Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev

dev_chengFeng
gaoxin 2021-08-19 14:43:48 +08:00
commit c1977b976c
11 changed files with 366 additions and 846 deletions

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--- !u!222 &8724425877200325181
CanvasRenderer:
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m_Top: 0
m_Bottom: 0
m_ChildAlignment: 1
m_ChildAlignment: 0
m_Spacing: 0
m_ChildForceExpandWidth: 1
m_ChildForceExpandHeight: 0
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m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchoredPosition: {x: -244.3, y: 0}
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m_AnchorMax: {x: 0, y: 0.5}
m_AnchoredPosition: {x: 139.7, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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m_MinSize: 20
m_MaxSize: 45
m_Alignment: 4
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m_AlignByGeometry: 0
m_RichText: 1
m_HorizontalOverflow: 0
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objectReference: {fileID: 0}
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value: 0
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View File

@ -943,7 +943,7 @@ RedPointType = {
jijin328 = 79,
chaozhijijin = 80,
linglongBaojing = 671,
}
RedPointStatus = {

View File

@ -46,13 +46,13 @@ function ChatPanel:InitComponent()
this.playerPower = Util.GetGameObject(this.playerBg, "power"):GetComponent("Text")
this.playerInvite = Util.GetGameObject(this.playerBg, "btnInvite")
this.playerFriend = Util.GetGameObject(this.playerBg, "btnFriend")
this.shader1 = Util.GetGameObject(self.gameObject, "Image"):GetComponent("Image").material.shader
this.shader2 = Util.GetGameObject(self.gameObject, "Image1"):GetComponent("Image").material.shader
this.shader3 = Util.GetGameObject(self.gameObject, "Image2"):GetComponent("Image").material.shader
this.shader4 = Util.GetGameObject(self.gameObject, "Image3"):GetComponent("Image").material.shader
this.shader5 = Util.GetGameObject(self.gameObject, "Image4"):GetComponent("Image").material.shader
this.shader6 = Util.GetGameObject(self.gameObject, "Image5"):GetComponent("Image").material.shader
this.shader7 = Util.GetGameObject(self.gameObject, "Image6"):GetComponent("Image").material.shader
-- this.shader1 = Util.GetGameObject(self.gameObject, "Image"):GetComponent("Image").material.shader
-- this.shader2 = Util.GetGameObject(self.gameObject, "Image1"):GetComponent("Image").material.shader
-- this.shader3 = Util.GetGameObject(self.gameObject, "Image2"):GetComponent("Image").material.shader
-- this.shader4 = Util.GetGameObject(self.gameObject, "Image3"):GetComponent("Image").material.shader
-- this.shader5 = Util.GetGameObject(self.gameObject, "Image4"):GetComponent("Image").material.shader
-- this.shader6 = Util.GetGameObject(self.gameObject, "Image5"):GetComponent("Image").material.shader
-- this.shader7 = Util.GetGameObject(self.gameObject, "Image6"):GetComponent("Image").material.shader
-- 上部货币显示
this.UpView = SubUIManager.Open(SubUIConfig.UpView, Util.GetGameObject(self.gameObject, "frame").transform, { showType = UpViewOpenType.ShowLeft})
end
@ -275,32 +275,32 @@ function this.RefreshShow(isForceBottom)
else
this.ChatItemAdapter(go, data, isShowTime)
end
local particles=this.scrollRoot:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
for key, value in pairs(particles:ToTable()) do
local mat=value:GetComponent(typeof(UnityEngine.Renderer))
if mat.material.shader.name=="CGwell FX/Additive Lv1" then
mat.material.shader=this.shader1
elseif mat.material.shader.name=="Shader Forge/shuibowen" then
mat.material.shader=this.shader4
elseif mat.material.shader.name=="MagesBox/UVPanner_Add" then
mat.material.shader=this.shader5
elseif mat.material.shader.name=="CGwell FX/Add Lv4" then
mat.material.shader=this.shader3
elseif mat.material.shader.name=="Shader Forge/shuibowen_Alpha Blend" then
mat.material.shader=this.shader6
elseif mat.material.shader.name=="CGwell FX/Alpha Blend Lv4" then
mat.material.shader=this.shader7
end
-- local particles=this.scrollRoot:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
-- for key, value in pairs(particles:ToTable()) do
-- local mat=value:GetComponent(typeof(UnityEngine.Renderer))
-- if mat.material.shader.name=="CGwell FX/Additive Lv1" then
-- mat.material.shader=this.shader1
-- elseif mat.material.shader.name=="Shader Forge/shuibowen" then
-- mat.material.shader=this.shader4
-- elseif mat.material.shader.name=="MagesBox/UVPanner_Add" then
-- mat.material.shader=this.shader5
-- elseif mat.material.shader.name=="CGwell FX/Add Lv4" then
-- mat.material.shader=this.shader3
-- elseif mat.material.shader.name=="Shader Forge/shuibowen_Alpha Blend" then
-- mat.material.shader=this.shader6
-- elseif mat.material.shader.name=="CGwell FX/Alpha Blend Lv4" then
-- mat.material.shader=this.shader7
-- end
-- mat.material.shader=Shader.Find("CGwell FX/Additive Lv1_1")
--mat.material= resMgr:LoadAsset("chenghao_mat1")
end
local meshs=this.scrollRoot:GetComponentsInChildren(typeof(UnityEngine.MeshRenderer))
for key, value in pairs(meshs:ToTable()) do
-- value.material.shader=Shader.Find("Custom/S_03_UV_alpha_add_1")
--value.material= resMgr:LoadAsset("chenghao_mat2")
value.material.shader=this.shader2
end
-- -- mat.material.shader=Shader.Find("CGwell FX/Additive Lv1_1")
-- --mat.material= resMgr:LoadAsset("chenghao_mat1")
-- end
-- local meshs=this.scrollRoot:GetComponentsInChildren(typeof(UnityEngine.MeshRenderer))
-- for key, value in pairs(meshs:ToTable()) do
-- -- value.material.shader=Shader.Find("Custom/S_03_UV_alpha_add_1")
-- --value.material= resMgr:LoadAsset("chenghao_mat2")
-- value.material.shader=this.shader2
-- end
end, _GoToIndex)

