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

dev_chengFeng
ZhangBiao 2021-05-22 18:20:14 +08:00
commit b64e85bc2c
19 changed files with 548 additions and 168 deletions

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@ -444,4 +444,6 @@ SubUIConfig = {
[22] = {name = "page13",assetName = "page13",script = "Modules/DynamicActivity/XinJiangLaiXi"},--新将来袭
[23] = {name = "page14",assetName = "page14",script = "Modules/DynamicActivity/XiangYaoDuoBao"},--降妖夺宝
[24] = { name = "ShopView", assetName = "ShopView", script = "View/ShopViewNew" },
[25] = { name = "FuXingGaoZhaoPanel", assetName = "FuXingGaoZhaoPanel", script = "FuXingGaoZhao/FuXingGaoZhaoPanel" },
[26] = { name = "NiuQiChongTianPanel", assetName = "NiuQiChongTianPanel", script = "NiuQiChongTian/NiuQiChongTianPanel" },
}

View File

@ -136,7 +136,7 @@ end
function this.HardStageReportRequset(_fightLevelData, callBack)
NetManager.HardStageReportRequset( _fightLevelData.nodeId,function (msg)--FIGHT_LEVEL _fightLevelData.config.Chapter,
if msg.player and #msg.player > 0 then
UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.BackBattle,msg.player,_fightLevelData)
UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.BackBattle,msg.player,_fightLevelData,callBack)
else
PopupTipPanel.ShowTip("尚无符合条件的回放!")
end

