【连购礼包】提交
parent
73d0e79bb1
commit
bc69e64b81
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@ -1,5 +1,5 @@
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require("Base/BasePanel")
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local ContinueGiftPanel = Inherit(BasePanel)
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local ContinuePackagePanel = Inherit(BasePanel)
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local rechargeConfig = ConfigManager.GetConfig(ConfigName.RechargeCommodityConfig)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local artResourcesConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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@ -9,7 +9,7 @@ local BTNS = {
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[3] = {bg1 = "b_baibao_andi",bg2 = "b_baibao_liangdi",text1 = "b_baibao_chaozhitehui-a",text2 = "b_baibao_chaozhitehui",title = "b_baibao_chaozhitehui-b"},
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}
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function ContinueGiftPanel:InitComponent()
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function ContinuePackagePanel:InitComponent()
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self.spLoader = SpriteLoader.New()
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self.scrollItem = Util.GetGameObject(self.gameObject, "Bg/scroll")
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self.itemPre = Util.GetGameObject(self.gameObject, "Bg/scroll/ItemPre")
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@ -35,7 +35,7 @@ function ContinueGiftPanel:InitComponent()
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end
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--绑定事件(用于子类重写)
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function ContinueGiftPanel:BindEvent()
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function ContinuePackagePanel:BindEvent()
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for i = 1, self.backArena.transform.childCount do
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Util.AddOnceClick(self.backArena.transform:GetChild(i-1).gameObject, function()
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self:ClosePanel()
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@ -45,46 +45,46 @@ function ContinueGiftPanel:BindEvent()
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Util.AddOnceClick(self.btnList[j], function()
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if self.curPage ~= j then
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self.curPage = j
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ContinueGiftPanel:Refresh(true,true)
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ContinuePackagePanel:Refresh(true,true)
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end
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end)
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end
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end
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--添加事件监听(用于子类重写)
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function ContinueGiftPanel:AddListener()
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function ContinuePackagePanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Activity.OnActivityProgressStateChange,self.Refresh,self)
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end
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--移除事件监听(用于子类重写)
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function ContinueGiftPanel:RemoveListener()
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function ContinuePackagePanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnActivityProgressStateChange,self.Refresh,self)
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end
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function ContinueGiftPanel:OnSortingOrderChange()
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function ContinuePackagePanel:OnSortingOrderChange()
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end
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local fun
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--界面打开时调用(用于子类重写)
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function ContinueGiftPanel:OnOpen(_linkActId, _fun)
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function ContinuePackagePanel:OnOpen(_linkActId, _fun)
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self.linkActId = _linkActId
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self.fun = _fun
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end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function ContinueGiftPanel:OnShow()
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ContinueGiftPanel:Refresh(true,true)
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function ContinuePackagePanel:OnShow()
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ContinuePackagePanel:Refresh(true,true)
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end
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function ContinueGiftPanel:Refresh(isTop,isAni)
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self.actData = CommonActPageManager.GetData(ActivityTypeDef.ContinueGift,self.linkActId)
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function ContinuePackagePanel:Refresh(isTop,isAni)
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self.actData = CommonActPageManager.GetData(ActivityTypeDef.ContinuePackage,self.linkActId)
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self:SetBtns()
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self:SetRewardShow(isTop,isAni)
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self:SetTime()
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end
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function ContinueGiftPanel:SetBtns()
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function ContinuePackagePanel:SetBtns()
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self.title.sprite = self.spLoader:LoadSprite(BTNS[self.curPage].title)
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for i = 1, 3 do
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if #self.actData.rewards[i] <= 0 then
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if not self.actData.rewards[i] or #self.actData.rewards[i] <= 0 then
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self.btnList[i]:SetActive(false)
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else
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self.btnList[i]:SetActive(true)
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@ -99,7 +99,7 @@ function ContinueGiftPanel:SetBtns()
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end
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end
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function ContinueGiftPanel:SetRewardShow(isTop,isAni)
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function ContinuePackagePanel:SetRewardShow(isTop,isAni)
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-- 显示
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self.scrollView:SetData(self.actData.rewards[self.curPage], function (index, item)
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if self.actData.rewards[self.curPage][index].otherData.Type == self.curPage then
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@ -108,7 +108,7 @@ function ContinueGiftPanel:SetRewardShow(isTop,isAni)
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end,not isTop,not isAni)
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end
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function ContinueGiftPanel:ShowSingleHero(go,data,index)
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function ContinuePackagePanel:ShowSingleHero(go,data,index)
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local grid = Util.GetGameObject(go, "Grid")
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local btnGet = Util.GetGameObject(go, "btnGet")
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local btnText = Util.GetGameObject(go, "btnGet/Text"):GetComponent("Text")
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@ -134,7 +134,7 @@ function ContinueGiftPanel:ShowSingleHero(go,data,index)
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self.itemViewList[go][i].gameObject:SetActive(true)
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end
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-- LogBlue("data.progress:"..tostring(data.progress))
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LogBlue("Id:"..tostring(data.missionId).." state:"..tostring(data.state).." progress:"..tostring(data.progress))
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Util.SetGray(btnGet,false)
