探索引导提交
parent
456501e15a
commit
b740f2abb7
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@ -159,6 +159,7 @@ function ExploreMainPanel:SetMapData()
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if not self.mapList[k] then
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self.mapList[k] = {}
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self.mapList[k].go = newObjToParent(self.mapPre,self.mapParent)
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self.mapList[k].go.name = "mapPre"..k
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self.mapList[k].mapBg = Util.GetGameObject(self.mapList[k].go,"mapBg")
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self.mapList[k].mapBgIma = Util.GetGameObject(self.mapList[k].mapBg,"ImgBg"):GetComponent("Image")
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self.mapList[k].mapInfo = Util.GetGameObject(self.mapList[k].go,"mapInfo")
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@ -154,7 +154,7 @@ function this.ExecuteBehavior(beType, beArgs)
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this.button:GetComponent("Button").onClick:RemoveAllListeners()
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Util.AddClick(this.button, this.NextGuide)
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end)
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if UIManager.IsOpen(UIName.MainPanel) and (string.find(btn.transform.parent.name, "layer") ~= nil or btn.transform.name == "btnXingYunTanBao") then --主界面的ui按钮位置可能会超框,所以做位移处理
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if UIManager.IsOpen(UIName.MainPanel) and (string.find(btn.transform.parent.name, "layer") ~= nil or btn.transform.name == "btnXingYunTanBao" or btn.transform.name == "btnExplore") then --主界面的ui按钮位置可能会超框,所以做位移处理
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for k, v in pairs(MainPanel.operateIcon) do
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if v.go == btn.gameObject then
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MainPanel:SetPosFunc(Vector2.New(v.pos, 0))
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@ -178,6 +178,7 @@ function this:InitComponent()
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[FUNCTION_OPEN_TYPE.tianshumijuan] = this:AddFuncItem(this.btnTianShuMiJuan, -600),
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[FUNCTION_OPEN_TYPE.LUCKYTURN] = this:AddFuncItem(this.btnXingYunTanBao, 0),--幸运探宝
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[FUNCTION_OPEN_TYPE.JumpServer] = this:AddFuncItem(this.btnJumpServer, 0),--跨服
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[FUNCTION_OPEN_TYPE.Explore] = this:AddFuncItem(this.btnExplore, 0),--探索
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}
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this.operateNewText = {
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@ -1289,25 +1290,29 @@ function this.InitFuncShow(funcType)
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end
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--(百宝斋,点将台,锻器阁,化虚坛,竞技场,四元阵,灵兽山,送神祠,万象境)
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if funcType then
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if this.operateIcon[funcType] then
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local isOpen = ActTimeCtrlManager.SingleFuncState(funcType)
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if funcType == FUNCTION_OPEN_TYPE.ENDLESS then
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isOpen = ActTimeCtrlManager.IsQualifiled(funcType)
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if funcType ~= FUNCTION_OPEN_TYPE.Explore then
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if this.operateIcon[funcType] then
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local isOpen = ActTimeCtrlManager.SingleFuncState(funcType)
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if funcType == FUNCTION_OPEN_TYPE.ENDLESS then
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isOpen = ActTimeCtrlManager.IsQualifiled(funcType)
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end
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Util.SetColor(this.operateIcon[funcType].lock, Color.New(1, 1, 1, 0.59))
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this.operateIcon[funcType].lock:SetActive(not isOpen)
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this.operateIcon[funcType].open:SetActive(isOpen)
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return
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end
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Util.SetColor(this.operateIcon[funcType].lock, Color.New(1, 1, 1, 0.59))
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this.operateIcon[funcType].lock:SetActive(not isOpen)
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this.operateIcon[funcType].open:SetActive(isOpen)
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return
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end
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else
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for i, v in pairs(this.operateIcon) do
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local isOpen = ActTimeCtrlManager.SingleFuncState(i)
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if i == FUNCTION_OPEN_TYPE.ENDLESS then
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isOpen = ActTimeCtrlManager.IsQualifiled(i)
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if funcType ~= FUNCTION_OPEN_TYPE.Explore then
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local isOpen = ActTimeCtrlManager.SingleFuncState(i)
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if i == FUNCTION_OPEN_TYPE.ENDLESS then
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isOpen = ActTimeCtrlManager.IsQualifiled(i)
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end
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v.lock:SetActive(not isOpen)
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Util.SetColor(v.lock, Color.New(1, 1, 1, 0.59))
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v.open:SetActive(isOpen)
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end
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v.lock:SetActive(not isOpen)
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Util.SetColor(v.lock, Color.New(1, 1, 1, 0.59))
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v.open:SetActive(isOpen)
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end
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end
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