View File

@ -11,8 +11,8 @@ local mainLevleBg = {[1] = "s_shanhe_xiaoditu_dabiao",[2] = "s_shanhe_xiaoditu_d
local LevleTitleBg = {[1] = "s_shanhe_xiaoditu_biaoxiamingzidi",[2] = "s_shanhe_xiaoditu_biaoxiamingzidi_01"}
local point = {[1] = "s_shanhe_xiaoditu_xiabao",[2] = "s_shanhe_xiaoditu_xiabao_01"}
local assistantLevleDiBg = {[1] = "s_shanhe_xiaoditu_zhongbiao",[2] = "s_shanhe_xiaoditu_zhongbiao_01"}
local assistantLevleBattle = {[1] = "s_shanhe_xiaoditu_jian",[2] = "s_shanhe_xiaoditu_jian_01"}
local assistantLevleReward = {[1] = "baoxiang-01-1",[2] = "s_shanhe_xiaoditu_baoxiang_01"}
local assistantLevleBattle = {[1] = "s_shanhe_xiaoditu_jian",[2] = "s_shanhe_xiaoditu_jian_01",[3] = "r_jyxz_qizhi_gou"}
local assistantLevleReward = {[1] = "baoxiang-01-1",[2] = "s_shanhe_xiaoditu_baoxiang_01",[3] = "baoxiang-01-2"}
local allSmallPoint = {}
--初始化组件(用于子类重写)
function FightLevelSingleChapterPanel:InitComponent()
@ -45,6 +45,7 @@ function FightLevelSingleChapterPanel:InitComponent()
allSmallPoint = {}
this.pointPre = Util.GetGameObject(self.gameObject, "middle/pointPre")
this.pointParent = Util.GetGameObject(self.gameObject, "middle/pointParent")
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
end
--绑定事件(用于子类重写)
@ -74,6 +75,7 @@ end
function FightLevelSingleChapterPanel:OnOpen(_chapterId)
chapterId = _chapterId
-- SoundManager.PlaySound(SoundConfig.Sound_WorldMap)
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
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)
@ -102,10 +104,15 @@ function this.OnShowPanel()
end
function this.ShowChapterPoint()
local allNodeDatas = {}
for key, value in pairs(chapterData.node) do
table.insert(allNodeDatas,value)
end
table.sort(allNodeDatas, function(a,b) return a.nodeId < b.nodeId end)
local num = 0
for i = 1, #chapterData.node do
if chapterData.node[i].config.UselessPoint then
for j = 1, #chapterData.node[i].config.UselessPoint do
for i = 1, #allNodeDatas do
if allNodeDatas[i].config.UselessPoint then
for j = 1, #allNodeDatas[i].config.UselessPoint do
num = num + 1
end
end
@ -123,13 +130,13 @@ function this.ShowChapterPoint()
go.gameObject:SetActive(false)
end
local index = 0
for i = 1, #chapterData.node do
local isOpen = this.GetCurLevelIsOpen(chapterData.node[i])-- -1 未开启 0 开启 1 需解锁上一关 2 等级不足
if chapterData.node[i].config.UselessPoint then
for j = 1, #chapterData.node[i].config.UselessPoint do
for i = 1, #allNodeDatas do
local isOpen = this.GetCurLevelIsOpen(allNodeDatas[i])-- -1 未开启 0 开启 1 需解锁上一关 2 等级不足
if allNodeDatas[i].config.UselessPoint then
for j = 1, #allNodeDatas[i].config.UselessPoint do
index = index + 1
allSmallPoint[index].gameObject:SetActive(true)
allSmallPoint[index].transform.localPosition = Vector3.New(chapterData.node[i].config.UselessPoint[j][1],chapterData.node[i].config.UselessPoint[j][2],0)
allSmallPoint[index].transform.localPosition = Vector3.New(allNodeDatas[i].config.UselessPoint[j][1],allNodeDatas[i].config.UselessPoint[j][2],0)
local image = allSmallPoint[index]:GetComponent("Image")
image.sprite = this.spLoader:LoadSprite(isOpen == 0 and point[1] or point[2])
end
@ -194,7 +201,11 @@ function this.SetSingleLevel(levelDatas)
elseif levelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevelReward then--副关卡奖励
prb2:SetActive(true)
prb2:GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and assistantLevleDiBg[1] or assistantLevleDiBg[2])
Util.GetGameObject(prb2, "Icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and assistantLevleReward[1] or assistantLevleReward[2])
local icon = isOpen == 0 and assistantLevleReward[1] or assistantLevleReward[2]
if levelData.state == 1 then
icon = assistantLevleReward[3]
end
Util.GetGameObject(prb2, "Icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(icon)
Util.AddOnceClick(levelList[i], function()
if isOpen == 0 then
if levelData.state == 0 then
@ -216,7 +227,11 @@ function this.SetSingleLevel(levelDatas)
elseif levelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevel then--副关卡战斗
prb3:SetActive(true)
prb3:GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and assistantLevleDiBg[1] or assistantLevleDiBg[2])
Util.GetGameObject(prb3, "Icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and assistantLevleBattle[1] or assistantLevleBattle[2])
local icon = isOpen == 0 and assistantLevleBattle[1] or assistantLevleBattle[2]
if levelData.state == 1 then
icon = assistantLevleBattle[3]
end
Util.GetGameObject(prb3, "Icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(icon)
Util.AddOnceClick(levelList[i], function()
if isOpen == 0 then
UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.AssistantLevel,levelData)
@ -385,7 +400,7 @@ end
function FightLevelSingleChapterPanel:OnDestroy()
allMissionDailyBoxItemPres = {}
this.spLoader:Destroy()
SubUIManager.Close(this.UpView)
end
return FightLevelSingleChapterPanel

View File

@ -44,7 +44,7 @@ function this:BindEvent()
end)
Util.AddClick(this.BackBattleBtn, function()
FightLevelManager.HardStageReportRequset(fightLevelData, function()
-- UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.MainLevel,fightLevelData)
UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.MainLevel,fightLevelData)
end)
end)
Util.AddClick(this.rewardBtn, function()

