Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop
commit
bf09d96840
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@ -53,7 +53,7 @@ namespace GameLogic
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/// <summary>
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/// 析构函数
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/// </summary>
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new void OnDestroy()
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void OnDestroy()
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{
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Reset();
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}
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@ -54966,7 +54966,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_RaycastTarget: 0
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m_RaycastTarget: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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@ -101993,7 +101993,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 0}
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m_RaycastTarget: 1
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m_RaycastTarget: 0
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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@ -122258,12 +122258,12 @@ GameObject:
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- component: {fileID: 8372953808703828970}
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- component: {fileID: 4701517501157699323}
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m_Layer: 5
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m_Name: btn
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m_Name: redPoint
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!224 &876998903884338440
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RectTransform:
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m_ObjectHideFlags: 0
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@ -122280,8 +122280,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 4.3, y: 4.7}
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m_SizeDelta: {x: 142, y: 141.8}
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m_AnchoredPosition: {x: 45.3, y: 45.7}
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m_SizeDelta: {x: 30, y: 30}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &8372953808703828970
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CanvasRenderer:
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@ -122304,14 +122304,14 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 0}
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m_RaycastTarget: 1
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_RaycastTarget: 0
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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m_Sprite: {fileID: 0}
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m_Sprite: {fileID: 21300000, guid: f9ea4c4aff328ff4abcc21aae0a4fa10, type: 3}
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m_Type: 0
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m_PreserveAspect: 0
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m_FillCenter: 1
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@ -122381,7 +122381,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_RaycastTarget: 0
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m_RaycastTarget: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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@ -592,6 +592,7 @@ RedPointType = {
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LegendExplore = 118, --车迟斗法副本
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EndLess = 119,--无尽副本
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Trial = 121,--森罗幻境
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TrialReward = 1211,--森罗任务
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-- 充值
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Recharge = 120,
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@ -1411,7 +1411,7 @@ function this.TimeFormat()
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local startTime = ArenaTopMatchManager.GetTopMatchTime()
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local tempTime = startTime - PlayerManager.serverTime
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-- 当日五点开始显示
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if tempTime < 16 * 60 * 60 then
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if tempTime > 0 and tempTime < 16 * 60 * 60 then
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SetTopMatchActive(true)
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this.topMatchTime.text = "距开始\n"..TimeToHMS(tempTime)
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else
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@ -206,6 +206,20 @@ function this.GetTrialRewardState(id)
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return 1
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end
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end
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--任务红点检测
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function this.TrialRewardRedPointCheck()
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local d={}
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for _, configInfo in ConfigPairs(trialKillConfig) do
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table.insert(d, configInfo)
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end
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for i = 1, #d do
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local state = MapTrialManager.GetTrialRewardState(d[i].Id)
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if state == 1 then
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return true
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end
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end
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return false
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end
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--设置试练奖励信息
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function this.SetTrialRewardInfo(v)
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@ -222,6 +236,7 @@ end
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--设置试练已杀小怪数量
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function this.SetKillCount(v)
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CheckRedPointStatus(RedPointType.TrialReward)
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this.killCount=v
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end
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--获取已杀小怪数量
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@ -70,6 +70,9 @@ function TrialMapPanel:InitComponent(root, mapPanel)
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--boss召唤特效
