探索引导提交

dev_chengFeng
jiaoyangna 2022-01-06 18:25:28 +08:00
parent 456501e15a
commit b740f2abb7
3 changed files with 21 additions and 15 deletions

View File

@ -159,6 +159,7 @@ function ExploreMainPanel:SetMapData()
if not self.mapList[k] then
self.mapList[k] = {}
self.mapList[k].go = newObjToParent(self.mapPre,self.mapParent)
self.mapList[k].go.name = "mapPre"..k
self.mapList[k].mapBg = Util.GetGameObject(self.mapList[k].go,"mapBg")
self.mapList[k].mapBgIma = Util.GetGameObject(self.mapList[k].mapBg,"ImgBg"):GetComponent("Image")
self.mapList[k].mapInfo = Util.GetGameObject(self.mapList[k].go,"mapInfo")

View File

@ -154,7 +154,7 @@ function this.ExecuteBehavior(beType, beArgs)
this.button:GetComponent("Button").onClick:RemoveAllListeners()
Util.AddClick(this.button, this.NextGuide)
end)
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
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
for k, v in pairs(MainPanel.operateIcon) do
if v.go == btn.gameObject then
MainPanel:SetPosFunc(Vector2.New(v.pos, 0))

View File

@ -178,6 +178,7 @@ function this:InitComponent()
[FUNCTION_OPEN_TYPE.tianshumijuan] = this:AddFuncItem(this.btnTianShuMiJuan, -600),
[FUNCTION_OPEN_TYPE.LUCKYTURN] = this:AddFuncItem(this.btnXingYunTanBao, 0),--幸运探宝
[FUNCTION_OPEN_TYPE.JumpServer] = this:AddFuncItem(this.btnJumpServer, 0),--跨服
[FUNCTION_OPEN_TYPE.Explore] = this:AddFuncItem(this.btnExplore, 0),--探索
}
this.operateNewText = {
@ -1289,25 +1290,29 @@ function this.InitFuncShow(funcType)
end
--(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)
if funcType then
if this.operateIcon[funcType] then
local isOpen = ActTimeCtrlManager.SingleFuncState(funcType)
if funcType == FUNCTION_OPEN_TYPE.ENDLESS then
isOpen = ActTimeCtrlManager.IsQualifiled(funcType)
if funcType ~= FUNCTION_OPEN_TYPE.Explore then
if this.operateIcon[funcType] then
local isOpen = ActTimeCtrlManager.SingleFuncState(funcType)
if funcType == FUNCTION_OPEN_TYPE.ENDLESS then
isOpen = ActTimeCtrlManager.IsQualifiled(funcType)
end
Util.SetColor(this.operateIcon[funcType].lock, Color.New(1, 1, 1, 0.59))
this.operateIcon[funcType].lock:SetActive(not isOpen)
this.operateIcon[funcType].open:SetActive(isOpen)
return
end
Util.SetColor(this.operateIcon[funcType].lock, Color.New(1, 1, 1, 0.59))
this.operateIcon[funcType].lock:SetActive(not isOpen)
this.operateIcon[funcType].open:SetActive(isOpen)
return
end
else
for i, v in pairs(this.operateIcon) do
local isOpen = ActTimeCtrlManager.SingleFuncState(i)
if i == FUNCTION_OPEN_TYPE.ENDLESS then
isOpen = ActTimeCtrlManager.IsQualifiled(i)
if funcType ~= FUNCTION_OPEN_TYPE.Explore then
local isOpen = ActTimeCtrlManager.SingleFuncState(i)
if i == FUNCTION_OPEN_TYPE.ENDLESS then
isOpen = ActTimeCtrlManager.IsQualifiled(i)
end
v.lock:SetActive(not isOpen)
Util.SetColor(v.lock, Color.New(1, 1, 1, 0.59))
v.open:SetActive(isOpen)
end
v.lock:SetActive(not isOpen)
Util.SetColor(v.lock, Color.New(1, 1, 1, 0.59))
v.open:SetActive(isOpen)
end
end