View File

@ -1,39 +1,46 @@
require("Base/BasePanel")
local FuXingGaoZhao = Inherit(BasePanel)
local this = FuXingGaoZhao
local FuXingGaoZhaoPanel = {}
local sortingOrder = 0
local rewardList = {}
local itemPreList={} --item预设容器
local data
local func
function FuXingGaoZhaoPanel:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = FuXingGaoZhaoPanel })
return b
end
local timeData = string.split(ConfigManager.GetConfigDataByKey(ConfigName.SpecialConfig,"Id",109).Value,"#")
--初始化组件(用于子类重写)
function FuXingGaoZhao:InitComponent()
this.spLoader = SpriteLoader.New()
function FuXingGaoZhaoPanel:InitComponent()
self.rewardList = {}
self.itemPreList={} --item预设容器
self.data = {}
self.func = {}
self.spLoader = SpriteLoader.New()
self.backBtn = Util.GetGameObject(self.gameObject,"Content/btnBack")
self.effect = Util.GetGameObject(self.gameObject,"Content/UI_effect_LuckyCatPanel_normal")
self.time = Util.GetGameObject(self.gameObject,"Content/Time"):GetComponent("Text")
self.price = Util.GetGameObject(self.gameObject,"Content/bg/zi/price"):GetComponent("Image")
self.price.sprite = this.spLoader:LoadSprite(ConfigManager.GetConfigData(ConfigName.SpecialConfig,114).Key)
self.price.sprite = self.spLoader:LoadSprite(ConfigManager.GetConfigData(ConfigName.SpecialConfig,114).Key)
self.getBtn = Util.GetGameObject(self.gameObject,"Content/getBtn")
FuXingGaoZhaoManager.InitRewardData()
self.mid = Util.GetGameObject(self.gameObject,"Content/mid")
if #rewardList == 0 then
if #self.rewardList == 0 then
for i = 1, self.mid.transform.childCount do
table.insert(rewardList,self.mid.transform:GetChild(i-1))
table.insert(self.rewardList,self.mid.transform:GetChild(i-1))
end
end
self.text = Util.GetGameObject(self.getBtn,"Text"):GetComponent("Text")
self.redPoint = Util.GetGameObject(self.getBtn,"redPoint")
end
--绑定事件(用于子类重写)
function FuXingGaoZhao:BindEvent()
function FuXingGaoZhaoPanel:BindEvent()
Util.AddClick(self.backBtn,function ()
CheckRedPointStatus(RedPointType.FuXingGaoZhao)
CheckRedPointStatus(RedPointType.FuXingGaoZhaoPanel)
self:ClosePanel()
end)
Util.AddClick(self.getBtn,function ()
if data.ActState == 0 then
if self.data.ActState == 0 then
local configData = ConfigManager.GetConfigDataByKey(ConfigName.SpecialConfig,"Id",110).Value
local strings = string.split(configData,"#")
local costId, costNum = tonumber(strings[1]),tonumber(strings[2])
@ -42,16 +49,16 @@ function FuXingGaoZhao:BindEvent()
else
local itemName = ConfigManager.GetConfigData(ConfigName.ItemConfig,costId).Name
MsgPanel.ShowTwo(string.format(Language[12243],costNum,GetLanguageStrById(itemName)), nil, function()
NetManager.FuXingStoreBuyRequest(data.activityId,function ()
NetManager.FuXingStoreBuyRequest(self.data.activityId,function ()
PopupTipPanel.ShowTip(Language[12244])
FuXingGaoZhao:Refresh()
self:Refresh()
end)
end)
end
elseif data.ActState == 1 then
NetManager.GetActivityRewardRequest(-1,data.activityId,function (drop)
elseif self.data.ActState == 1 then
NetManager.GetActivityRewardRequest(-1,self.data.activityId,function (drop)
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function()
FuXingGaoZhao:Refresh()
self:Refresh()
end)
end)
end
@ -59,65 +66,85 @@ function FuXingGaoZhao:BindEvent()
end
--添加事件监听(用于子类重写)
function FuXingGaoZhao:AddListener()
function FuXingGaoZhaoPanel:AddListener()
end
--移除事件监听(用于子类重写)
function FuXingGaoZhao:RemoveListener()
function FuXingGaoZhaoPanel:RemoveListener()
end
function FuXingGaoZhao:OnSortingOrderChange()
function FuXingGaoZhaoPanel:OnSortingOrderChange()
Util.AddParticleSortLayer(self.effect, self.sortingOrder - sortingOrder)
sortingOrder = self.sortingOrder
end
--界面打开时调用(用于子类重写)
function FuXingGaoZhao:OnOpen(_func)
func = _func
function EveryDayGift:OnOpen(_activityConfig,_index,parent)
self.actConfig = _activityConfig
self.pageIndex = _index
self.parent = parent
end
-- 打开,重新打开时回调
function FuXingGaoZhao:OnShow()
FuXingGaoZhao:Refresh()
function FuXingGaoZhaoPanel:OnShow()
self.gameObject:SetActive(true)
Util.AddParticleSortLayer(self.effect, self.sortingOrder - sortingOrder)
sortingOrder = self.sortingOrder
self.actId = self.actConfig.ActId
self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType
if self.actConfig.IfBack == 1 then
