xiyou_sanguo
zhangjiannan 2025-11-13 15:49:43 +08:00
parent 240fd3b7ea
commit c9c77308b3
5 changed files with 35 additions and 23 deletions

View File

@ -1568,6 +1568,7 @@ ActivityTypeDef = {
wishHero = 117, --英雄心愿抽卡
ExclusiveWeapon = 125, --专属武器
zeroPointOneGift = 126, --零点一礼包
fabaojuling = 127, --法宝巨灵
}
--活动结束需要处理面板关闭类型
ActivityTypePanel = {
@ -2975,6 +2976,7 @@ PRE_REWARD_POOL_TYPE = {
TIANDIHONGLU = 18, --天地洪炉
TIANDIHONGLU_UP = 19, --天地洪炉
Incarnation = 20, --变身卡
Fabaojuling = 21, --法宝巨灵
}
DirectBuyType = {
XSHL = 11, --限时豪礼

View File

@ -573,6 +573,8 @@ function this.IsActivityTypeOpen(type)
if this.mission and this.mission[actConfigInfo.Id] then
activityId = actConfigInfo.Id
--LogError("找到服务器活动相关配置,类型:" .. tostring(activityId))
else
--LogError("未找到服务器活动相关配置,类型:" .. tostring(actConfigInfo.Id))
end
end)
return activityId

View File

@ -158,7 +158,7 @@ function FestevalPanel:SetSelect()
local day = self.curDay
for i = 1, #self.actData.mission do
local config = ActivityRewardConfig[self.actData.mission[i].missionId]
if self.actData.mission[i].state == 0 and self.curDay >= config.Values[1][1] then
if self.actData.mission[i].state == 0 and self.curDay > config.Values[1][1] then
day = config.Values[1][1]
break
end
@ -190,7 +190,7 @@ function FestevalPanel:RefreshSingleData(obj, data)
obj.redpoint.gameObject:SetActive(false)
obj.itemview.frameBtn:GetComponent("Button").enabled = true
if obj.data.state == 0 then
if self.curDay >= config.Values[1][1] then
if self.curDay > config.Values[1][1] then
obj.redpoint.gameObject:SetActive(true)
obj.select.gameObject:SetActive(true)
obj.itemview.frameBtn:GetComponent("Button").enabled = false
@ -204,7 +204,7 @@ function FestevalPanel:RefreshSingleData(obj, data)
end
Util.AddOnceClick(obj.go, function()
if obj.data.state == 0 then
if self.curDay >= config.Values[1][1] then
if self.curDay > config.Values[1][1] then
NetManager.GetActivityRewardRequest(obj.data.missionId, self.actId, function(drop)
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1, function()
obj.data.state = 1

View File

@ -22,7 +22,7 @@ local curIndex = 0
local dataType = {
[1] = PRE_REWARD_POOL_TYPE.RECRUIT,
[2] = PRE_REWARD_POOL_TYPE.FRIEND,
[3] = PRE_REWARD_POOL_TYPE.NORMAL,
[3] = PRE_REWARD_POOL_TYPE.Fabaojuling,
[4] = PRE_REWARD_POOL_TYPE.TIME_LIMITED_NEW_UP,
}
local itemList = {}
@ -219,6 +219,9 @@ function this.SwitchView(index)
table.insert(sixData, v)
elseif itemConfig[v.Reward[1]].HeroQuantity == 7 then
table.insert(sevenData, v)
else
--LogError("ffffffffffffffffffffffffffffff" .. tostring(v.Reward[1]) .. "/" .. tostring(itemConfig[v.Reward[1]].HeroQuantity))
table.insert(sevenData, v)
end
--end
end

