【ID1009654】

【优化】优化抽卡界面
dev_chengFeng
DESKTOP-98AVA47\Administrator 2021-07-15 18:51:51 +08:00
parent 36f04065fc
commit c5ceba8603
5 changed files with 233 additions and 618 deletions

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View File

@ -20,19 +20,19 @@ function RecruitMainPanel:InitComponent()
this.content = Util.GetGameObject(self.gameObject, "bg/pageContent")
this.item = Util.GetGameObject(this.tabbox, "tab")
this.grid = Util.GetGameObject(this.tabbox, "box")
this.leftBtn = Util.GetGameObject(this.tabbox, "leftAction")
this.rightBtn = Util.GetGameObject(this.tabbox, "rightAction")
-- this.leftBtn = Util.GetGameObject(this.tabbox, "leftAction")
-- this.rightBtn = Util.GetGameObject(this.tabbox, "rightAction")
this.jiantouyou = Util.GetGameObject(this.tabbox, "jiantouyou")
this.jiantouzuo = Util.GetGameObject(this.tabbox, "jiantouzuo")
this.select = Util.GetGameObject(this.tabbox, "select")
this.selectIma = Util.GetGameObject(this.select, "Image"):GetComponent("Image")
this.select.gameObject:SetActive(false)
this.upView = SubUIManager.Open(SubUIConfig.UpView,self.gameObject.transform)
this.itemList = {}
this.moveWidth = this.grid:GetComponent("RectTransform").rect.width
this.itemWidth = this.item:GetComponent("RectTransform").rect.width
this.count = 3
this.off = (this.moveWidth - this.count * this.itemWidth)/(this.count - 1)
this.off = 51
-- for i = 1,this.count do
-- if not this.itemList[i] then
-- this.itemList[i] = {}
@ -49,7 +49,8 @@ function RecruitMainPanel:InitComponent()
-- this.itemList[i].redpot = Util.GetGameObject(this.itemList[i].go, "redpot")
-- end
-- end
this.pos0 = Vector3.New(this.off * (0 - 1) + 0 * this.itemWidth,0,0)
this.pos0 = Vector3.New(this.off * (0 - 2) + (0 - 1) * this.itemWidth - 30,50,0)
--this.pos4 = Vector3.New(this.off * (4 - 1) + 4 * this.itemWidth,0,0)
self.lastPage,self.curPage,self.nextPage = 0,0,0
@ -136,7 +137,7 @@ function this.OnEndDrag(Pointgo, data)
end
isEnter = 0
end
end,0.3):Start()
end,0.23):Start()
end
--绑定事件(用于子类重写)
@ -145,24 +146,24 @@ function RecruitMainPanel:BindEvent()
Util.AddClick(this.btnBack, function()
this:ClosePanel()
end)
Util.AddClick(this.leftBtn, function()
this.mask:SetActive(true)
this.MoveTo(3)
Timer.New(function()
this.SortItemList()
this:LeftAction()
this.mask:SetActive(false)
end,0.3):Start()
end)
Util.AddClick(this.rightBtn, function()
this.mask:SetActive(true)
this.MoveTo(2)
Timer.New(function()
this.SortItemList()
this:RightAction()
this.mask:SetActive(false)
end,0.3):Start()
end)
-- Util.AddClick(this.leftBtn, function()
-- this.mask:SetActive(true)
-- this.MoveTo(3)
-- Timer.New(function()
-- this.SortItemList()
-- this:LeftAction()
-- this.mask:SetActive(false)
-- end,0.3):Start()
-- end)
-- Util.AddClick(this.rightBtn, function()
-- this.mask:SetActive(true)
-- this.MoveTo(2)
-- Timer.New(function()
-- this.SortItemList()
-- this:RightAction()
-- this.mask:SetActive(false)
-- end,0.3):Start()
-- end)
Util.AddClick(this.jiantouyou , function()
this.mask:SetActive(true)
@ -200,7 +201,6 @@ end
function RecruitMainPanel:RefreshJianTou()
local index = 0
LogGreen("self.lastPage:"..self.lastPage.." self.nextPage:"..self.nextPage.." self.curPage:"..self.curPage)
for i = self.curPage - 2,1,-1 do
if self.dicData[i].RpType and self.dicData[i].RpType > 0 then
if RecruitManager.GetAllRecruitBtnRedpoint(self.dicData[i].RpType) then
@ -209,7 +209,6 @@ function RecruitMainPanel:RefreshJianTou()
end
end
end
LogGreen("index1:"..index)
if index == 0 then
this.jiantouyou.gameObject:SetActive(false)
else
@ -300,8 +299,8 @@ function this:RefreshTabData()
this.itemList[i].go.name = "tab_"..i
this.itemList[i].tran = this.itemList[i].go:GetComponent("RectTransform")
local vec = this.itemList[i].tran.anchoredPosition
vec.x = this.off * (i - 1) + i * this.itemWidth
vec.y = 0
vec.x = this.off * (i - 2) + (i - 1) * this.itemWidth - 30
vec.y = 50
this.itemList[i].tran.anchoredPosition = vec
this.itemList[i].pos = this.itemList[i].tran.anchoredPosition
this.itemList[i].index = i
@ -315,7 +314,7 @@ function this:RefreshTabData()
redPointTypeList[self.dicData[i].RpType] = this.itemList[i].redpot
end
end
this.pos4 = Vector3.New(this.off * (#this.itemList) + (#this.itemList + 1) * this.itemWidth,0,0)
this.pos4 = Vector3.New(this.off * (#this.itemList - 2) + (#this.itemList - 1) * this.itemWidth - 30,50,0)
end
function this:SetIndex()
@ -348,6 +347,7 @@ function this:SetIndex()
end
this.mask:SetActive(false)
this.select.gameObject:SetActive(true)
this.selectIma.sprite = this.spLoader:LoadSprite(self.dicData[self.curPage].Icon[2])
this:RefreshJianTou()
end)
end
@ -386,6 +386,7 @@ function this:LeftAction()
self.curPage = self.nextPage
self.nextPage = self.curPage + 1 > #self.dicData and 1 or self.curPage + 1
this.select.gameObject:SetActive(true)
this.selectIma.sprite = this.spLoader:LoadSprite(self.dicData[self.curPage].Icon[2])
this:RefreshJianTou()
this:PageOnChange()
--this:RefreshTabData()
@ -397,6 +398,7 @@ function this:RightAction()
self.curPage = self.lastPage
self.lastPage = self.curPage - 1 > 0 and self.curPage - 1 or #self.dicData
this.select.gameObject:SetActive(true)
this.selectIma.sprite = this.spLoader:LoadSprite(self.dicData[self.curPage].Icon[2])
this:RefreshJianTou()
this:PageOnChange()
--this:RefreshTabData()

