Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop

# Conflicts:
#	Assets/ManagedResources/Prefabs/UI/ArenaTopMatch/ArenaTopMatchPanel.prefab
dev_chengFeng
jiaoyangna 2020-07-24 20:04:44 +08:00
commit caadda04e1
50 changed files with 60097 additions and 39468 deletions

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@ -14875,6 +14875,22 @@ MonoBehaviour:
extension: .jpg
resPathIndex: 92
resAbNameIndex: 635
- resName: r_hero_bg_dao
extension: .jpg
resPathIndex: 92
resAbNameIndex: 635
- resName: r_hero_bg_fo
extension: .jpg
resPathIndex: 92
resAbNameIndex: 635
- resName: r_hero_bg_ren
extension: .jpg
resPathIndex: 92
resAbNameIndex: 635
- resName: r_hero_bg_yao
extension: .jpg
resPathIndex: 92
resAbNameIndex: 635
- resName: r_hero_jinjiechenggongmenghei
extension: .png
resPathIndex: 92

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@ -433,7 +433,7 @@ PanelType = {
ExChange = { 14, 16, 67}, -- 显示兑换
GoodFriend={14,16, 69}, --好友
SoulPritResolve = { 14, 16}, -- 魂印分解
TopMatch = { 14, 16, 86}, -- 巅峰赛界面
TopMatch = { 14, 16, 24}, -- 巅峰赛界面
FindFairy = { 87, 16, 15}, -- 东海寻仙
Talisman = {14}, -- 新法宝
Guild = {14, 16, 65}, -- 新法宝
@ -1977,4 +1977,10 @@ SoulPrintSpriteByQuantity={
[5] = { circle = "r_hunyin_hunyinkuanghuang001", circleBg1 = "r_hunyin_hunyinkuanghuang",circleBg2 = "r_hunyin_hunyinkuanghuang002"},
[6] = { circle = "r_hunyin_hunyinkuanghong001", circleBg1 = "r_hunyin_hunyinkuanghong",circleBg2 = "r_hunyin_hunyinkuanghong002"},
[7] = { circle = "r_hunyin_hunyinkuangzhuanshi001", circleBg1 = "r_hunyin_hunyinkuangzhuanshi",circleBg2 = "r_hunyin_hunyinkuangzhuanshi002"},
}
HeroPanelBgByPropertyName = {
[1] = "r_hero_bg_ren",--人
[2] = "r_hero_bg_fo",--佛
[3] = "r_hero_bg_yao",--妖
[4] = "r_hero_bg_dao",--道
}

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@ -126,8 +126,8 @@ function this.RefreshData(go, itemData)
state.color = config.color
-- 竞猜币
betNum.text = itemData.myBetCoins
getNum.text = itemData.myWinCoins
betNum.text = itemData.myBetCoins
getNum.text = (index == 1 or index == 0) and Language[12207] or itemData.myWinCoins
-- 头像
if not _PlayerHeadList[go] then

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@ -81,7 +81,7 @@ function this.RefreshData(go, data)
name.text = personInfo.name
force.text = personInfo.totalForce
local deltaIntegral = ArenaTopMatchManager.GetMatchDeltaIntegral()
score.text = personInfo.score * deltaIntegral > 0 and personInfo.score * deltaIntegral or Language[12207]
score.text = personInfo.score * deltaIntegral --> 0 and personInfo.score * deltaIntegral or Language[12207]
if not _PlayerHeadList[go] then
_PlayerHeadList[go] = SubUIManager.Open(SubUIConfig.PlayerHeadView, head.transform)