View File

@ -186,8 +186,9 @@ function this.InitPreData()
this.previewFriendData = {}
this.previewNormalData = {}
this.previewElementData = {}
this.previewLuckData = {} --- 幸运探宝
this.previewLingShou = {} --灵兽奖励数据
this.previewLuckData = {} --- 幸运探宝
this.previewLingShou = {} --灵兽奖励数据
this.previewFabaojuling = {} --灵兽奖励数据
this.previewGhostFindData = {}
-- this.previewTimeLimitedData = {}--限时招募
-- this.previewTimeLimitedUPData={}
@ -198,16 +199,18 @@ function this.InitPreData()
end
for i, v in ConfigPairs(lotteryRewardConfig) do
if (v.Pool == 1) then --钻石招募
if (v.Pool == 1) then --钻石招募
table.insert(this.previewHeroData, v)
elseif v.Pool == 2 then --友情
elseif v.Pool == 2 then --友情
table.insert(this.previewFriendData, v)
elseif v.Pool == 3 then --普抽
elseif v.Pool == 3 then --普抽
table.insert(this.previewNormalData, v)
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
table.insert(this.previewElementData, v)
elseif v.Pool == 5001 then
table.insert(this.previewLingShou, v)
elseif v.Pool == 50 then
table.insert(this.previewFabaojuling, v)
end
end
for key, value in ConfigPairs(dailyRewardConfig) do
@ -320,14 +323,16 @@ function this.GetRewardPreviewData(type)
return this.previewNormalData
elseif type == PRE_REWARD_POOL_TYPE.LING_SHOU then --常驻
return this.previewLingShou
elseif type == PRE_REWARD_POOL_TYPE.LOTTERY_SOUL --乾坤宝盒
or type == PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP --乾坤宝盒UP
or type == PRE_REWARD_POOL_TYPE.LING_SHOU_UP --灵兽宝阁UP
elseif type == PRE_REWARD_POOL_TYPE.Fabaojuling then --常驻
return this.previewFabaojuling
elseif type == PRE_REWARD_POOL_TYPE.LOTTERY_SOUL --乾坤宝盒
or type == PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP --乾坤宝盒UP
or type == PRE_REWARD_POOL_TYPE.LING_SHOU_UP --灵兽宝阁UP
or type == PRE_REWARD_POOL_TYPE.XIANG_YAO_UP
or type == PRE_REWARD_POOL_TYPE.TIANDIHONGLU
or type == PRE_REWARD_POOL_TYPE.Incarnation then --降妖夺宝UP
return this.GetActivityPreviewData(type) --非常驻抽卡需要检测时间
elseif type == PRE_REWARD_POOL_TYPE.LINGLONG then --限时招募--开启时间有限制的
return this.GetActivityPreviewData(type) --非常驻抽卡需要检测时间
elseif type == PRE_REWARD_POOL_TYPE.LINGLONG then --限时招募--开启时间有限制的
return this.GetLINGLONGPreviewData()
else
return {}
@ -378,20 +383,20 @@ function this.GetActivityPreviewData(type) --非常驻抽卡奖池预览
data = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting, "ActivityId", curActivityId, "PerCount",
1)
else
LogRed("活动没开,你不应该看到这儿" .. curActivityId)
LogError("活动没开,你不应该看到这儿" .. tostring(type) .. "/" .. tostring(curActivityId))
end
local poolId = nil
if data ~= nil then
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
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
poolId = data.DiamondBoxContain[1][1]
elseif type == PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP then --限时招募UP乾坤宝盒UP
elseif type == PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP then --限时招募UP乾坤宝盒UP
data = ConfigManager.GetConfigDataByKey(ConfigName.LotterySpecialConfig, "Type", data.MergePool)
poolId = data.pool_id
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
poolId = data.DiamondBoxContain[1][1]
end
else
LogRed("lotterySetting表里没有这个活动:" .. curActivityId)
LogError("lotterySetting表里没有这个活动:" .. tostring(type) .. "/" .. tostring(curActivityId))
end
for i, v in ConfigPairs(lotteryRewardConfig) do
if (v.Pool == poolId) then
@ -473,7 +478,7 @@ end
local rType = {
Normal = 1, --普通
Friend = 2, --友情
Hero = 3 --神将
Hero = 3 --神将
}
--按钮类型
local bType = {
@ -546,7 +551,7 @@ function this.GetWishCardData(infoList)
this.WishCardData[i].status = infoList[i].status
-- LogPink("Id:"..tostring(infoList[i].id).." heroIid:"..tostring(infoList[i].heroTid).." status:"..tostring(infoList[i].status))
this.WishCardData[i].PropertyName = infoList[i].heroTid > 0 and heroConfig[infoList[i].heroTid] and
heroConfig[infoList[i].heroTid].PropertyName or nil
heroConfig[infoList[i].heroTid].PropertyName or nil
end
end
@ -558,10 +563,10 @@ function this.SetWishTalismanData(infoList)
this.WishEquipData[i].heroTid = infoList[i].heroTid
this.WishEquipData[i].status = infoList[i].status
LogPink("Id:" ..
tostring(infoList[i].id) .. " heroIid:" ..
tostring(infoList[i].heroTid) .. " status:" .. tostring(infoList[i].status))
tostring(infoList[i].id) .. " heroIid:" ..
tostring(infoList[i].heroTid) .. " status:" .. tostring(infoList[i].status))
this.WishEquipData[i].PropertyName = infoList[i].heroTid > 0 and heroConfig[infoList[i].heroTid] and
heroConfig[infoList[i].heroTid].PropertyName or nil
heroConfig[infoList[i].heroTid].PropertyName or nil
end
end