玲珑修改提交

dev_chengFeng
jiaoyangna 2021-06-16 17:55:19 +08:00
parent e9dc207f46
commit b96df9fc63
5 changed files with 505 additions and 60 deletions

View File

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View File

@ -2236,6 +2236,7 @@ PRE_REWARD_POOL_TYPE = {
LING_SHOU= 12,--灵兽
LING_SHOU_UP= 13,--灵兽抽取UP
XIANG_YAO_UP= 14,--降妖夺宝UP
LINGLONG = 15, --玲珑宝镜
}
DirectBuyType = {
XSHL = 11,--限时豪礼

View File

@ -251,11 +251,33 @@ function this.GetRewardPreviewData(type)
or type==PRE_REWARD_POOL_TYPE.LING_SHOU_UP--灵兽宝阁UP
or type==PRE_REWARD_POOL_TYPE.XIANG_YAO_UP then--降妖夺宝UP
return this.GetActivityPreviewData(type)--非常驻抽卡需要检测时间
elseif type==PRE_REWARD_POOL_TYPE.LINGLONG then --限时招募--开启时间有限制的
return this.GetLINGLONGPreviewData()
else
return {}
end
end
function this.GetLINGLONGPreviewData()
local curActivityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.lingLongBaoJing)
if not curActivityId or curActivityId < 1 then --活动招募
return {}
end
local previewData = {}
for i, v in ipairs(ConfigManager.GetAllConfigsDataByKey(ConfigName.LingLongPool,"ActivityId",curActivityId)) do
local data = {}
data.Reward = v.ItemId
data.ShowWeight = v.FakeRate
data.Sort = v.Sort
table.insert(previewData, data)
end
table.sort(previewData,function(a,b)
return a.Sort < b.Sort
end)
LogGreen("previewData:"..#previewData)
return previewData
end
function this.GetActivityPreviewData(type)--非常驻抽卡奖池预览
local previewData = {}
-- 根据当前期获取卡池信息

View File

@ -96,6 +96,8 @@ function this.CreatePreview(typeNum, type)
this.CreateLuckInfo(showData,Language[11709])
elseif type == PRE_REWARD_POOL_TYPE.UPPER_LUCK_FIND then
this.CreateLuckInfo(showData,Language[11710])
elseif type == PRE_REWARD_POOL_TYPE.LINGLONG then
this.CreateLuckInfo(showData,"玲珑宝镜")
elseif type == PRE_REWARD_POOL_TYPE.GHOST_FIND then
this.previewList[4].gameObject:SetActive(false)
this.CreateEastGhostInfo(showData)
@ -105,7 +107,7 @@ function this.CreatePreview(typeNum, type)
-- 显隐显示
for i = 1, 4 do
if this.previewList[i] then
if type == PRE_REWARD_POOL_TYPE.LUCK_FIND or type == PRE_REWARD_POOL_TYPE.UPPER_LUCK_FIND then
if type == PRE_REWARD_POOL_TYPE.LUCK_FIND or type == PRE_REWARD_POOL_TYPE.UPPER_LUCK_FIND or type == PRE_REWARD_POOL_TYPE.LINGLONG then
this.previewList[i]:SetActive(i <= 1)
elseif type == PRE_REWARD_POOL_TYPE.GHOST_FIND then
this.previewList[i]:SetActive(i <= 3)