View File

@ -32,6 +32,9 @@ function MissionDailyTipPanel:BindEvent()
PopupTipPanel.ShowTip(Language[11305])
return
end
if GameObject.Find("LingLongBaoJingPanel") and GameObject.Find("LingLongBaoJingPanel").activeSelf then--掉落界面打开时,关闭掉落界面
return
end
if UIManager.IsOpen(UIName.RewardItemPopup) then--掉落界面打开时,关闭掉落界面
UIManager.ClosePanel(UIName.RewardItemPopup, false)
end

View File

@ -538,6 +538,8 @@ function this.RegisterRedCheckFunc()
RPData:AddCheckFunc(RedPointType.jijin128,ActivityGiftManager.CheckRedpointUpperMonthCard)
RPData:AddCheckFunc(RedPointType.jijin328,ActivityGiftManager.CheckRedpointUpperMonthCard)
RPData:AddCheckFunc(RedPointType.linglongBaojing,LingLongBaoJingManager.CheckRedPointLingLong)
end

View File

@ -110,8 +110,10 @@ end
--界面关闭时调用(用于子类重写)
function DropGetSSRHeroShopPanel:OnClose()
poolManager:UnLoadLive(GetResourcePath(heroStaticData.Live), testLiveGO)
if testLiveGO then
poolManager:UnLoadLive(GetResourcePath(heroStaticData.Live), testLiveGO)
testLiveGO = nil
end
if callBack then
callBack()
end

