【云游商人】完成

dev_chengFeng
ZhangBiao 2021-04-19 19:44:54 +08:00
parent bb5268793e
commit b9acaaa12c
5 changed files with 47 additions and 31 deletions

View File

@ -4953,7 +4953,6 @@ function this.ActiveUserMountRequest(mountId,func)
end
function this.EquipUpLevelRequest(_activityId,_equipId,_itemId,_itemNum,func)
LogPink("_activityId:"..tostring(_activityId).." _equipId:"..tostring(_equipId).." _itemId:"..tostring(_itemId).." _itemNum:"..tostring(_itemNum))
local data = PlayerInfoProto_pb.EquipUpLevelRequest()
data.activityId = _activityId
data.equipId = _equipId

View File

@ -26,6 +26,7 @@ function CommonActPage:InitComponent()
self.time = Util.GetGameObject(self.gameObject, "time")
self.timeText = Util.GetGameObject(self.time, "timeText"):GetComponent("Text")
self.btnHelp = Util.GetGameObject(self.gameObject, "btnHelp")
self.helpPosition = self.btnHelp:GetComponent("RectTransform").localPosition
self.itemPre = Util.GetGameObject(self.gameObject, "ItemPre")
-- 设置循环滚动,万一内容不停地加
@ -41,6 +42,9 @@ function CommonActPage:InitComponent()
end
function CommonActPage:BindEvent()
Util.AddClick(self.btnHelp,function()
UIManager.OpenPanel(UIName.HelpPopup,self.actConfig.HelpId,self.helpPosition.x,self.helpPosition.y)
end)
end
--界面打开时调用(用于子类重写)

View File

@ -17,7 +17,7 @@ function this.InitSingleTypeData(actType)
local singleTypeData = {}
local data = ActivityGiftManager.GetActivityTypeInfo(actType)
local configData = ConfigManager.GetAllConfigsDataByKey(ConfigName.ComposeActivity,"ActivityId",data.activityId)
LogPink("Init".." activityId:"..tostring(data.activityId).." value:"..tostring(data.value).." startTime:"..tostring(data.startTime).." endTime:"..tostring(data.endTime))
-- LogPink("Init".." activityId:"..tostring(data.activityId).." value:"..tostring(data.value).." startTime:"..tostring(data.startTime).." endTime:"..tostring(data.endTime))
singleTypeData.activityId = data.activityId
singleTypeData.value = data.value
singleTypeData.startTime = data.startTime
@ -32,7 +32,8 @@ function this.InitSingleTypeData(actType)
reward.needItems = configData[i].NeedItems
reward.count = configData[i].Count
reward.composeType = configData[i].ComposeType
LogGreen("i:"..tostring(i).." missionId:"..tostring(reward.missionId).." progress:"..tostring(reward.progress).." state:"..tostring(reward.state).." NeedItems:"..tostring(configData[i].NeedItems).." Count:"..tostring(configData[i].Count).." ComposeType:"..tostring(configData[i].ComposeType))
reward.selectId = 0
-- LogGreen("i:"..tostring(i).." missionId:"..tostring(reward.missionId).." progress:"..tostring(reward.progress).." state:"..tostring(reward.state).." NeedItems:"..tostring(configData[i].NeedItems).." Count:"..tostring(configData[i].Count).." ComposeType:"..tostring(configData[i].ComposeType))
table.insert(singleTypeData.rewards,reward)
end
end
@ -41,19 +42,32 @@ end
function this.UpdateSingleTypeData(actType)
local data = ActivityGiftManager.GetActivityTypeInfo(actType)
LogPink("Update".." activityId:"..tostring(data.activityId).." value:"..tostring(data.value).." startTime:"..tostring(data.startTime).." endTime:"..tostring(data.endTime))
-- LogPink("Update".." activityId:"..tostring(data.activityId).." value:"..tostring(data.value).." startTime:"..tostring(data.startTime).." endTime:"..tostring(data.endTime))
dataList[actType].activityId = data.activityId--应该无变化
dataList[actType].value = data.value
dataList[actType].startTime = data.startTime--应该无变化
dataList[actType].endTime = data.endTime--应该无变化
for i = 1, #data.mission do
if data.mission[i] then
dataList[actType].rewards[i].missionId = data.mission[i].missionId or 0--应该无变化
dataList[actType].rewards[i].progress = data.mission[i].progress or 0
dataList[actType].rewards[i].state = data.mission[i].state or 0
LogGreen("i:"..tostring(i).." missionId:"..tostring(dataList[actType].rewards[i].missionId).." progress:"..tostring(dataList[actType].rewards[i].progress).." state:"..tostring(dataList[actType].rewards[i].state))
for j = 1, #dataList[actType].rewards do
if data.mission[i].missionId == dataList[actType].rewards[j].missionId then
dataList[actType].rewards[j].missionId = data.mission[i].missionId or 0--应该无变化
dataList[actType].rewards[j].progress = data.mission[i].progress or 0
dataList[actType].rewards[j].state = data.mission[i].state or 0
dataList[actType].rewards[j].selectId = 0
-- LogBlue("i:"..tostring(i).." missionId:"..tostring(dataList[actType].rewards[i].missionId).." progress:"..tostring(dataList[actType].rewards[i].progress).." state:"..tostring(dataList[actType].rewards[i].state))
end
end
end
table.sort(dataList[actType].rewards,function (a,b)
if a.progress == b.progress then
return a.missionId < b.missionId
else
return a.progress > b.progress
end
end)
-- for i = 1, #dataList[actType].rewards do
-- LogGreen("Id:"..tostring(dataList[actType].rewards[i].missionId).." 装备Id"..tostring(dataList[actType].rewards[i].needItems[1]))
-- end
end
return CommonActPageManager