View File

@ -15,7 +15,8 @@ function LingLongBaoJingPanel:New(gameObject)
return b
end
local a,b,c,d
local configs
---初始化组件(用于子类重写)
function LingLongBaoJingPanel:InitComponent(gameObject)
self.spLoader = SpriteLoader.New()
@ -66,11 +67,25 @@ function LingLongBaoJingPanel:InitComponent(gameObject)
self.rewardBoxList={}--奖励盒
self.rewardBox=Util.GetGameObject(self.slider,"RewardBox")
for i=1,5 do
self.rewardBoxList[i]=Util.GetGameObject(self.rewardBox,"Item"..i)
if not self.rewardBoxList[i] then
self.rewardBoxList[i] = {}
end
self.rewardBoxList[i].go=Util.GetGameObject(self.rewardBox,"Item"..i)
self.rewardBoxList[i].icon =Util.GetGameObject(self.rewardBoxList[i].go,"icon"):GetComponent("Image")--幸运值
self.rewardBoxList[i].value =Util.GetGameObject(self.rewardBoxList[i].go,"Value"):GetComponent("Text")--幸运值
self.rewardBoxList[i].redPoint=Util.GetGameObject(self.rewardBoxList[i].go,"redPoint")
self.rewardBoxList[i].Num=Util.GetGameObject(self.rewardBoxList[i].go,"Num/Text"):GetComponent("Text")--幸运值
end
self.itemRewardList = {}
self.costId = ConfigManager.GetConfigData(ConfigName.SpecialConfig,117).Value
local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig,117)
local strs = string.split(config.Value,"|")
self.costId = tonumber(strs[1])
strs = string.split(strs[2],"#")
a = tonumber(strs[1])
b = tonumber(strs[2])
c = tonumber(strs[3])
d = tonumber(strs[4])
end
---绑定事件(用于子类重写)
@ -82,10 +97,14 @@ function LingLongBaoJingPanel:BindEvent()
end)
Util.AddClick(self.btnPreview, function()
UIManager.OpenPanel(UIName.RewardPreviewPopup)
UIManager.OpenPanel(UIName.RewardPreviewPopup,PRE_REWARD_POOL_TYPE.LINGLONG)
end)
Util.AddClick(self.propBtn, function()
if not self.enough then
PopupTipPanel.ShowTip("道具不足")
return
end
LingLongBaoJingManager.QiMenDunJiaDrawRequest(self.actId,function(idList,drop)
-- local drop = {}
-- drop.itemlist = {}
@ -111,7 +130,9 @@ function LingLongBaoJingPanel:BindEvent()
self.itemList[2][2].selectKuang.gameObject:SetActive(false)
else
self.itemList[2][idList[1]].selectKuang.gameObject:SetActive(false)
end
end
self:SetPropShow()
self:RrFreshInfo()
end)
end
curTurnPos = 1
@ -155,6 +176,7 @@ end
-- 打开,重新打开时回调
function LingLongBaoJingPanel:OnShow(_sortingOrder)
self.parent.tabbox.gameObject:SetActive(false)
self.gameObject:SetActive(true)
self.sortingOrder = _sortingOrder
self.actId = self.actConfig.ActId
@ -175,6 +197,7 @@ function LingLongBaoJingPanel:OnShow(_sortingOrder)
self:RefreshTreasureType()
self:DelayMaskWithTime(1.5)
self:SetPropShow()
self:CreatBox()
end
--赋值
function LingLongBaoJingPanel:RefreshTreasureType()
@ -219,6 +242,7 @@ end
---界面关闭时调用(用于子类重写)
function LingLongBaoJingPanel:OnClose()
self.parent.tabbox.gameObject:SetActive(true)
self.gameObject:SetActive(false)
if self.thread then
coroutine.stop(self.thread)
@ -312,42 +336,64 @@ end
---设置道具拥有显示 1道具id 2探宝类型
function LingLongBaoJingPanel:SetPropShow()
self.propImage.SpriteLoader = self.spLoader.LoadSprite(GetSpriteNameByItemId(self.costId))
self.propText.text = BagManager.GetItemCountById(self.costId)
self.propImage.sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(self.costId))
local count = BagManager.GetItemCountById(self.costId)
local singleCount = (a * 1^3 + b * 1^2 + c * 1 ^1 + d * 1^0)