View File

@ -18,11 +18,14 @@ local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
function RecruitPanelNew:InitComponent()
self.spLoader = SpriteLoader.New()
self.panel = Util.GetGameObject(self.gameObject,"Panel")
self.bg1 = Util.GetGameObject(self.gameObject,"Bg/Bg1"):GetComponent("Image")
self.bg2 = Util.GetGameObject(self.gameObject,"Bg/Bg2"):GetComponent("Image")
self.title=Util.GetGameObject(self.panel,"title"):GetComponent("Image")
self.root=Util.GetGameObject(self.panel,"root")
self.rewardBox = Util.GetGameObject(self.panel, "rewardBox")
self.boxIcon = Util.GetGameObject(self.panel, "boxIcon")
self.rewardBox = Util.GetGameObject(self.panel, "btngroup/rewardBox")
self.boxIcon = Util.GetGameObject(self.rewardBox, "boxIcon")
self.slider = Util.GetGameObject(self.rewardBox,"Bg/Slider"):GetComponent("Image")
self.sliderText = Util.GetGameObject(self.rewardBox, "progress/Text"):GetComponent("Text")
self.boxBtn=Util.GetGameObject(self.rewardBox,"Btn")
@ -42,14 +45,13 @@ function RecruitPanelNew:InitComponent()
self.wishBtn = Util.GetGameObject(self.wishNoOpen,"Img")
self.wishTextImg = Util.GetGameObject(self.wishNoOpen,"ImgText")
self.wishText = Util.GetGameObject(self.wishTextImg,"Text"):GetComponent("Text")
self.wishTipIma = Util.GetGameObject(self.wishNoOpen,"tip")
self.wishTip = Util.GetGameObject(self.wishNoOpen,"tip/text"):GetComponent("Text")
self.wishTipIma = Util.GetGameObject(self.wishNoOpen,"tip"):GetComponent("Text")
self.wishOpen = Util.GetGameObject(self.wish,"upHeroGrid")
self.wishPre = Util.GetGameObject(self.wish,"upHeroPre")
self.tip = Util.GetGameObject(self.panel, "tip/text"):GetComponent("Text")
-- self.tip = Util.GetGameObject(self.panel, "tip/text"):GetComponent("Text")
self.tenTip = Util.GetGameObject(self.panel, "TenTip")
self.tenTipText = Util.GetGameObject(self.panel, "TenTip/Text"):GetComponent("Text")
self.tenTipText = Util.GetGameObject(self.tenTip, "scroll/Text"):GetComponent("Text")
self.upper = Util.GetGameObject(self.panel,"Upper/Num"):GetComponent("Text")--"今日召唤上限:"
@ -132,6 +134,7 @@ function RecruitPanelNew:OnShow(sortingOrder)
self.sortingOrder = sortingOrder
self:OnSortingOrderChange(sortingOrder)
self.gameObject:SetActive(true)
self.singleConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"LotteryType",self.config.ShopData[1][1],"PerCount",1)
self.tenConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"LotteryType",self.config.ShopData[1][1],"PerCount",10)
self.XianZhaoConfig = ConfigManager.GetConfigDataByKey(ConfigName.LotterySetting,"LotteryType",TableRecruitType.xianyuan)
@ -141,18 +144,28 @@ function RecruitPanelNew:OnShow(sortingOrder)
poolManager:UnLoadLive(self.liveNode.name, self.liveNode)
end
if self.config.ShopData[2][1] == 1 then
local name = GetResourcePath(self.config.ShopData[2][2])
self.liveNode = poolManager:LoadLive(name, self.root.transform, Vector3.one *0.45, Vector3.New(253,-586,0))
self.liveNode.name = name
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig,self.config.ShopData[2][2])
local name = GetResourcePath(heroConfig.Live)