if self.actConfig.ActiveType > 0 then
local id = ActivityGiftManager.IsActivityTypeOpen(self.actConfig.ActiveType)
if id and id > 0 then
self.actId = id
local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.ActivityGroups,"PageType",self.actConfig.PageType,"ActiveType",self.actConfig.ActiveType,"ActId",id)
if config then
self.actConfig = config
end
end
end
end
FuXingGaoZhaoManager.InitRewardData()
self:Refresh()
end
function FuXingGaoZhao:Refresh()
data = FuXingGaoZhaoManager.GetData()
FuXingGaoZhao:SetBtn()
if data.ActState == 0 then
FuXingGaoZhao:SetTime()
function FuXingGaoZhaoPanel:Refresh()
self.data = FuXingGaoZhaoManager.GetData()
self:SetBtn()
if self.data.ActState == 0 then
self:SetTime()
self.time.gameObject:SetActive(true)
else
self.time.gameObject:SetActive(false)
end
for i = 1, #rewardList do
FuXingGaoZhao:SetSingleReward(rewardList[i],data.rewards[i],i)
for i = 1, #self.rewardList do
self:SetSingleReward(self.rewardList[i],self.data.rewards[i],i)
end
end
function FuXingGaoZhao:SetBtn()
local text = Util.GetGameObject(self.getBtn,"Text"):GetComponent("Text")
local redPoint = Util.GetGameObject(self.getBtn,"redPoint")
if data.ActState == 0 then
text.text = Language[12245]
function FuXingGaoZhaoPanel:SetBtn()
if self.data.ActState == 0 then
self.text.text = Language[12245]
self.getBtn:SetActive(true)
redPoint:SetActive(false)
elseif data.ActState == 1 then
text.text = Language[11948]
self.redPoint:SetActive(false)
elseif self.data.ActState == 1 then
self.text.text = Language[11948]
local bool = FuXingGaoZhaoManager.CheckRedPoint()
self.getBtn:SetActive(bool)
redPoint:SetActive(bool)
elseif data.ActState == 2 then
self.redPoint:SetActive(bool)
elseif self.data.ActState == 2 then
self.getBtn:SetActive(false)
end
end
function FuXingGaoZhao:SetTime()
function FuXingGaoZhaoPanel:SetTime()
if self.timer then
self.timer:Stop()
self.timer = nil
end
local time = data.startTime + tonumber(timeData[1])*86400 - GetTimeStamp()
local time = self.data.startTime + tonumber(timeData[1])*86400 - GetTimeStamp()
self.time.text = string.format(Language[12246],TimeToFelaxible(time))
self.timer = Timer.New(function()
time = time - 1
@ -131,42 +158,43 @@ function FuXingGaoZhao:SetTime()
self.timer:Start()
end
function FuXingGaoZhao:SetSingleReward(go,sdata,index)
function FuXingGaoZhaoPanel:SetSingleReward(go,sdata,index)
local reward = Util.GetGameObject(go,"GameObject")
local mask = Util.GetGameObject(go,"mask")
-- LogBlue("index:"..index.." go:"..tostring(go.name).." 天数:"..tostring(NumToSimplenessFont[index]))
Util.GetGameObject(go,"Text"):GetComponent("Text").text = string.format(Language[10528],NumToSimplenessFont[index])
if not itemPreList[index] then
itemPreList[index] = SubUIManager.Open(SubUIConfig.ItemView,reward.transform)
if not self.itemPreList[index] then
self.itemPreList[index] = SubUIManager.Open(SubUIConfig.ItemView,reward.transform)
end
itemPreList[index]:OnOpen(false, sdata.Reward, 0.85,false, false, false, sortingOrder)
self.itemPreList[index]:OnOpen(false, sdata.Reward, 0.85,false, false, false, sortingOrder)
mask:SetActive(sdata.State == 1)
local effect = Util.GetGameObject(itemPreList[index].gameObject,"effects/UI_Effect_jinkuang_Fang")
itemPreList[index]:SetEffectLayer(self.sortingOrder)
effect:SetActive((data.ActState == 1) and (sdata.State == 0) and (sdata.Progress <= GetTimeStamp()))
local effect = Util.GetGameObject(self.itemPreList[index].gameObject,"effects/UI_Effect_jinkuang_Fang")
self.itemPreList[index]:SetEffectLayer(self.sortingOrder)
effect:SetActive((self.data.ActState == 1) and (sdata.State == 0) and (sdata.Progress <= GetTimeStamp()))
end
--界面关闭时调用(用于子类重写)
function FuXingGaoZhao:OnClose()
function FuXingGaoZhaoPanel:OnClose()
self.gameObject:SetActive(false)
if self.timer then
self.timer:Stop()
self.timer = nil
end
if func then
func()
func = nil
if self.func then
self.func()
self.func = nil
end
end
--界面销毁时调用(用于子类重写)
function FuXingGaoZhao:OnDestroy()
this.spLoader:Destroy()
function FuXingGaoZhaoPanel:OnDestroy()
self.spLoader:Destroy()
if self.timer then
self.timer:Stop()
self.timer = nil
end
itemPreList={}
rewardList={}
self.itemPreList={}
self.rewardList={}
end
return FuXingGaoZhao
return FuXingGaoZhaoPanel