View File

@ -89,98 +89,86 @@ function this:BindEvent()
end
UIManager.OpenPanel(UIName.MainShopPanel, SHOP_TYPE.SOUL_CONTRACT_SHOP)
end)
--放生按钮
Util.AddClick(this.confirmBtn,function()
if isPokemon and tonumber(LengthOfTable(selectHeroData))==0 then
PopupTipPanel.ShowTip(Language[11746])
return
--放生按钮
Util.AddClick(this.confirmBtn,function()
if isPokemon and tonumber(LengthOfTable(selectHeroData))==0 then
PopupTipPanel.ShowTip(Language[11746])
return
end
if not isPokemon and (selectChipId==0 or selectChipNum==0) then
PopupTipPanel.ShowTip(Language[11746])
return
end
--奖励物品
--所有材料
local allMaterials={}
local pokemonIds={}
--灵兽
if isPokemon then
local allCoin=0
for key, value in pairs(selectHeroData) do
--升级消耗
table.insert(pokemonIds,key)
local lvConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.SpiritAnimalLevel,"Level",value.lv,"Quality",value.quality)
if lvConfig then
local matrs=lvConfig.SumConsume
if matrs then
for i = 1, #matrs do
local mat=matrs[i]
table.insert(allMaterials,{mat[1],mat[2]})
end
end
end
if not isPokemon and (selectChipId==0 or selectChipNum==0) then
PopupTipPanel.ShowTip(Language[11746])
return
--升星消耗
local lingshouConfig=ConfigManager.GetConfigData(ConfigName.SpiritAnimal,value.id)
local haveNum=0
if value.star>0 then
local starConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.SpiritAnimalStar,"Star",value.star,"Quality",value.quality)
if starConfig then
haveNum=starConfig.SumItemNum
local starMatrs=starConfig.SumConsume
--消耗材料
if starMatrs then
for i = 1, #starMatrs do
local starm=starMatrs[i]
table.insert(allMaterials,{starm[1],starm[2]})
end
end
end
end
--消耗本体数量,分解成碎片
allCoin=allCoin+lingshouConfig.CoinReturn[2]*(haveNum+1)
end
--加上所有的分解币
table.insert(allMaterials,{1205,allCoin})
else--灵兽碎片
local itemConfig=ConfigManager.GetConfigData(ConfigName.ItemConfig,selectChipId)
if itemConfig then
local groupId=itemConfig.RewardGroup[1]
local groupConfig=ConfigManager.GetConfigData(ConfigName.RewardGroup,groupId)
if groupConfig then
LogError("掉落组显示:"..groupConfig.ShowItem[1][1])
local pokemon=ConfigManager.GetConfigData(ConfigName.SpiritAnimal,groupConfig.ShowItem[1][1])
if pokemon then
table.insert(allMaterials,{pokemon.PiecesCoinReturn[1],pokemon.PiecesCoinReturn[2]*selectChipNum})
end
--奖励物品
--所有材料
local allMaterials={}
local pokemonIds={}
--灵兽
if isPokemon then
local allCoin=0
for key, value in pairs(selectHeroData) do
--升级消耗
table.insert(pokemonIds,key)
local lvConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.SpiritAnimalLevel,"Level",value.lv,"Quality",value.quality)
if lvConfig then
local matrs=lvConfig.SumConsume
if matrs then
for i = 1, #matrs do
local mat=matrs[i]
table.insert(allMaterials,{mat[1],mat[2]})
end
end
end
--升星消耗
local lingshouConfig=ConfigManager.GetConfigData(ConfigName.SpiritAnimal,value.id)
local haveNum=0
if value.star>0 then
local starConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.SpiritAnimalStar,"Star",value.star,"Quality",value.quality)
if starConfig then
haveNum=starConfig.SumItemNum
local starMatrs=starConfig.SumConsume
--消耗材料
if starMatrs then
for i = 1, #starMatrs do
local starm=starMatrs[i]
table.insert(allMaterials,{starm[1],starm[2]})
end
end
end
end
--消耗本体数量,分解成碎片