self.liveNode = poolManager:LoadLive(name, self.root.transform, Vector3.one *heroConfig.Scale, Vector3.New(heroConfig.Position[1], heroConfig.Position[2], 0))
self.liveNode.name = name
local SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic")
local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) end
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle
poolManager:SetLiveClearCall(name, self.liveNode, function ()
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle
end)
end
end
function RecruitPanelNew:UpdataPanel()
self.title.sprite = self.spLoader:LoadSprite(self.config.Icon[2])
self.tip.text = self.config.TitleText
self.bg1.sprite = self.spLoader:LoadSprite(self.config.Icon[3])
self.bg2.sprite = self.spLoader:LoadSprite(self.config.Icon[4])
self.title.sprite = self.spLoader:LoadSprite(self.config.Icon[5])
self.title:SetNativeSize()
-- self.tip.text = self.config.TitleText
self:UpdataWishPanel()
self:UpdataBoxReward()
self.upper.text=PrivilegeManager.GetPrivilegeUsedTimes(self.singleConfig.MaxTimes).."/"..privilegeConfig[self.singleConfig.MaxTimes].Condition[1][2]--特权上限
self.upper.text="今日召唤上限:"..PrivilegeManager.GetPrivilegeUsedTimes(self.singleConfig.MaxTimes).."/"..privilegeConfig[self.singleConfig.MaxTimes].Condition[1][2]--特权上限
self:UpdatePanelData()
self:TimeCountDown()
end
@ -163,16 +176,6 @@ function RecruitPanelNew:UpdataWishPanel()
self.tenTip.gameObject:SetActive(false)
return
end
self.wish = Util.GetGameObject(self.panel,"wishBtn")
self.wishNoOpen = Util.GetGameObject(self.wish,"noOpen")
self.wishBtn = Util.GetGameObject(self.wishNoOpen,"Img")
self.wishTextImg = Util.GetGameObject(self.wishNoOpen,"ImgText")
self.wishTipIma = Util.GetGameObject(self.wishNoOpen,"tip")
self.wishTip = Util.GetGameObject(self.wishNoOpen,"tip/text"):GetComponent("Text")
self.wishOpen = Util.GetGameObject(self.wish,"upHeroGrid")
self.wishPre = Util.GetGameObject(self.wish,"upHeroPre")
self.wish.gameObject:SetActive(true)
--如果没有达到150抽按钮置灰
local data = tonumber(specialConfig[119].Value)
@ -182,7 +185,7 @@ function RecruitPanelNew:UpdataWishPanel()
self.wishOpen.gameObject:SetActive(false)
Util.SetGray(self.wishBtn,true)
self.wishText.text = string.format("%s/%s",RecruitManager.drawTimes[1],data)
self.wishTip.text = "开启心愿功能,将有更高概率获得心愿神将~"
self.wishTipIma.text = "开启心愿功能,将有更高概率获得心愿神将~"
else
self.wishNoOpen.gameObject:SetActive(false)
self.wishOpen.gameObject:SetActive(true)
@ -206,12 +209,12 @@ function RecruitPanelNew:UpdataWishPanel()
self.wishOpen.gameObject:SetActive(false)
Util.SetGray(self.wishBtn,true)
self.wishText.text = string.format("%s/%s",0,data)
self.wishTip.text = "开启心愿功能,将有更高概率获得心愿神将~"
self.wishTipIma.text = "开启心愿功能,将有更高概率获得心愿神将~"
end
self.tenTip:SetActive(true)
if RecruitManager.isTenRecruit == 0 then
self.tenTipText.text = Language[11708]
self.tenTipText.text = "<color=#FFB83B><size=30>首次十连</size><color=#FEDA90><size=30>必得</size></color></color><color=#FFB83B><size=30>五星</size></color><color=#FEDA90><size=30>神将</size></color>"
else
self.tenTipText.text = string.format("剩余%s次必得五星神将",RecruitManager.GetRecruit3MustCount())
end