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this.bossEffect = Util.GetGameObject(root, "UI_effect_shilian_tab")
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this.energyRoot = Util.GetGameObject(root, "stepROot")
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this.rewardRedPoint = Util.GetGameObject(root,"leftCenter/btnReward/redPoint")
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BindRedPointObject(RedPointType.TrialReward, this.rewardRedPoint)
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end
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@ -461,6 +464,7 @@ function TrialMapPanel:OnClose()
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end
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function TrialMapPanel:OnDestroy()
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ClearRedPointObject(RedPointType.TrialReward)
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SubUIManager.Close(this.upView)
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heroList={}
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end
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@ -107,6 +107,7 @@ function this.InitRedPointAllRelate()
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RPData:SetParent(RedPointType.People_Mirror, RedPointType.Vientiane)
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RPData:SetParent(RedPointType.Trial, RedPointType.Vientiane)
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RPData:SetParent(RedPointType.TrialReward, RedPointType.Trial)
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RPData:SetParent(RedPointType.EndLess, RedPointType.Vientiane)
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RPData:SetParent(RedPointType.LuckyCat_GetReward, RedPointType.LuckyCat)
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@ -245,7 +246,7 @@ function this.InitRedPointAllRelate()
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-- 成就
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RPData:SetParent(RedPointType.Achievement_Main, RedPointType.DailyTaskMain)
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--大闹天宫 天宫秘宝
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RPData:SetParent(RedPointType.Expedition_Treasure, RedPointType.Expedition)
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RPData:SetParent(RedPointType.Expedition_Treasure, RedPointType.OrdinaryExplore)
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end
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-- 注册红点检测方法
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@ -394,14 +395,15 @@ function this.RegisterRedCheckFunc()
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RPData:AddCheckFunc(RedPointType.QianKunBox,OperatingManager.GetQiankunBoxRedPointStatus)
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RPData:AddCheckFunc(RedPointType.PoZhenZhuXianTask, OperatingManager.CheckPoZhenZhuXianTaskRed)
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RPData:AddCheckFunc(RedPointType.PoZhenZhuXianRecharge, OperatingManager.CheckLeiJiChongZhiRedData)
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RPData:AddCheckFunc(RedPointType.OrdinaryExplore, CarbonManager.CarbonRedCheck,FUNCTION_OPEN_TYPE.EXPEDITION)
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RPData:AddCheckFunc(RedPointType.HeroExplore, CarbonManager.CarbonRedCheck,FUNCTION_OPEN_TYPE.DAILYCHALLENGE_COIN)
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RPData:AddCheckFunc(RedPointType.EpicExplore, CarbonManager.CarbonRedCheck,FUNCTION_OPEN_TYPE.MONSTER_COMING)
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RPData:AddCheckFunc(RedPointType.LegendExplore, CarbonManager.CarbonRedCheck,FUNCTION_OPEN_TYPE.CARDELAY)
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--万象境副本
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RPData:AddCheckFunc(RedPointType.People_Mirror, XuanYuanMirrorManager.CarbonRedCheck)
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RPData:AddCheckFunc(RedPointType.Trial, MapTrialManager.TrialRedCheck)
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RPData:AddCheckFunc(RedPointType.TrialReward, MapTrialManager.TrialRewardRedPointCheck)
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RPData:AddCheckFunc(RedPointType.EndLess, EndLessMapManager.EndlessRedCheck)
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RPData:AddCheckFunc(RedPointType.QinglongSerectTreasure, QinglongSerectTreasureManager.GetQinglongSerectTreasureRedPot)
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@ -108,6 +108,7 @@ function this.SetScrollPre(root,data)
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mask:SetActive(true)
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getBtn:SetActive(false)
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this.RefreshPanel()
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CheckRedPointStatus(RedPointType.TrialReward)
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end)
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end)
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end)
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@ -90,6 +90,7 @@ function this:RemoveListener()
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end
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function this:OnShow(_parent,...)
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oldChoosed = nil
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parent=_parent
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sortingOrder = _parent.sortingOrder
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--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
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@ -142,8 +143,9 @@ function this.RefreshPanel()
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hpExp.value=v.heroHp/10000
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Util.SetGray(o,v.heroHp<=0)
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choosed:SetActive(i==1)
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if i==1 then
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choosed:SetActive(false)
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if MapTrialManager.selectHeroDid == v.heroId then
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choosed:SetActive(true)
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oldChoosed=choosed
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selectHeroDid=v.heroId
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end
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@ -468,7 +468,7 @@ function this.NextCurEquipData()
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end
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--界面关闭时调用(用于子类重写)
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function RoleEquipChangePopup:OnClose()
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nextSuitProGo = {}
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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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