allCoin=allCoin+lingshouConfig.CoinReturn[2]*(haveNum+1)
end
--加上所有的分解币
table.insert(allMaterials,{1205,allCoin})
else--灵兽碎片
local itemConfig=ConfigManager.GetConfigData(ConfigName.ItemConfig,selectChipId)
if itemConfig then
local groupId=itemConfig.RewardGroup[1]
local groupConfig=ConfigManager.GetConfigData(ConfigName.RewardGroup,groupId)
if groupConfig then
LogError("掉落组显示:"..groupConfig.ShowItem[1][1])
local pokemon=ConfigManager.GetConfigData(ConfigName.SpiritAnimal,groupConfig.ShowItem[1][1])
if pokemon then
table.insert(allMaterials,{pokemon.PiecesCoinReturn[1],pokemon.PiecesCoinReturn[2]*selectChipNum})
end
end
end
end
--显示分解界面
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.PokemonRestore,allMaterials,function()
LogError("灵兽长度 "..#pokemonIds.."碎片id "..selectChipId.." num"..selectChipNum)
NetManager.PokemonFreeRequest(pokemonIds,selectChipId,selectChipNum,function(msg)
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
end)
if pokemonIds and #pokemonIds>0 then
PokemonManager.RemovePokemonData(pokemonIds)
-- else
-- LogError("分解前数量"..BagManager.GetItemCountById(selectChipId))
-- BagManager.HeroLvUpUpdateItemsNum(selectChipId,selectChipNum)
-- LogError("分解后数量"..BagManager.GetItemCountById(selectChipId))
end
this.SortTypeClick(sortingOrder)
end
--显示分解界面
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.PokemonRestore,allMaterials,function()
LogError("灵兽长度 "..#pokemonIds.."碎片id "..selectChipId.." num"..selectChipNum)
NetManager.PokemonFreeRequest(pokemonIds,selectChipId,selectChipNum,function(msg)
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1)
if pokemonIds and #pokemonIds>0 then
PokemonManager.RemovePokemonData(pokemonIds)
end
this.SortTypeClick(sortingOrder)
this.chipObj:SetActive(false)
this.selectText.gameObject:SetActive(true)
end)
end)
end)
end)
end)
end
function this:AddListener()
@ -210,16 +198,16 @@ function this.SortTypeClick(_sortType,isTop,isAni)
hero.star=v.star
hero.lv=v.lv
hero.dynamicId=v.dynamicId
hero.ischip=0
hero.icon= GetResourcePath(heroConfig.Icon)
hero.ischip=0
hero.icon= GetResourcePath(heroConfig.Icon)
hero.id=v.id
hero.quality=heroConfig.Quality
hero.name=heroConfig.Name
hero.name=heroConfig.Name
hero.returnCoin=heroConfig.CoinReturn
hero.frame=GetHeroQuantityImageByquality(heroConfig.Quality)
hero.num=1
table.insert(items,hero)
end
end
end
end
@ -254,12 +242,6 @@ function this.SortTypeClick(_sortType,isTop,isAni)
this.ScrollView:SetData(heroDatas, function (index, go)
this.SingleHeroDataShow(go, heroDatas[index],false)
end,isTop,isAni)
-- this.ScrollView:ForeachItemGO(function(index, go)
-- Timer.New(function()
-- go.gameObject:SetActive(true)
-- PlayUIAnim(go.gameObject)
-- end, 0.001 * (index - 1)):Start()
-- end)
end
--英雄单个数据展示
@ -371,8 +353,7 @@ function this.SingleHeroDataShow(go,_heroData,isGray)
this.selectText.gameObject:SetActive(true)
this.chipObj:SetActive(false)
isPokemon = true
end
end
end
end)
@ -380,7 +361,6 @@ function this.SingleHeroDataShow(go,_heroData,isGray)
Util.AddOnceClick(formationMask, function()
PopupTipPanel.ShowTip(Language[11748])
end)
end
--英雄排序
function this.SortHeroDatas(_heroDatas)
@ -406,8 +386,6 @@ function this.SortHeroDatas(_heroDatas)
else
return a.ischip<b.ischip
end
end)
end