local color
if singleCount <= count then
self.enough = true
color = "FFA000"
else
self.enough = false
color = "FF0000"
end
self.propText.text = string.format("<color=#%s>%s</color>",color,singleCount)
end
function LingLongBaoJingPanel:CreatBox()
self:RefreshLuckyValue()
end
---刷新幸运值
function LingLongBaoJingPanel:RefreshLuckyValue()
-- if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
-- LuckyTurnTableManager.SetLuckyValue()
-- local data=LuckyTurnTableManager.GetLuckyValue()
-- self.luckyValueNum.text=data.."/"..LuckyTurnTableManager.boxReward_One[5].Values[1][1]
-- self.luckySlider.minValue=0
-- self.luckySlider.maxValue=LuckyTurnTableManager.boxReward_One[5].Values[1][1]
-- self.luckySlider.value=data
-- self.rewardBoxList[1].transform:DOAnchorPosX(-11.4,0)--有时间再优化成动态计算
-- self.rewardBoxList[2].transform:DOAnchorPosX(125.2,0)
-- self.rewardBoxList[3].transform:DOAnchorPosX(262,0)
-- self.rewardBoxList[4].transform:DOAnchorPosX(400,0)
-- self.rewardBoxList[5].transform:DOAnchorPosX(654.25,0)
-- elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
-- LuckyTurnTableManager.SetLuckyValue()
-- local data=LuckyTurnTableManager.GetLuckyValue()
-- self.luckyValueNum.text=data.."/"..LuckyTurnTableManager.boxReward_Two[5].Values[1][1]
-- self.luckySlider.minValue=0
-- self.luckySlider.maxValue=LuckyTurnTableManager.boxReward_Two[5].Values[1][1]
-- self.luckySlider.value=data
-- self.rewardBoxList[1].transform:DOAnchorPosX(-11.4,0)
-- self.rewardBoxList[2].transform:DOAnchorPosX(125.2,0)
-- self.rewardBoxList[3].transform:DOAnchorPosX(262,0)
-- self.rewardBoxList[4].transform:DOAnchorPosX(400,0)
-- self.rewardBoxList[5].transform:DOAnchorPosX(654.25,0)
-- end
configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig,"ActivityId",self.actId)
local list = {}
for k,v in ipairs(configs) do
table.insert(list,v.Values[1][1])
end
table.sort(list,function(a,b) return a < b end)
local pos = self:CalutePos1(self.rewardBox,list)
for i = 1,5 do
local v3 = self.rewardBoxList[i].go:GetComponent("RectTransform").anchoredPosition3D
v3.x = pos[i]
self.rewardBoxList[i].go:GetComponent("RectTransform").anchoredPosition3D = v3
self.rewardBoxList[i].value.text = configs[i].Values[1][1]
self.rewardBoxList[i].redPoint.gameObject:SetActive(false)
if i < 5 then
self.rewardBoxList[i].Num.text = configs[i].Reward[1][2]
self.rewardBoxList[i].icon.sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(configs[i].Reward[1][1]))
end
end
self.luckySlider.minValue = 0
self.luckySlider.maxValue = configs[#configs].Values[1][1]
self:RrFreshInfo()
end
function LingLongBaoJingPanel:CalutePos1(parent,list)
local pos = {}
local wi = parent.transform.rect.width
for i = 1,#list do
local pos1 = wi *(list[i]/list[#list])
table.insert(pos,pos1)
end
return pos
end
---刷新信息
function LingLongBaoJingPanel:RrFreshInfo()
-- local actInfo = ActivityGiftManager.GetActivityInfoByType(ActivityTypeDef.lingLongBaoJing)
-- self.luckyValueNum.text = actInfo.value .."/" ..configs[#configs].Values[1][1]
--self.luckySlider.value = actInfo.value
end
---延时遮罩 1按时间
@ -363,5 +409,4 @@ function LingLongBaoJingPanel:DelayMaskWithBool(b)
self.mask.gameObject:SetActive(b)
end
return LingLongBaoJingPanel