View File

@ -779,10 +779,10 @@ function this:TabBtnAction(id,actType,data)
UIManager.OpenPanel(UIName.SupremeHeroPopup)
elseif id == ActivityTypeDef.NiuZhuan then
UIManager.OpenPanel(UIName.NiuZhuanQianKunPanel)
elseif id == ActivityTypeDef.NiuQi then
UIManager.OpenPanel(UIName.NiuQiChongTianPanel)
elseif id == ActivityTypeDef.FuXingGaoZhao then
UIManager.OpenPanel(UIName.FuXingGaoZhaoPanel)
-- elseif id == ActivityTypeDef.NiuQi then
-- UIManager.OpenPanel(UIName.NiuQiChongTianPanel)
-- elseif id == ActivityTypeDef.FuXingGaoZhao then
-- UIManager.OpenPanel(UIName.FuXingGaoZhaoPanel)
elseif id == ActivityTypeDef.TaSuiLingXiao then
UIManager.OpenPanel(UIName.TaSuiLingXiaoPanel)
end

View File

@ -17,7 +17,7 @@ function this.RegisterMessage(network)
--监听红点推送
socket:RegistNetMessage(MessageTypeProto_pb.SEND_RED_POINT_INDICATION, this.ReceiveRedPoint)
--福利红包推送
socket:RegistNetMessage(MessageTypeProto_pb.WELFARE_RED_PACKET_INFO, this.WelfareRedPacketPush)
-- socket:RegistNetMessage(MessageTypeProto_pb.WELFARE_RED_PACKET_INFO, this.WelfareRedPacketPush)
socket:RegistNetMessage(MessageTypeProto_pb.UPDATE_BAG_INDICATION, this.BackUpDataBagItemIdNumber)
socket:RegistNetMessage(MessageTypeProto_pb.SEND_CHAT_INFO_INDICATION, this.ReceiveFriendChat)
@ -920,7 +920,8 @@ function this.BackPatFaceData(buffer)
msg:ParseFromString(data)
PatFaceManager.SetPatFaceDaqta(msg)
end
--后端拍脸推送
--山河社稷图推送
function this.HardStageResponse(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.HardStageResponse()