View File

@ -623,7 +623,8 @@ function this.ShowHeroEquip()
lvObj:SetActive(false)
end
if curEquipTreasureDatas[i].refineLv > 0 then
refineObj:GetComponent("Text").text = "+" .. curEquipTreasureDatas[i].refineLv
refineObj:GetComponent("Text").text = curEquipTreasureDatas[i].refineLv
refineObj:SetActive(true)
else
refineObj:SetActive(false)
@ -841,7 +842,7 @@ function this.SingleItemDataShow(_go, _itemData)
else
lvObj.gameObject:SetActive(false)
end
refineObj.text = "+" .. _itemData.refineLv
refineObj.text = _itemData.refineLv
if _itemData.refineLv > 0 then
refineObj.gameObject:SetActive(true)
else

View File

@ -5,9 +5,11 @@ local rewardList = {}
--初始化
function this.Initialize()
Game.GlobalEvent:AddEvent(GameEvent.Activity.OnActivityOpenOrClose,this.RefreshData)
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold,function()CheckRedPointStatus(RedPointType.linglongBaojing)end)
end
function this.RefreshData()
this.CheckRedPointLingLong()
this.InitData(nil)
end
@ -23,12 +25,15 @@ function this.InitData(func)
end
this.InitDataList(id)
NetManager.QiMenDunJiaHitListRequest(id,function(msg)
--sLogGreen("msg.hitList:"..#msg.hitList)
-- for i = 1,#msg.hitList do
-- LogGreen("msg.hitList:"..msg.hitList[i])
-- end
hitList = msg.hitList
this.SetDataListState(hitList)
if not msg.hitList or #msg.hitList < 1 then
else
-- LogGreen("msg.hitList:"..#msg.hitList)
-- for i = 1,#msg.hitList do
-- LogGreen("msg.hitList:"..msg.hitList[i])
-- end
this.SetDataListState(hitList)
end
if func then
func()
end
@ -36,6 +41,7 @@ function this.InitData(func)
end
function this.InitDataList(id)
rewardList = {}
local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.LingLongPool,"ActivityId",id)
if configs then
for i = 1 ,#configs do
@ -61,7 +67,9 @@ end
function this.SetDataListState(list,typeIndex)
if list and #list > 0 then
for i = 1,#list do
rewardList[list[i]].state = 1
if rewardList[list[i]] then
rewardList[list[i]].state = 1
end
end
else
for k,v in pairs(rewardList) do
@ -94,4 +102,18 @@ function this.QiMenDunJiaDrawRequest(id,func)
end)
end
function this.CheckRedPointLingLong()
local id = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.lingLongBaoJing)
if not id or id < 1 then
return false
end
local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig,117)
local strs = string.split(config.Value,"|")
local costId = tonumber(strs[1])
if BagManager.GetItemCountById(costId) > 0 then
return true
end
return false
end
return this

