):GetComponent("Text")
local limit1 = Util.GetGameObject(item,"limit1"):GetComponent("Text")
local limit2 = Util.GetGameObject(item,"limit2"):GetComponent("Text")
local select = Util.GetGameObject(item,"select")
local go = Util.GetGameObject(item,"select/Go")
@ -93,7 +88,6 @@ function this:SetSingleData(index,item,data)
itemIconList[item]:OnOpen(false,data.Reward,0.9,false)
name.text = itemConfig[data.Reward[1]].Name
--判断是否选了该物品
if curId == data.Id then
go:SetActive(true)
@ -113,6 +107,41 @@ function this:SetSingleData(index,item,data)
curId = data.Id
end
end)
local t1 = true
local t2 = true
local t3 = true
--判断是否可以选择
if PlayerManager.level >= data.LevelLimit then
num.gameObject:SetActive(true)
limit1.gameObject:SetActive(false)
select:SetActive(true)
num.text = ActData.allData[index].progress.."/"..data.InitializeNum
else
limit1.gameObject:SetActive(true)
limit1.text = data.LevelLimit.."级可选"
t1 = false
end
if ActData.curLevel >= data.FloorLimit then
num.gameObject:SetActive(true)
limit1.gameObject:SetActive(false)
limit2.gameObject:SetActive(false)
select:SetActive(true)
num.text = ActData.allData[index].progress.."/"..data.InitializeNum
else
limit2.gameObject:SetActive(true)
limit2.text = ""..data.FloorLimit.."层可选"
t2 = false
end
-- LogRed(ActData.allData[index].rewardId..""..tostring(ActData.allData[index].progress))
if ActData.allData[index].progress > data.InitializeNum then
t3 = false
else
t3 = true
end
num.gameObject:SetActive(t1 and t2 and t3)
select:SetActive(t1 and t2 and t3)
end
function this:OnClose()

View File

@ -0,0 +1,111 @@
----- 易经宝库奖励预览弹窗 -----
local this = {}
--传入父脚本模块
local parent
--传入特效层级
local sortingOrder=0
local curId = nil--当前已选择的物品的Id
local ActData = {}
local itemList = {}--克隆预制体列表
local itemIconList={}--ItemView的List
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local BlessingConfig = ConfigManager.GetConfig(ConfigName.BlessingRewardPoolNew)
local _args
local func
local finalReward
function this:InitComponent(gameObject)
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.tip=Util.GetGameObject(gameObject,"tip"):GetComponent("Text")
this.itemPre = Util.GetGameObject(gameObject, "itemPre")
this.ConfirmBtn = Util.GetGameObject(gameObject, "ConfirmBtn")
this.Scroll = Util.GetGameObject(gameObject, "Scroll")
this.bigReward = Util.GetGameObject(gameObject, "finalReward")
this.bigIcon = Util.GetGameObject(this.bigReward, "icon")
this.bigNum = Util.GetGameObject(this.bigReward, "text"):GetComponent("Text")
local rootHight = this.Scroll.transform.rect.height
local width = this.Scroll.transform.rect.width
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.Scroll.transform,
this.itemPre, nil, Vector2.New(width, rootHight), 1, 4, Vector2.New(0, 0))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 2
end
function this:BindEvent()
end
function this:AddListener()
end
function this:RemoveListener()
end
function this:OnShow(_parent,...)
itemList={}
parent=_parent
sortingOrder = _parent.sortingOrder
--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
_args = {...}
ActData = _args[1]
func = _args[2]
this.titleText.text = "奖励预览"
this.tip.text = "珍惜秘宝"
--设置最终奖励
if not finalReward then
finalReward = SubUIManager.Open(SubUIConfig.ItemView,this.bigIcon.transform)
end
finalReward:OnOpen(false, BlessingConfig[ActData.selectId].Reward, 1.1, false, false, false, sortingOrder)
-- finalReward.transform.localPosition = Vector2.New(-73.5,78.5)
-- finalReward.gameObject:SetActive(true)
for i = 1, #ActData.allData do
if ActData.selectId == ActData.allData[i].configId then
this.bigNum.text = ActData.allData[i].progress.."/"..BlessingConfig[ActData.selectId].InitializeNum
end
end
local leftRewardData = DynamicActivityManager.GetLeftRewardData()
local tempData={}
for key, value in pairs(leftRewardData) do
table.insert(tempData,value)
end
this.ScrollView:SetData(tempData, function(index, go)
this:SetSingleData(index,go,leftRewardData[index + (ActData.curLevel-1)*10])
end)
end
function this:SetSingleData(index,item,data)
itemList[index] = item
local icon = Util.GetGameObject(item,"icon")
local num = Util.GetGameObject(item,"text"):GetComponent("Text")
item:SetActive(true)
if not itemIconList[item] then
local view = SubUIManager.Open(SubUIConfig.ItemView, icon.transform)
itemIconList[item] = view
end
itemIconList[item]:OnOpen(false,data.reward,1.2,false)
if data.progress == 0 then
num.text = "<color=red>"..data.progress.."/"..data.limit.."</color>"
else
num.text = data.progress.."/"..data.limit
end
end
function this:OnClose()
end
function this:OnDestroy()
itemIconList={}
finalReward=nil
end
return this

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 916eebd8d6914444da7219dd27370335
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -4,17 +4,17 @@ local this = {}
local parent
--传入特效层级
local sortingOrder=0
local selectId = nil
local BlessingConfig = ConfigManager.GetConfig(ConfigName.BlessingRewardPoolNew)
local curId
local func
local finalReward
function this:InitComponent(gameObject)
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.tip=Util.GetGameObject(gameObject,"tip"):GetComponent("Text")
this.root = Util.GetGameObject(gameObject, "Root")
this.confirm = Util.GetGameObject(gameObject, "ConfirmBtn")
this.cancel = Util.GetGameObject(gameObject, "CancelBtn")
this.btn=Util.GetGameObject(this.root,"Btn1")
this.rootText=Util.GetGameObject(this.root,"Text"):GetComponent("Text")
end
function this:BindEvent()
@ -41,15 +41,23 @@ function this:OnShow(_parent,...)
--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
local _args = {...}
func = _args[2]
selectId = _args[1]
curId = _args[1]
this.titleText.text=Language[11351]
LogPink("selectId:"..selectId)
this.tip.text = "切换本层珍惜秘宝为"
if not finalReward then
finalReward = SubUIManager.Open(SubUIConfig.ItemView,this.root.transform)
end
finalReward:OnOpen(false, BlessingConfig[curId].Reward, 1.1, true, false, false, sortingOrder)
finalReward.transform.localPosition = Vector2.New(-73.5,78.5)
end
function this:OnClose()
end
function this:OnDestroy()
finalReward = nil
end
return this

View File

@ -53,7 +53,8 @@ function QuickPurchasePanel:OnOpen(context)
context.type == UpViewRechargeType.ChangeNameCard or
context.type == UpViewRechargeType.MonsterCampTicket or
context.type == UpViewRechargeType.HourGlass or
context.type == UpViewRechargeType.XingYao
context.type == UpViewRechargeType.XingYao or
context.type == UpViewRechargeType.DingKunShenChu
then
self.commonPurchase:OnShow(context)
elseif context.type == UpViewRechargeType.SpiritTicket or