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@ -113,9 +113,9 @@ function this.UpdateTopMatchStage(msg)
-- 刷新基础信息
this.RefreshBaseInfo()
Game.GlobalEvent:DispatchEvent(GameEvent.TopMatch.OnTopMatchDataUpdate)
--刷新排行信息
Game.GlobalEvent:DispatchEvent(GameEvent.ATM_RankView.OnRankChange)
-- Game.GlobalEvent:DispatchEvent(GameEvent.TopMatch.OnTopMatchDataUpdate)
-- --刷新排行信息
-- Game.GlobalEvent:DispatchEvent(GameEvent.ATM_RankView.OnRankChange)
LogGreen("this.baseInfo.battleState "..this.baseInfo.battleState)
-- 切换到准备阶段刷新一遍数据
@ -134,6 +134,10 @@ function this.UpdateTopMatchStage(msg)
this.RequestTopMatchBaseInfo()
this.RequestBetBaseInfo(nil,true)
end
Game.GlobalEvent:DispatchEvent(GameEvent.TopMatch.OnTopMatchDataUpdate)
--刷新排行信息
Game.GlobalEvent:DispatchEvent(GameEvent.ATM_RankView.OnRankChange)
end
-- 获取战斗记录
@ -452,41 +456,45 @@ function this.RequestEliminationDataMerge(EliminationData)
if newEliminationDataV and #newEliminationDataV > 0 then
local singledata = newEliminationDataV[1]
-- singledata.dataList = newEliminationDataV
local fightResult = 0 ---1 无记录 0前两场负 1 前两场胜 2 胜 3 负 4 胜负 5 负胜
for i = 1, #newEliminationDataV do
if i == 1 and newEliminationDataV[i].fightResult == 0 then
fightResult = 3
elseif i == 1 and newEliminationDataV[i].fightResult == 1 then
fightResult = 2
elseif i == 1 and newEliminationDataV[i].fightResult == -1 then
LogPink("没考虑1 -1")
end
if i == 2 and newEliminationDataV[i].fightResult == 0 then
if fightResult == 3 then
fightResult = 0
elseif fightResult == 2 then
fightResult = 4
local fightResult = -1 ---1 无记录 0前两场负 1 前两场胜 2 胜 3 负 4 胜负 5 负胜
if #newEliminationDataV >= 2 then
for i = 1, #newEliminationDataV do
if i == 1 and newEliminationDataV[i].fightResult == 0 then
fightResult = 3
elseif i == 1 and newEliminationDataV[i].fightResult == 1 then
fightResult = 2
elseif i == 1 and newEliminationDataV[i].fightResult == -1 then
fightResult = -1
end
elseif i == 2 and newEliminationDataV[i].fightResult == 1 then
if fightResult == 3 then
fightResult = 5
elseif fightResult == 2 then
fightResult = 1
if i == 2 and newEliminationDataV[i].fightResult == 0 then
if fightResult == 3 then
fightResult = 0
elseif fightResult == 2 then
fightResult = 4
end
elseif i == 2 and newEliminationDataV[i].fightResult == 1 then
if fightResult == 3 then
fightResult = 5
elseif fightResult == 2 then
fightResult = 1
end
elseif i == 2 and newEliminationDataV[i].fightResult == -1 then
fightResult = -1
end
elseif i == 2 and newEliminationDataV[i].fightResult == -1 then
LogPink("没考虑2 -1")
end
if i == 3 then
if fightResult == 4 then
fightResult = newEliminationDataV[i].fightResult
elseif fightResult == 5 then
fightResult = newEliminationDataV[i].fightResult
if i == 3 then
if fightResult == 4 then
fightResult = newEliminationDataV[i].fightResult
elseif fightResult == 5 then
fightResult = newEliminationDataV[i].fightResult
end
elseif i == 3 and newEliminationDataV[i].fightResult == -1 then
if fightResult == 4 or fightResult == 5 then
fightResult = -1
end
end
if newEliminationDataV[i].isGUess <= 0 then
singledata.isGUess = newEliminationDataV[i].isGUess
end
elseif i == 3 and newEliminationDataV[i].fightResult == -1 then
LogPink("没考虑3 -1")
end
if newEliminationDataV[i].isGUess <= 0 then
singledata.isGUess = newEliminationDataV[i].isGUess
end
end
singledata.fightResult = fightResult

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@ -91,6 +91,9 @@ function this.SetHead(curPre,data,isShowWinImage)
end
--设置战斗回放按钮
function this.SetPlayBack(fightResult, id, defInfo, attackInfo)
if fightResult == -1 then
return
end
-- playBackBtn:SetActive(_IsShowData and fightResult~=-1)
-- Util.AddOnceClick(playBackBtn,function()
ArenaTopMatchManager.RequestRecordFightData(fightResult,id, attackInfo.name.."|"..defInfo.name,function()