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buyDayImg:SetActive(false)
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btnText.gameObject:SetActive(false)
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@ -142,12 +142,12 @@ function ContinueGiftPanel:ShowSingleHero(go,data,index)
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if data.otherData.GoodType == 1 then--直购
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btnText.gameObject:SetActive(true)
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btnText.text = string.format("%s 元",data.otherData.Price)
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if data.progress == 8 then
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if data.state == 8 then
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btnImg.sprite = self.spLoader:LoadSprite("s_slbz_1anniuhuise")
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btnText.text = Language[10514]
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elseif data.progress == 3 then
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elseif data.state == 3 then
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Util.SetGray(btnGet,true)
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elseif data.progress == 2 then
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elseif data.state == 2 then
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Util.SetGray(btnGet,true)
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buyDayImg:SetActive(true)
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buyDayText.text = string.format("%s日后可购",data.otherData.canBuyDay)
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@ -156,23 +156,23 @@ function ContinueGiftPanel:ShowSingleHero(go,data,index)
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obj:SetActive(true)
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icon.sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(data.otherData.Price[1]))
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cost.text = data.otherData.Price[2]
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if data.progress == 8 then
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if data.state == 8 then
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obj:SetActive(false)
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btnText.gameObject:SetActive(true)
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btnImg.sprite = self.spLoader:LoadSprite("s_slbz_1anniuhuise")
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btnText.text = Language[10514]
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elseif data.progress == 3 then
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elseif data.state == 3 then
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Util.SetGray(btnGet,true)
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elseif data.progress == 2 then
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elseif data.state == 2 then
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Util.SetGray(btnGet,true)
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buyDayImg:SetActive(true)
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buyDayText.text = string.format("%s日后可购",data.otherData.canBuyDay)
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end
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end
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-- LogYellow("GoodId:"..tostring(data.otherData.GoodId).." progress:"..tostring(data.progress))
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-- LogYellow("GoodId:"..tostring(data.otherData.GoodId).." state:"..tostring(data.state))
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Util.AddOnceClick(btnGet,function ()
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if data.progress == 1 then
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if data.state == 1 then
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-- PayManager.Pay(data.otherData.GoodId, function(id)
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-- FirstRechargeManager.RefreshAccumRechargeValue(data.otherData.GoodId)
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-- OperatingManager.SetHadBuyGoodsId({data.otherData.GoodId})
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@ -180,15 +180,15 @@ function ContinueGiftPanel:ShowSingleHero(go,data,index)
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-- self:Refresh(false,false)
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-- end)
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PopupTipPanel.ShowTip("购买")
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elseif data.progress == 3 then
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elseif data.state == 3 then
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PopupTipPanel.ShowTip("请先购买上一礼包,即可解锁此礼包")
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elseif data.progress == 2 then
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elseif data.state == 2 then
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PopupTipPanel.ShowTip("礼包尚未开启,请耐心等待")
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end
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end)
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end
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function ContinueGiftPanel:SetTime()
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function ContinuePackagePanel:SetTime()
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if self.timer then
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self.timer:Stop()
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self.timer = nil
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@ -205,7 +205,7 @@ function ContinueGiftPanel:SetTime()
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self.timer:Start()
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end
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function ContinueGiftPanel:OnClose()
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function ContinuePackagePanel:OnClose()
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if self.timer then
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self.timer:Stop()
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self.timer = nil
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@ -218,9 +218,9 @@ function ContinueGiftPanel:OnClose()
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end
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--界面销毁时调用(用于子类重写)
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function ContinueGiftPanel:OnDestroy()
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function ContinuePackagePanel:OnDestroy()
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self.spLoader:Destroy()
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self.itemViewList = {}
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end
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return ContinueGiftPanel
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return ContinuePackagePanel
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@ -1048,7 +1048,8 @@ function this:TabBtnAction(id,actType,data)
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elseif id == ActivityTypeDef.ChaoFanRuSheng then
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UIManager.OpenPanel(UIName.ActivityMainPanel,id)
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elseif id == ActivityTypeDef.TeHuiShenZhuang then
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UIManager.OpenPanel(UIName.TeHuiShenZhuangPanel)
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-- UIManager.OpenPanel(UIName.TeHuiShenZhuangPanel)
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UIManager.OpenPanel(UIName.ContinuePackagePanel,8601)
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elseif id == ActivityTypeDef.ShanHeShiLian then--山河试炼
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UIManager.OpenPanel(UIName.FightLevelTrialPanel)
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elseif id == 78 then
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@ -6,6 +6,7 @@ this.TaSuiLingXiaoHistoryDmg = 0
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this.DynamicActType = 0
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function this.Initialize()
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this.args = {}
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end
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--初始化活动的特殊数据(每个活动有单独处理方式,不需要单独处理就不用单独写)
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@ -315,60 +316,35 @@ local TypeUpdateFunc = {
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local rechargeConfig = ConfigManager.GetConfig(ConfigName.RechargeCommodityConfig)
