【易经宝库】没有QA 无法购买
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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
|
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}
|
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|
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NumToComplexFont = {
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|
@ -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
|
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|
|
|
@ -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
|
|
@ -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 = "第"..NumToSimplenessFont[ActData.curLevel].."层"
|
||||
|
||||
|
@ -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
|
||||
|
|
|
@ -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={}
|
||||
|
|
|
@ -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 = "第"..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()
|
||||
|
|
|
@ -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
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 916eebd8d6914444da7219dd27370335
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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
|
|
@ -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
|
||||
|
|
Loading…
Reference in New Issue