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@ -41,7 +41,7 @@ function this.InitComponent(root)
this.RightWinNum = {}
this.LeftWinNumGo = Util.GetGameObject(this.infoPanel, "Left/winNum")
this.RightWinNumGo = Util.GetGameObject(this.infoPanel, "Right/winNum")
for i = 1, 3 do
for i = 1, 2 do
this.LeftWinNum[i] = Util.GetGameObject(this.infoPanel, "Left/winNum/winNum (".. i ..")")
this.RightWinNum[i] = Util.GetGameObject(this.infoPanel, "Right/winNum/winNum (".. i ..")")
end
@ -222,28 +222,28 @@ function this.RefreshTwoOutOfThreeData()
if ArenaTopMatchManager.GetBaseData().battleStage == TOP_MATCH_STAGE.ELIMINATION then
local upWinNum,downWinNum = ArenaTopMatchManager.GetTwoOutOfThreeInfo(this.panelType)
for i = 1, 3 do
for i = 1, 2 do
if this.battleEndResultSortState then
if upWinNum >= i then
this.LeftWinNum[i]:SetActive(true)
Util.GetGameObject(this.LeftWinNum[i], "Image"):SetActive(true)
else
this.LeftWinNum[i]:SetActive(false)
Util.GetGameObject(this.LeftWinNum[i], "Image"):SetActive(false)
end
if downWinNum >= i then
this.RightWinNum[i]:SetActive(true)
Util.GetGameObject(this.RightWinNum[i], "Image"):SetActive(true)
else
this.RightWinNum[i]:SetActive(false)
Util.GetGameObject(this.RightWinNum[i], "Image"):SetActive(false)
end
else
if upWinNum >= i then
this.RightWinNum[i]:SetActive(true)
Util.GetGameObject(this.RightWinNum[i], "Image"):SetActive(true)
else
this.RightWinNum[i]:SetActive(false)
Util.GetGameObject(this.RightWinNum[i], "Image"):SetActive(false)
end
if downWinNum >= i then
this.LeftWinNum[i]:SetActive(true)
Util.GetGameObject(this.LeftWinNum[i], "Image"):SetActive(true)
else
this.LeftWinNum[i]:SetActive(false)
Util.GetGameObject(this.LeftWinNum[i], "Image"):SetActive(false)
end
end
end

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@ -110,9 +110,11 @@ function this.battleDetailBtnClick(isShowTip)
arg.red.name = betBattleInfo.enemyInfo.name
arg.red.head = betBattleInfo.enemyInfo.head
arg.red.frame = betBattleInfo.enemyInfo.headFrame
UIManager.OpenPanel(UIName.ArenaResultPopup, arg,function()
UIManager.OpenPanel(UIName.ArenaResultPopup, arg,
function()
Game.GlobalEvent:DispatchEvent(GameEvent.TopMatch.OnGuessDataUpdateShowTip)
end)
end
)
end)
end
--添加事件监听(用于子类重写)

View File

@ -208,7 +208,7 @@ function this.SetItemData(...)
local info=Util.GetGameObject(root,"Info"):GetComponent("Image")
local name=Util.GetGameObject(root,"Name"):GetComponent("Text")
name.text=""
if args[2] then
if not this.playerHead[root] then
this.playerHead[root] = CommonPool.CreateNode(POOL_ITEM_TYPE.PLAYER_HEAD,head)

View File

@ -109,6 +109,7 @@ end
function this:OnShow()
this.RefreshItemNum()
this.privilege:SetActive(false) --24暂时关闭删除这里就行
end
--

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@ -198,6 +198,7 @@ function this:OnSortingOrderChange()
end
function this:OnOpen(_panelType,...)
-- tempPowerNum=0
this.selectBtn:SetActive(false)
this.passBattle0:SetActive(false)
this.passBattle1:SetActive(false)
@ -227,6 +228,8 @@ end
function this:OnClose()
tempPowerNum = 0
this.formationPower = 0
oldPowerNum = 0
proId=0--面板关闭时 重置筛选按钮为全部
for i = 1, #this.choosedList do
local pos=this.choosedList[i].position
@ -288,7 +291,6 @@ function this.SetCardsData()
this.InitArmPos()
this.InitArmData()
LogRed(#this.choosedList)
--编队为0显示0战力
if #this.choosedList<=0 then
this.formationPower=0