View File

@ -1,24 +1,22 @@
require("Base/BasePanel")
local NiuQiChongTian = Inherit(BasePanel)
local NiuQiChongTianPanel = {}
local artConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local this = NiuQiChongTian
local sortingOrder = 0
local activityId = 0
local progressData = {}
local rewardData = {}
local curScore = 0
local itemsGrid = {}--item重复利用
local curPage = 1
local redPointList = {}
self.activityId = 0
function NiuQiChongTianPanel:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = NiuQiChongTianPanel })
return b
end
local TabBox = require("Modules/Common/TabBox")
local _TabData={ [1] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[12251] ,rpType = RedPointType.NiuQiChongTian_1},
[2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[12252] ,rpType = RedPointType.NiuQiChongTian_2},
[3] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[12253] ,rpType = RedPointType.NiuQiChongTian_3},}
local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
select = Color.New(243 / 255, 235 / 255, 202 / 255, 1)}
local curIndex = 1
local BtnState ={
[0] = {ImgName = "s_slbz_1anniuhuangse",Text = Language[10556]},
@ -27,11 +25,17 @@ local BtnState ={
}
--初始化组件(用于子类重写)
function NiuQiChongTian:InitComponent()
this.spLoader = SpriteLoader.New()
function NiuQiChongTianPanel:InitComponent()
self.progressData = {}
self.rewardData = {}
self.curScore = 0
self.itemsGrid = {}--item重复利用
self.curPage = 1
self.curIndex = 1
self.redPointList = {}
self.spLoader = SpriteLoader.New()
self.backBtn = Util.GetGameObject(self.gameObject,"backBtn")
self.tabBox = Util.GetGameObject(self.gameObject, "TabBox")
self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft})
--进度条
self.progress = Util.GetGameObject(self.gameObject, "mid/progress/value"):GetComponent("Image")--fillAmount
@ -51,90 +55,105 @@ function NiuQiChongTian:InitComponent()
sortingOrder = 0
end
--绑定事件(用于子类重写)
function NiuQiChongTian:BindEvent()
function NiuQiChongTianPanel:BindEvent()
Util.AddClick(self.backBtn,function ()
self:ClosePanel()
end)
end
--添加事件监听(用于子类重写)
function NiuQiChongTian:AddListener()
function NiuQiChongTianPanel:AddListener()
end
--移除事件监听(用于子类重写)
function NiuQiChongTian:RemoveListener()
function NiuQiChongTianPanel:RemoveListener()
end
function NiuQiChongTian:OnSortingOrderChange()
function NiuQiChongTianPanel:OnSortingOrderChange()
Util.AddParticleSortLayer(self.effect5, self.sortingOrder - sortingOrder)
sortingOrder = self.sortingOrder
end
--界面打开时调用(用于子类重写)
function NiuQiChongTian:OnOpen()
self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.NiuQiChongTian })
function NiuQiChongTianPanel:OnOpen(_activityConfig,_index,parent)
self.actConfig = _activityConfig
self.pageIndex = _index
self.parent = parent
end
-- 打开,重新打开时回调
function NiuQiChongTian:OnShow()
local actId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.NiuQi)
if not actId or actId <= 0 then return end
self.gameObject:SetActive(true)
function NiuQiChongTianPanel:OnShow()
self.gameObject:SetActive(true)
Util.AddParticleSortLayer(self.effect5, self.sortingOrder - sortingOrder)
sortingOrder = self.sortingOrder
self.activityId = self.actConfig.ActId
self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType
if self.actConfig.IfBack == 1 then
if self.actConfig.ActiveType > 0 then
local id = ActivityGiftManager.IsActivityTypeOpen(self.actConfig.ActiveType)
if id and id > 0 then
self.activityId = id
local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.ActivityGroups,"PageType",self.actConfig.PageType,"ActiveType",self.actConfig.ActiveType,"ActId",id)
if config then
self.actConfig = config
end
end
end
end
self.TabCtrl = TabBox.New()
self.TabCtrl:SetTabAdapter(this.TabAdapter)
self.TabCtrl:SetChangeTabCallBack(this.SwitchView)
self.TabCtrl:Init(self.tabBox, _TabData, curIndex)
self.TabCtrl:SetTabAdapter(self.TabAdapter,self)
self.TabCtrl:SetChangeTabCallBack(self.SwitchView,self)