View File

@ -17,6 +17,8 @@ end
local a,b,c,d
local configs
local isClose = false
local drop = nil
---初始化组件(用于子类重写)
function LingLongBaoJingPanel:InitComponent(gameObject)
self.spLoader = SpriteLoader.New()
@ -124,70 +126,93 @@ function LingLongBaoJingPanel:BindEvent()
PopupTipPanel.ShowTip("道具不足")
return
end
LingLongBaoJingManager.QiMenDunJiaDrawRequest(self.actId,function(idList,drop)
LingLongBaoJingManager.QiMenDunJiaDrawRequest(self.actId,function(idList,_drop)
if not idList[1] then
PopupTipPanel.ShowTip("转盘奖励出错了")
return
end
end
drop = _drop
CheckRedPointStatus(RedPointType.linglongBaojing)
self:DelayMaskWithBool(true)
self.fx_linglongbaojing_kaiqi.gameObject:SetActive(true)
SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_kaiqi_002)
-- local drop = {}
-- drop.itemlist = {}
-- local idList = {1,1}
LingLongBaoJingManager.SetDataListState(idList)
local isAllGet = false
if idList[2] and idList[2] > 0 then
if LingLongBaoJingManager.IsAllGet() then
isAllGet = true
LingLongBaoJingManager.SetDataListState(nil,1)
end
LingLongBaoJingManager.SetDataListState(nil,2)
end
local x = function(isGetBigReward)
LingLongBaoJingManager.SetDataListState(idList)
local tempData = {}
for i = 1,#idList do
table.insert(tempData,data[idList[i]])
end
self:RefreshTreasureTypeState(0,tempData)
UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function()
if isGetBigReward then
if LingLongBaoJingManager.IsAllGet() then
LingLongBaoJingManager.SetDataListState(nil,1)
self:RefreshTreasureTypeState(1)
if drop then
UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function()
drop = nil
if isGetBigReward then
if isAllGet then
self:RefreshTreasureTypeState(1)
end
self:RefreshTreasureTypeState(2)
if not isClose then
self.itemList[1][data[idList[2]].address].selectKuang.gameObject:SetActive(false)
self.itemList[2][data[idList[1]].address].selectKuang.gameObject:SetActive(false)
end
else
if not isClose then
self.itemList[2][data[idList[1]].address].selectKuang.gameObject:SetActive(false)
end
end
self:SetPropShow()
self.fx_linglongbaojing_kaiqi.gameObject:SetActive(false)
if not isClose then
self.itemList[2][1].effect.gameObject:SetActive(false)
end
LingLongBaoJingManager.SetDataListState(nil,2)
self:RefreshTreasureTypeState(2)
self.itemList[1][data[idList[2]].address].selectKuang.gameObject:SetActive(false)
self.itemList[2][data[idList[1]].address].selectKuang.gameObject:SetActive(false)
else
self.itemList[2][data[idList[1]].address].selectKuang.gameObject:SetActive(false)
end
self:SetPropShow()
self.fx_linglongbaojing_kaiqi.gameObject:SetActive(false)
self.itemList[2][1].effect.gameObject:SetActive(false)
self.fx_linglongbaojing_longchuxian.gameObject:SetActive(false)
for i = 1,#self.itemList[1] do
self.itemList[1][i].effect.gameObject:SetActive(false)
end
self:DelayMaskWithBool(false)
end)
self.fx_linglongbaojing_longchuxian.gameObject:SetActive(false)
for i = 1,#self.itemList[1] do
if not isClose then
self.itemList[1][i].effect.gameObject:SetActive(false)
end
end
self:DelayMaskWithBool(false)
end)
end
end
curTurnPos = 1
self:SetTableTurnEffect(TableTurnType.Expedite,2,data[idList[1]].address,function()
if idList[2] and idList[2] > 0 then
--PopupTipPanel.ShowTip("播放一些开门的特效")
SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_longmengezi_004)
self.Btncoroutine = coroutine.start(function()
self.itemList[2][1].effect.gameObject:SetActive(true)
SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_longsaoguang_006)
coroutine.wait(1)
self.fx_linglongbaojing_longchuxian.gameObject:SetActive(true)
SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_longpanxuan_005)
coroutine.wait(1)
self:RefreshTreasureMaskByType(1,false)
SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_waiquandianliang_008)
for i = 1,#self.itemList[1] do
self.itemList[1][i].effect.gameObject:SetActive(true)
end
coroutine.wait(1)
curTurnPos = 1
self:SetTableTurnEffect(TableTurnType.Expedite,1,data[idList[2]].address,function()