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@ -1,7 +1,4 @@
require("Base/BasePanel")
-- local ctrlView = require("Modules/Guild/View/GuildSceneView")
-- local _IsMapView = false
-- local _IsWalkData = false
local _GuildBuildConfig = {
[GUILD_MAP_BUILD_TYPE.HOUSE] = {
@ -12,10 +9,6 @@ local _GuildBuildConfig = {
UIManager.OpenPanel(UIName.GuildInfoPopup)
end,
},
-- [GUILD_MAP_BUILD_TYPE.LOGO] = { --图腾
-- isOpen = false,
-- btnName = "btnLogo",
-- },
[GUILD_MAP_BUILD_TYPE.STORE] = {
isOpen = true,
rpType = RedPointType.Guild_Shop,
@ -29,19 +22,6 @@ local _GuildBuildConfig = {
UIManager.OpenPanel(UIName.MainShopPanel, SHOP_TYPE.GUILD_SHOP)
end,
},
-- [GUILD_MAP_BUILD_TYPE.DOOR] = { --公会战
-- },
-- [GUILD_MAP_BUILD_TYPE.LOGO_IMG] = {
-- bgImg = "gh_tt_1",
-- nameImg = nil,
-- pos = Vector3.New(495, -750, 0),
-- },
-- [GUILD_MAP_BUILD_TYPE.BOSS] = { --试练
-- rpType = RedPointType.Guild_Boss,
-- liveName = "live2d_huyao",
-- livePos = Vector3.New(0, -84, 0),
-- liveScale = Vector3.New(0.15, 0.15, 0.15),
-- },
[GUILD_MAP_BUILD_TYPE.FETE] = { --祭祀
isOpen = true,
rpType = RedPointType.Guild_Fete,
@ -265,19 +245,13 @@ function GuildMainCityPanel:AddListener()
-- ctrlView.AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Guild.OnQuitGuild, this.OnQuitGuild)
Game.GlobalEvent:AddEvent(GameEvent.Guild.BeKickOut, this.OnQuitGuild)
Game.GlobalEvent:AddEvent(GameEvent.Guild.DataUpdate, this.RefreshLogoShow)
Game.GlobalEvent:AddEvent(GameEvent.Guild.DismissStatusChanged, this.RefreshStageShow)
Game.GlobalEvent:AddEvent(GameEvent.GuildFight.FightBaseDataUpdate, this.RefreshStageShow)
Game.GlobalEvent:AddEvent(GameEvent.GuildFight.EnemyBaseDataUpdate, this.RefreshGuildInfo)
Game.GlobalEvent:AddEvent(GameEvent.GuildFight.ResultDataUpdate, this.RefreshGuildInfo)
Game.GlobalEvent:AddEvent(GameEvent.GuildFight.AttackStageDefendDataUpdate, this.RefreshGetStar)
Game.GlobalEvent:AddEvent(GameEvent.GuildRedPacket.OnCloseRedPointClick, this.CloseRedPointClick)
Game.GlobalEvent:AddEvent(GameEvent.Guild.RefreshDeathPosStatus, this.RefreshDeathPos)
Game.GlobalEvent:AddEvent(GameEvent.Player.OnChangeName, this.FreshPlayerInfo)
end
@ -286,19 +260,13 @@ function GuildMainCityPanel:RemoveListener()
-- ctrlView.RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Guild.OnQuitGuild, this.OnQuitGuild)
Game.GlobalEvent:RemoveEvent(GameEvent.Guild.BeKickOut, this.OnQuitGuild)
Game.GlobalEvent:RemoveEvent(GameEvent.Guild.DataUpdate, this.RefreshLogoShow)
Game.GlobalEvent:RemoveEvent(GameEvent.Guild.DismissStatusChanged, this.RefreshStageShow)
Game.GlobalEvent:RemoveEvent(GameEvent.GuildFight.FightBaseDataUpdate, this.RefreshStageShow)
Game.GlobalEvent:RemoveEvent(GameEvent.GuildFight.EnemyBaseDataUpdate, this.RefreshGuildInfo)
