xiyou_sanguo
parent
240fd3b7ea
commit
c9c77308b3
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@ -1568,6 +1568,7 @@ ActivityTypeDef = {
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wishHero = 117, --英雄心愿抽卡
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ExclusiveWeapon = 125, --专属武器
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zeroPointOneGift = 126, --零点一礼包
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fabaojuling = 127, --法宝巨灵
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}
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--活动结束需要处理面板关闭类型
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ActivityTypePanel = {
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@ -2975,6 +2976,7 @@ PRE_REWARD_POOL_TYPE = {
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TIANDIHONGLU = 18, --天地洪炉
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TIANDIHONGLU_UP = 19, --天地洪炉
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Incarnation = 20, --变身卡
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Fabaojuling = 21, --法宝巨灵
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}
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DirectBuyType = {
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XSHL = 11, --限时豪礼
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@ -573,6 +573,8 @@ function this.IsActivityTypeOpen(type)
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if this.mission and this.mission[actConfigInfo.Id] then
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activityId = actConfigInfo.Id
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--LogError("找到服务器活动相关配置,类型:" .. tostring(activityId))
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else
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--LogError("未找到服务器活动相关配置,类型:" .. tostring(actConfigInfo.Id))
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end
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end)
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return activityId
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@ -158,7 +158,7 @@ function FestevalPanel:SetSelect()
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local day = self.curDay
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for i = 1, #self.actData.mission do
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local config = ActivityRewardConfig[self.actData.mission[i].missionId]
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if self.actData.mission[i].state == 0 and self.curDay >= config.Values[1][1] then
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if self.actData.mission[i].state == 0 and self.curDay > config.Values[1][1] then
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day = config.Values[1][1]
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break
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end
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@ -190,7 +190,7 @@ function FestevalPanel:RefreshSingleData(obj, data)
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obj.redpoint.gameObject:SetActive(false)
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obj.itemview.frameBtn:GetComponent("Button").enabled = true
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if obj.data.state == 0 then
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if self.curDay >= config.Values[1][1] then
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if self.curDay > config.Values[1][1] then
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obj.redpoint.gameObject:SetActive(true)
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obj.select.gameObject:SetActive(true)
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obj.itemview.frameBtn:GetComponent("Button").enabled = false
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@ -204,7 +204,7 @@ function FestevalPanel:RefreshSingleData(obj, data)
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end
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Util.AddOnceClick(obj.go, function()
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if obj.data.state == 0 then
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if self.curDay >= config.Values[1][1] then
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if self.curDay > config.Values[1][1] then
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NetManager.GetActivityRewardRequest(obj.data.missionId, self.actId, function(drop)
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UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1, function()
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obj.data.state = 1
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@ -22,7 +22,7 @@ local curIndex = 0
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local dataType = {
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[1] = PRE_REWARD_POOL_TYPE.RECRUIT,
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[2] = PRE_REWARD_POOL_TYPE.FRIEND,
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[3] = PRE_REWARD_POOL_TYPE.NORMAL,
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[3] = PRE_REWARD_POOL_TYPE.Fabaojuling,
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[4] = PRE_REWARD_POOL_TYPE.TIME_LIMITED_NEW_UP,
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}
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local itemList = {}
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@ -219,6 +219,9 @@ function this.SwitchView(index)
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table.insert(sixData, v)
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elseif itemConfig[v.Reward[1]].HeroQuantity == 7 then
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table.insert(sevenData, v)
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else
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--LogError("ffffffffffffffffffffffffffffff" .. tostring(v.Reward[1]) .. "/" .. tostring(itemConfig[v.Reward[1]].HeroQuantity))
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table.insert(sevenData, v)
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end
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--end
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end
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@ -186,8 +186,9 @@ function this.InitPreData()
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this.previewFriendData = {}
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this.previewNormalData = {}
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this.previewElementData = {}
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this.previewLuckData = {} --- 幸运探宝
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this.previewLingShou = {} --灵兽奖励数据
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this.previewLuckData = {} --- 幸运探宝
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this.previewLingShou = {} --灵兽奖励数据
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this.previewFabaojuling = {} --灵兽奖励数据
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this.previewGhostFindData = {}
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-- this.previewTimeLimitedData = {}--限时招募
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-- this.previewTimeLimitedUPData={}
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@ -198,16 +199,18 @@ function this.InitPreData()
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end
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for i, v in ConfigPairs(lotteryRewardConfig) do
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if (v.Pool == 1) then --钻石招募
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if (v.Pool == 1) then --钻石招募
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table.insert(this.previewHeroData, v)
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elseif v.Pool == 2 then --友情
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elseif v.Pool == 2 then --友情
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table.insert(this.previewFriendData, v)
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elseif v.Pool == 3 then --普抽
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elseif v.Pool == 3 then --普抽
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table.insert(this.previewNormalData, v)
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elseif (v.Pool == 11 or v.Pool == 12 or v.Pool == 13 or v.Pool == 14) then -- or v.Pool==15 光暗被移除