self:RefreshTreasureMaskByType(1,true)
x(true)
end)
self.Btncoroutine = coroutine.start(function()
local isStartWai = false
while(not isClose and not isStartWai) do
self.itemList[2][1].effect.gameObject:SetActive(true)
SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_longsaoguang_006)
coroutine.wait(1)
self.fx_linglongbaojing_longchuxian.gameObject:SetActive(true)
SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_longpanxuan_005)
coroutine.wait(1)
self:RefreshTreasureMaskByType(1,false)
SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_waiquandianliang_008)
for i = 1,#self.itemList[1] do
self.itemList[1][i].effect.gameObject:SetActive(true)
end
--coroutine.wait(0.5)
isStartWai = true
end
while(not isClose and isStartWai) do
isStartWai = false
curTurnPos = 1
self:SetTableTurnEffect(TableTurnType.Expedite,1,data[idList[2]].address,function()
self:RefreshTreasureMaskByType(1,true)
x(true)
end)
end
end)
else
x(false)
@ -221,6 +246,7 @@ end
-- 打开,重新打开时回调
function LingLongBaoJingPanel:OnShow(_sortingOrder)
isClose = false
--self.parent.tabbox.gameObject:SetActive(false)
self.gameObject:SetActive(true)
self.sortingOrder = _sortingOrder
@ -291,7 +317,7 @@ function LingLongBaoJingPanel:SetTime()
remainTime = remainTime - 1
self.time.text = "活动倒计时:"..TimeToDHMS(remainTime)
if remainTime <= 0 then
self:ClosePanel()
self.time.text = "活动倒计时:"..TimeToDHMS(0)
end
end,1,-1,false)
self.timer:Start()
@ -307,7 +333,7 @@ function LingLongBaoJingPanel:RefreshTreasureType()
end
if config.ItemType ~= ItemType.Hero and config.ItemType ~= ItemType.linglongbaojingkaimen then
self.itemList[v.typeIndex][v.address].numDi.gameObject:SetActive(true)
self.itemList[v.typeIndex][v.address].num.text = v.reward[2]
self.itemList[v.typeIndex][v.address].num.text = PrintWanNum(v.reward[2])
else
self.itemList[v.typeIndex][v.address].numDi.gameObject:SetActive(false)
end
@ -337,7 +363,7 @@ function LingLongBaoJingPanel:RefreshTreasureTypeState(typeIndex,_data)
tempData = data
end
for k,v in pairs(tempData) do
if (v.typeIndex == typeIndex) or typeIndex == 0 then
if ((v.typeIndex == typeIndex) or typeIndex == 0) and not isClose then
if v.state == 0 then
self.itemList[v.typeIndex][v.address].get.gameObject:SetActive(false)
else
@ -349,7 +375,7 @@ end
--外圈遮罩设置
function LingLongBaoJingPanel:RefreshTreasureMaskByType(typeIndex,value)
for k,v in pairs(data) do
if v.typeIndex == typeIndex then
if v.typeIndex == typeIndex and not isClose then
self.itemList[v.typeIndex][v.address].mask.gameObject:SetActive(value)
end
end
@ -357,6 +383,12 @@ end
---界面关闭时调用(用于子类重写)
function LingLongBaoJingPanel:OnClose()
isClose = true
if drop then
UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function()
drop = nil
end)
end
--self.parent.tabbox.gameObject:SetActive(true)
self.fx_linglongbaojing_long.gameObject:SetActive(false)
self.fx_linglongbaojing_chuxian.gameObject:SetActive(false)
@ -411,16 +443,21 @@ end
---转盘滚动特效重设 1移动速度值越小越快 2是否停止 3停止位置
function LingLongBaoJingPanel:TurnEffectReset(turnSpeed,treasureType,isStop,pos,func)
if not self.turnEffect then
self.turnEffect = Timer.New()
end
self.turnEffect:Reset(function()
if curTurnPos > #self.itemList[treasureType] then
curTurnPos = 1
end
if curTurnPos == 1 then
self.itemList[treasureType][#self.itemList[treasureType]].selectKuang.gameObject:SetActive(false)
else
self.itemList[treasureType][curTurnPos - 1].selectKuang.gameObject:SetActive(false)
if not isClose then
if curTurnPos == 1 then
self.itemList[treasureType][#self.itemList[treasureType]].selectKuang.gameObject:SetActive(false)
else
self.itemList[treasureType][curTurnPos - 1].selectKuang.gameObject:SetActive(false)
end
self.itemList[treasureType][curTurnPos].selectKuang.gameObject:SetActive(true)
end
self.itemList[treasureType][curTurnPos].selectKuang.gameObject:SetActive(true)
if treasureType == 2 then
SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_neiquanlunge_007)
else