挂机奖励修改,不显示小兵失败界面
parent
873a9f3d8f
commit
bacb821742
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@ -6,6 +6,7 @@ local _ProductList = {}
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local _ItemList = {}
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local _RewardList = {}
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local _ExtraRewardList = {}
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--初始化组件(用于子类重写)
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function FightAreaRewardPopup:InitComponent()
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this.spLoader = SpriteLoader.New()
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@ -133,14 +134,14 @@ function FightAreaRewardPopup:OnShow()
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local config =ConfigManager.GetConfigData(ConfigName.SoldierStageConfig,FightPointPassManager.soldierLayerId)
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local mainLvConfig=ConfigManager.GetConfigData(ConfigName.MainLevelConfig, curFightId)
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if config then
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if mainLvConfig then
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--LogError("config.id============================"..config.Id)
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if not config.RewardShowMin or #config.RewardShowMin < 1 then
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if not mainLvConfig.RewardShowMin or #mainLvConfig.RewardShowMin < 1 then
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this.itemRoot.gameObject:SetActive(false)
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else
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this.itemRoot.gameObject:SetActive(true)
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-- 固定奖励
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for index, item in ipairs(config.RewardShowMin) do
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for index, item in ipairs(mainLvConfig.RewardShowMin) do
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if not _ProductList[index] then
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_ProductList[index] = newObjToParent(this.item, this.itemGrid.transform)
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end
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@ -925,7 +925,7 @@ function this.BattleLogic()
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this.battleTimer:Start()
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if PlayerPrefs.GetInt("SmallSoldierFailed"..PlayerManager.uid)~=FightPointPassManager.soldierLayerId then
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if not GuideManager.IsInMainGuide() then
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UIManager.OpenPanel(UIName.SmallSoldierFailPop)
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--UIManager.OpenPanel(UIName.SmallSoldierFailPop)
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end
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PlayerPrefs.SetInt("SmallSoldierFailed"..PlayerManager.uid,FightPointPassManager.soldierLayerId)
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end
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@ -968,7 +968,7 @@ function this.BattleLogic()
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--PopupTipPanel.ShowTip("服务器战斗验证失败")
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if PlayerPrefs.GetInt("SmallSoldierFailed"..PlayerManager.uid)~=FightPointPassManager.soldierLayerId then
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if not GuideManager.IsInMainGuide() then
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UIManager.OpenPanel(UIName.SmallSoldierFailPop)
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--UIManager.OpenPanel(UIName.SmallSoldierFailPop)
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end
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PlayerPrefs.SetInt("SmallSoldierFailed"..PlayerManager.uid,FightPointPassManager.soldierLayerId)
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end
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