self.TabCtrl:Init(self.tabBox, _TabData, self.curIndex)
end
-- tab节点显示自定义
function this.TabAdapter(tab, index, status)
function NiuQiChongTianPanel:TabAdapter(tab, index, status)
local tabLab = Util.GetGameObject(tab, "Text")
local redPoint = Util.GetGameObject(tab, "Redpot")
if _TabData[index].rpType > 0 then
if redPointList[_TabData[index].rpType] then
ClearRedPointObject(_TabData[index].rpType, redPointList[_TabData[index].rpType])
if self.redPointList[_TabData[index].rpType] then
ClearRedPointObject(_TabData[index].rpType, self.redPointList[_TabData[index].rpType])
end
BindRedPointObject(_TabData[index].rpType,redPoint)
redPointList[_TabData[index].rpType] = redPoint
self.redPointList[_TabData[index].rpType] = redPoint
end
Util.GetGameObject(tab,"Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(_TabData[index][status])
Util.GetGameObject(tab,"Image"):GetComponent("Image").sprite = self.spLoader:LoadSprite(_TabData[index][status])
tabLab:GetComponent("Text").text = _TabData[index].name
tabLab:GetComponent("Text").color = _TabFontColor[status]
end
--切换
function this.SwitchView(index,bool)
curPage = index
rewardData = NiuQiChongTianManager.GetNeedRewardData(curPage)
function NiuQiChongTianPanel:SwitchView(index,bool)
self.curPage = index
self.rewardData = NiuQiChongTianManager.GetNeedRewardData(self.curPage)
NiuQiChongTian:SetProgress()
NiuQiChongTian:SetReward(bool)
self:SetProgress()
self:SetReward(bool)
end
function NiuQiChongTian:SetProgress()
curScore = NiuQiChongTianManager.GetScore()
progressData = NiuQiChongTianManager.configData
self.progress.fillAmount = curScore/progressData[#progressData].value[2][1]
function NiuQiChongTianPanel:SetProgress()
self.curScore = NiuQiChongTianManager.GetScore()
self.progressData = NiuQiChongTianManager.configData
self.progress.fillAmount = self.curScore/self.progressData[#self.progressData].value[2][1]
for i = 1, self.reward.transform.childCount do
local item = self.reward.transform:GetChild(i-1)
Util.GetGameObject(item, "num/Text"):GetComponent("Text").text = progressData[i].reward[1][2]
Util.GetGameObject(item, "Text"):GetComponent("Text").text = progressData[i].value[2][1]
Util.GetGameObject(item, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(artConfig[itemConfig[progressData[i].reward[1][1]].ResourceID].Name)
Util.GetGameObject(item, "red"):SetActive(progressData[i].state == 1)
Util.GetGameObject(item, "num/Text"):GetComponent("Text").text = self.progressData[i].reward[1][2]
Util.GetGameObject(item, "Text"):GetComponent("Text").text = self.progressData[i].value[2][1]
Util.GetGameObject(item, "icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(artConfig[itemConfig[self.progressData[i].reward[1][1]].ResourceID].Name)
Util.GetGameObject(item, "red"):SetActive(self.progressData[i].state == 1)
local btn = Util.GetGameObject(item, "icon")
Util.AddOnceClick(btn,function ()
if progressData[i].state == 1 then
NetManager.GetActivityRewardRequest(progressData[i].missionId,progressData[i].activityId,function (drop)
if self.progressData[i].state == 1 then
NetManager.GetActivityRewardRequest(self.progressData[i].missionId,self.progressData[i].self.activityId,function (drop)
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function ()
progressData[i].state = 2
NiuQiChongTian:SetProgress()
self.progressData[i].state = 2
NiuQiChongTianPanel:SetProgress()
CheckRedPointStatus(RedPointType.NiuQiChongTian_4)
end)
end)
elseif progressData[i].state == 0 then
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,progressData[i].reward[1][1],nil)
elseif self.progressData[i].state == 0 then
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,self.progressData[i].reward[1][1],nil)
else
PopupTipPanel.ShowTip(Language[10421])
end
@ -142,15 +161,15 @@ function NiuQiChongTian:SetProgress()
end
end
function NiuQiChongTian:SetReward(bool)
function NiuQiChongTianPanel:SetReward(bool)