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local goodsConfig = ConfigManager.GetConfig(ConfigName.GoodsConfig)
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local tempDataList = {}
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-- for i = 1, #curData.rewards do
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-- for j = 1, #configData do
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-- if curData.rewards[i].missionId == configData[j].Id then
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-- local tempData = {}
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-- tempData.missionId = configData[j].Id
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-- tempData.progress = curData.rewards[i].progress
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-- tempData.state = curData.rewards[i].state
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-- tempData.otherData = {}
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-- tempData.otherData.GoodId = configData[j].GoodId
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-- tempData.otherData.canBuyDay = configData[j].BuyDay - curData.value
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-- tempData.otherData.GoodType = configData[j].GoodType
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-- if configData[j].GoodType == 1 then
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-- tempData.otherData.Name = rechargeConfig[configData[j].GoodId].Name
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-- tempData.otherData.Reward = rechargeConfig[configData[j].GoodId].RewardShow
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-- tempData.otherData.Price = rechargeConfig[configData[j].GoodId].Price
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-- elseif configData[j].GoodType == 2 then
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-- tempData.otherData.Name = goodsConfig[configData[j].GoodId].GoodsName
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-- tempData.otherData.Reward = goodsConfig[configData[j].GoodId].Goods
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-- tempData.otherData.Price = goodsConfig[configData[j].GoodId].Price
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-- end
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-- if not tempDataList[configData[j].Type] then
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-- tempDataList[configData[j].Type] = {}
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-- end
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-- table.insert(tempDataList[configData[j].Type],tempData)
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-- end
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-- end
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-- end
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-- curData.rewards = tempDataList
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curData.rewards = {}
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for j = 1, #configData do
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local data = {}
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data.missionId = configData[j].Id
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data.progress = 2
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data.state = 0
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data.otherData = {}
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data.otherData.GoodId = configData[j].GoodId
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data.otherData.canBuyDay = configData[j].BuyDay - curData.value
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data.otherData.GoodType = configData[j].GoodType
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data.otherData.Type = configData[j].Type
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if configData[j].GoodType == 1 then
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data.otherData.Name = rechargeConfig[configData[j].GoodId].Name
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data.otherData.Reward = rechargeConfig[configData[j].GoodId].RewardShow
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data.otherData.Price = rechargeConfig[configData[j].GoodId].Price
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elseif configData[j].GoodType == 2 then
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data.otherData.Name = goodsConfig[configData[j].GoodId].GoodsName
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data.otherData.Reward = goodsConfig[configData[j].GoodId].Goods
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data.otherData.Price = goodsConfig[configData[j].GoodId].Price
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for i = 1, #curData.rewards do
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for j = 1, #configData do
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if curData.rewards[i].missionId == configData[j].Id then
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local tempData = {}
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tempData.missionId = configData[j].Id
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tempData.progress = curData.rewards[i].progress
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tempData.state = curData.rewards[i].state
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tempData.otherData = {}
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tempData.otherData.GoodId = configData[j].GoodId
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tempData.otherData.canBuyDay = configData[j].BuyDay - curData.value
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tempData.otherData.GoodType = configData[j].GoodType
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tempData.otherData.Type = configData[j].Type
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if configData[j].GoodType == 1 then
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tempData.otherData.Name = rechargeConfig[configData[j].GoodId].Name
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tempData.otherData.Reward = rechargeConfig[configData[j].GoodId].RewardShow
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tempData.otherData.Price = rechargeConfig[configData[j].GoodId].Price
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elseif configData[j].GoodType == 2 then
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tempData.otherData.Name = goodsConfig[configData[j].GoodId].GoodsName
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tempData.otherData.Reward = goodsConfig[configData[j].GoodId].Goods
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tempData.otherData.Price = goodsConfig[configData[j].GoodId].Price
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end
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if not tempDataList[configData[j].Type] then
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tempDataList[configData[j].Type] = {}
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end
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table.insert(tempDataList[configData[j].Type],tempData)
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end
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end
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if not curData.rewards[configData[j].Type] then
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curData.rewards[configData[j].Type] = {}
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end
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table.insert(curData.rewards[configData[j].Type],data)
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end
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curData.rewards = tempDataList
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for index, value in ipairs(curData.rewards) do
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table.sort(value,function (a,b)
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return a.missionId < b.missionId
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@ -600,7 +576,8 @@ end
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--==============================以下为通用逻辑=====================================
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--对外的接口,获取活动信息
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function this.GetData(actType)
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function this.GetData(actType,...)
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this.args = {...}
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if dataList[actType] then
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dataList[actType] = nil
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end
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