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table.insert(this.previewElementData, v)
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elseif v.Pool == 5001 then
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table.insert(this.previewLingShou, v)
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elseif v.Pool == 50 then
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table.insert(this.previewFabaojuling, v)
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end
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end
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for key, value in ConfigPairs(dailyRewardConfig) do
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@ -320,14 +323,16 @@ function this.GetRewardPreviewData(type)
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return this.previewNormalData
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elseif type == PRE_REWARD_POOL_TYPE.LING_SHOU then --常驻
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return this.previewLingShou
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elseif type == PRE_REWARD_POOL_TYPE.LOTTERY_SOUL --乾坤宝盒
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or type == PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP --乾坤宝盒UP
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or type == PRE_REWARD_POOL_TYPE.LING_SHOU_UP --灵兽宝阁UP
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elseif type == PRE_REWARD_POOL_TYPE.Fabaojuling then --常驻
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return this.previewFabaojuling
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elseif type == PRE_REWARD_POOL_TYPE.LOTTERY_SOUL --乾坤宝盒
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or type == PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP --乾坤宝盒UP
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or type == PRE_REWARD_POOL_TYPE.LING_SHOU_UP --灵兽宝阁UP
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or type == PRE_REWARD_POOL_TYPE.XIANG_YAO_UP
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or type == PRE_REWARD_POOL_TYPE.TIANDIHONGLU
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or type == PRE_REWARD_POOL_TYPE.Incarnation then --降妖夺宝UP
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return this.GetActivityPreviewData(type) --非常驻抽卡需要检测时间
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elseif type == PRE_REWARD_POOL_TYPE.LINGLONG then --限时招募--开启时间有限制的
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return this.GetActivityPreviewData(type) --非常驻抽卡需要检测时间
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elseif type == PRE_REWARD_POOL_TYPE.LINGLONG then --限时招募--开启时间有限制的
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return this.GetLINGLONGPreviewData()
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else
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return {}
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@ -378,20 +383,20 @@ function this.GetActivityPreviewData(type) --非常驻抽卡奖池预览
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data = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting, "ActivityId", curActivityId, "PerCount",
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1)
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else
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LogRed("活动没开,你不应该看到这儿" .. curActivityId)
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LogError("活动没开,你不应该看到这儿" .. tostring(type) .. "/" .. tostring(curActivityId))
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end
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local poolId = nil
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if data ~= nil then
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if type == PRE_REWARD_POOL_TYPE.LOTTERY_SOUL or type == PRE_REWARD_POOL_TYPE.TIANDIHONGLU or type == PRE_REWARD_POOL_TYPE.Incarnation then --限时招募,乾坤宝盒
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if type == PRE_REWARD_POOL_TYPE.LOTTERY_SOUL or type == PRE_REWARD_POOL_TYPE.TIANDIHONGLU or type == PRE_REWARD_POOL_TYPE.Incarnation then --限时招募,乾坤宝盒
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poolId = data.DiamondBoxContain[1][1]
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elseif type == PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP then --限时招募UP,乾坤宝盒UP
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elseif type == PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP then --限时招募UP,乾坤宝盒UP
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data = ConfigManager.GetConfigDataByKey(ConfigName.LotterySpecialConfig, "Type", data.MergePool)
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poolId = data.pool_id
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elseif type == PRE_REWARD_POOL_TYPE.LING_SHOU_UP or type == PRE_REWARD_POOL_TYPE.XIANG_YAO_UP then --灵兽宝阁,降妖夺宝
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poolId = data.DiamondBoxContain[1][1]
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end
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else
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LogRed("lotterySetting表里没有这个活动:" .. curActivityId)
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LogError("lotterySetting表里没有这个活动:" .. tostring(type) .. "/" .. tostring(curActivityId))
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end
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for i, v in ConfigPairs(lotteryRewardConfig) do
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if (v.Pool == poolId) then
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@ -473,7 +478,7 @@ end
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local rType = {
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Normal = 1, --普通
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Friend = 2, --友情
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Hero = 3 --神将
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Hero = 3 --神将
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}
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--按钮类型
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local bType = {
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@ -546,7 +551,7 @@ function this.GetWishCardData(infoList)
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this.WishCardData[i].status = infoList[i].status
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-- LogPink("Id:"..tostring(infoList[i].id).." heroIid:"..tostring(infoList[i].heroTid).." status:"..tostring(infoList[i].status))
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this.WishCardData[i].PropertyName = infoList[i].heroTid > 0 and heroConfig[infoList[i].heroTid] and
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heroConfig[infoList[i].heroTid].PropertyName or nil
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heroConfig[infoList[i].heroTid].PropertyName or nil
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end
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end
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@ -558,10 +563,10 @@ function this.SetWishTalismanData(infoList)
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this.WishEquipData[i].heroTid = infoList[i].heroTid
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this.WishEquipData[i].status = infoList[i].status
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LogPink("Id:" ..
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tostring(infoList[i].id) .. " heroIid:" ..
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tostring(infoList[i].heroTid) .. " status:" .. tostring(infoList[i].status))
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tostring(infoList[i].id) .. " heroIid:" ..
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tostring(infoList[i].heroTid) .. " status:" .. tostring(infoList[i].status))
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this.WishEquipData[i].PropertyName = infoList[i].heroTid > 0 and heroConfig[infoList[i].heroTid] and
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heroConfig[infoList[i].heroTid].PropertyName or nil
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heroConfig[infoList[i].heroTid].PropertyName or nil
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end
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end
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