View File

@ -1,7 +1,5 @@
local ItemUpstarPre = {}
ItemUpstarPre = {}
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local parent
local curSelectId = 0
function ItemUpstarPre:New(gameObject)
local b = {}
b.gameObject = gameObject
@ -22,7 +20,7 @@ function ItemUpstarPre:InitComponent()
self.gridList[1] = Util.GetGameObject(self.midLayout,"itemNeed/item")
self.gridList[2] = Util.GetGameObject(self.midLayout,"itemCost/item")
self.gridList[3] = Util.GetGameObject(self.midLayout,"itemGet/item")
self.itemList = {}
-- self.itemList = {}
self.btnMaskNeed = Util.GetGameObject(self.midLayout,"itemNeed/mask")
self.btnMaskGet = Util.GetGameObject(self.midLayout,"itemGet/mask")
self.btnMaskNeedAdd = Util.GetGameObject(self.midLayout,"itemNeed/mask/Image")
@ -31,20 +29,20 @@ end
--绑定事件(用于子类重写)
function ItemUpstarPre:BindEvent()
Util.AddClick(self.btnMaskNeed,function ()
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.YunYouMan,self.data,function (itemId)
curSelectId = itemId
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.YunYouMan,self.data,function ()
self:Refresh()
end)
end)
Util.AddClick(self.btnExchange,function ()
if curSelectId == 0 then
-- LogPurple("self.data.selectId:"..tostring(self.data.selectId))
if self.data.selectId == 0 then
PopupTipPanel.ShowTip("请选择想要升级的装备!")
return
end
local cost = ConfigManager.GetConfigData(ConfigName.ComposeBook,curSelectId).NeedCost
NetManager.EquipUpLevelRequest(self.activityId,curSelectId,cost[1][1],cost[1][2],function (msg)
local cost = ConfigManager.GetConfigData(ConfigName.ComposeBook,self.data.selectId).NeedCost
NetManager.EquipUpLevelRequest(self.activityId,self.data.selectId,cost[1][1],cost[1][2],function (msg)
UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1,function()
self.parent:RefreshData(true,false,false)
self.parent:RefreshData(true,true,false)
end)
end)
end)
@ -70,7 +68,7 @@ function ItemUpstarPre:SetData(_data,_parent,_sortingOrder,_activityId)
end
function ItemUpstarPre:Refresh()
local needItemId = (curSelectId == 0 or curSelectId == nil) and self.data.needItems[1] or curSelectId
local needItemId = self.data.selectId == 0 and self.data.needItems[1] or self.data.selectId
local configData = ConfigManager.GetConfigData(ConfigName.ComposeBook,needItemId)
local rewardList = {configData.NeedItems[1],configData.NeedCost[1],configData.GoalItems[1]}
--设置内容
@ -81,6 +79,7 @@ function ItemUpstarPre:Refresh()
if not self.itemList[i] then
self.itemList[i] = SubUIManager.Open(SubUIConfig.ItemView,self.gridList[i].transform)
end
-- LogRed("id="..self.data.missionId..", sort="..self.sortingOrder)
self.itemList[i]:OnOpen(false, rewardList[i], 1,false,false,false,self.sortingOrder)
end
self:SetMask()
@ -88,7 +87,7 @@ function ItemUpstarPre:Refresh()
end
function ItemUpstarPre:SetMask()
if curSelectId == 0 then
if self.data.selectId == 0 then
self.btnMaskNeedAdd:SetActive(true)
self.btnMaskGet:SetActive(true)
Util.GetGameObject(self.itemList[1].gameObject,"effects"):SetActive(false)
@ -114,9 +113,11 @@ function ItemUpstarPre:SetButton()
end
function ItemUpstarPre:OnClose()
curSelectId = 0
self.data.selectId = 0
self.gridList = {}
self.itemList = {}
for k,v in pairs(self.itemList) do
SubUIManager.Close(v)
end
end
return ItemUpstarPre

View File

@ -27,14 +27,13 @@ function this:InitComponent(gameObject)
self.itemList = {}
self.maskList = {}
self.maskImageList = {}
self.selectId = 0
end
function this:BindEvent()
Util.AddClick(this.confirm,function()
parent:ClosePanel()
if func then
func(self.selectId)
func()
end
end)
Util.AddClick(this.cancel,function()
@ -56,7 +55,6 @@ function this:OnShow(_parent,...)
data = _args[1]
func = _args[2]
-- self.equipList = BagManager.GetBagItemDataByItemType(ItemBaseType.Equip)
local list = BagManager.GetBagItemDataByItemType(ItemBaseType.Equip)
for i = 1, #data.needItems do
for j = 1, #list do
@ -102,19 +100,19 @@ function this:ShowSingleData(item,sdata,index)
self.itemList[index].gameObject:SetActive(true)
self.maskList[index] = itemmask
self.maskImageList[index] = maskImage
self.maskImageList[index]:SetActive(self.selectId == sdata.itemConfig.Id)
self.maskImageList[index]:SetActive(data.selectId == sdata.itemConfig.Id)
Util.AddOnceClick(self.maskList[index],function ()
for i = 1, #self.maskImageList do
self.maskImageList[i]:SetActive(false)
end
if self.selectId == sdata.itemConfig.Id then
if data.selectId == sdata.itemConfig.Id then
self.maskImageList[index]:SetActive(false)
self.selectId = 0
data.selectId = 0
else
self.maskImageList[index]:SetActive(true)
self.selectId = sdata.itemConfig.Id
data.selectId = sdata.itemConfig.Id
end
end)
@ -122,12 +120,12 @@ end
function this:OnClose()
self.equipList={}
self.itemList = {}
self.maskList = {}
self.maskImageList = {}
end
function this:OnDestroy()
self.itemList = {}
end
return this