local anim = bool or false
local data = {}
self.ScrollView:SetData(rewardData, function (index, go)
NiuQiChongTian:SingleDataShow(go,index,rewardData[index])
self.ScrollView:SetData(self.rewardData, function (index, go)
self:SingleDataShow(go,index,self.rewardData[index])
end,false,anim)
end
function NiuQiChongTian:SingleDataShow(go, index,data)
function NiuQiChongTianPanel:SingleDataShow(go, index,data)
local title = Util.GetGameObject(go, "title/titleText"):GetComponent("Text")
local btn = Util.GetGameObject(go, "btn"):GetComponent("Button")
local btnImg = Util.GetGameObject(go, "btn"):GetComponent("Image")
@ -164,25 +183,25 @@ function NiuQiChongTian:SingleDataShow(go, index,data)
title.text = GetLanguageStrById(data.Text)
redPoint:SetActive(data.state == 1)
btn.interactable = data.state ~= 2
btnImg.sprite = this.spLoader:LoadSprite(BtnState[data.state].ImgName)
btnImg.sprite = self.spLoader:LoadSprite(BtnState[data.state].ImgName)
btnText.text = BtnState[data.state].Text
--滚动条复用重设itemview
if itemsGrid[go] then
if self.itemsGrid[go] then
for i = 1, 4 do
itemsGrid[go][i].gameObject:SetActive(false)
self.itemsGrid[go][i].gameObject:SetActive(false)
end
for i = 1, #shows do
if itemsGrid[go][i] then
itemsGrid[go][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.9,false,false,false,sortingOrder)
itemsGrid[go][i].gameObject:SetActive(true)
if self.itemsGrid[go][i] then
self.itemsGrid[go][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.9,false,false,false,sortingOrder)
self.itemsGrid[go][i].gameObject:SetActive(true)
end
end
else
itemsGrid[go]={}
self.itemsGrid[go]={}
for i = 1, 4 do
itemsGrid[go][i] = SubUIManager.Open(SubUIConfig.ItemView, grid.transform)
itemsGrid[go][i].gameObject:SetActive(false)
local obj = newObjToParent(shadow,itemsGrid[go][i].transform)
self.itemsGrid[go][i] = SubUIManager.Open(SubUIConfig.ItemView, grid.transform)
self.itemsGrid[go][i].gameObject:SetActive(false)
local obj = newObjToParent(shadow,self.itemsGrid[go][i].transform)
obj.transform:SetAsFirstSibling()
obj.transform:DOAnchorPos(Vector3(0,-3,0),0)
obj:GetComponent("RectTransform").transform.localScale = Vector3.one*1.1
@ -190,8 +209,8 @@ function NiuQiChongTian:SingleDataShow(go, index,data)
obj.transform:SetSiblingIndex(0)
end
for i = 1, #shows do
itemsGrid[go][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.9,false,false,false,sortingOrder)
itemsGrid[go][i].gameObject:SetActive(true)
self.itemsGrid[go][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.9,false,false,false,sortingOrder)
self.itemsGrid[go][i].gameObject:SetActive(true)
end
end
@ -199,11 +218,11 @@ function NiuQiChongTian:SingleDataShow(go, index,data)
if data.state == 0 then
UIManager.OpenPanel(UIName.RecruitPanel)
elseif data.state == 1 then
NetManager.TakeMissionRewardRequest(TaskTypeDef.NiuQiChongTian,data.id,function (msg)
NetManager.TakeMissionRewardRequest(TaskTypeDef.NiuQiChongTianPanel,data.id,function (msg)
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function ()
CheckRedPointStatus(RedPointType.NiuQiChongTian + curPage)
CheckRedPointStatus(RedPointType.NiuQiChongTianPanel + self.curPage)
CheckRedPointStatus(RedPointType.NiuQiChongTian_4)
this.SwitchView(curPage,true)
self.SwitchView(self.curPage,true)
end)
end)
end
@ -211,18 +230,18 @@ function NiuQiChongTian:SingleDataShow(go, index,data)
end
--界面关闭时调用(用于子类重写)
function NiuQiChongTian:OnClose()
for key, value in pairs(redPointList) do
function NiuQiChongTianPanel:OnClose()
self.gameObject:SetActive(false)
for key, value in pairs(self.redPointList) do
ClearRedPointObject(key, value)
end
redPointList = {}
self.redPointList = {}
end
--界面销毁时调用(用于子类重写)
function NiuQiChongTian:OnDestroy()
this.spLoader:Destroy()
SubUIManager.Close(self.UpView)
function NiuQiChongTianPanel:OnDestroy()
self.spLoader:Destroy()
sortingOrder = 0
end
return NiuQiChongTian
return NiuQiChongTianPanel