Game.GlobalEvent:RemoveEvent(GameEvent.GuildFight.ResultDataUpdate, this.RefreshGuildInfo)
Game.GlobalEvent:RemoveEvent(GameEvent.GuildFight.AttackStageDefendDataUpdate, this.RefreshGetStar)
Game.GlobalEvent:RemoveEvent(GameEvent.GuildRedPacket.OnCloseRedPointClick, this.CloseRedPointClick)
Game.GlobalEvent:RemoveEvent(GameEvent.Guild.RefreshDeathPosStatus, this.RefreshDeathPos)
Game.GlobalEvent:AddEvent(GameEvent.Player.OnChangeName, this.FreshPlayerInfo)
end
@ -320,100 +288,25 @@ function GuildMainCityPanel:OnShow()
Log(Language[10405])
return
end
-- if not _IsMapView then
-- _IsMapView = true
-- Log("公会地图创建")
-- ctrlView.Init()
-- ctrlView.AddPointFunc(GUILD_MAP_BUILD_TYPE.HOUSE, function ()
-- UIManager.OpenPanel(UIName.GuildInfoPopup)
-- end)
-- ctrlView.AddPointFunc(GUILD_MAP_BUILD_TYPE.LOGO, function ()
-- UIManager.OpenPanel(UIName.GuildLogoPopup)
-- end)
-- ctrlView.AddPointFunc(GUILD_MAP_BUILD_TYPE.DOOR, function ()
-- local curStage = GuildFightManager.GetCurFightStage()
-- if curStage == GUILD_FIGHT_STAGE.CLOSE then
-- local stageData = GuildFightManager.GetGuildFightData()
-- if stageData.joinType == 1 then
-- PopupTipPanel.ShowTip("公会战期间加入的新成员无法参与本次公会战")
-- else
-- PopupTipPanel.ShowTip("公会战未开启,敬请期待")
-- end
-- return
-- end
-- if curStage == GUILD_FIGHT_STAGE.DISSMISS then
-- PopupTipPanel.ShowTip("公会解散中,无法参与公会战")
-- return
-- end
-- UIManager.OpenPanel(UIName.GuildFightPopup)
-- end)
-- ctrlView.AddPointFunc(GUILD_MAP_BUILD_TYPE.STORE, function ()
-- local isActive = ShopManager.IsActive(SHOP_TYPE.GUILD_SHOP)
-- if not isActive then
-- PopupTipPanel.ShowTip("公会商店尚未解锁")
-- return
-- end
-- UIManager.OpenPanel(UIName.MainShopPanel, SHOP_TYPE.GUILD_SHOP)
-- end)
-- ctrlView.AddPointFunc(GUILD_MAP_BUILD_TYPE.BOSS, function ()
-- UIManager.OpenPanel(UIName.GuildBossPanel)
-- end)
-- --公会祭祀
-- ctrlView.AddPointFunc(GUILD_MAP_BUILD_TYPE.FETE, function ()
-- UIManager.OpenPanel(UIName.GuildFetePopup)
-- end)
-- --十绝阵
-- ctrlView.AddPointFunc(GUILD_MAP_BUILD_TYPE.TENPOS,function ()
-- if DeathPosManager.status==DeathPosStatus.Death then
-- PopupTipPanel.ShowTip("十绝阵在开服3天后开启")
-- return
-- elseif DeathPosManager.status==DeathPosStatus.Close then
-- PopupTipPanel.ShowTip("未在挑战时间!")
-- return
-- end
-- UIManager.OpenPanel(UIName.DeathPosPanel)
-- end)
-- --技能
-- ctrlView.AddPointFunc(GUILD_MAP_BUILD_TYPE.SKILL,function ()
-- UIManager.OpenPanel(UIName.GuildSkillUpLvPopup)
-- end)
-- --车迟
-- ctrlView.AddPointFunc(GUILD_MAP_BUILD_TYPE.CARDELAY,function ()
-- UIManager.OpenPanel(UIName.GuildCarDelayMainPanel)
-- end)
-- --援助
-- ctrlView.AddPointFunc(GUILD_MAP_BUILD_TYPE.AID,function ()
-- UIManager.OpenPanel(UIName.GuildAidMainPopup)
-- end)
-- end
-- 刷新一遍公会数据,这里主要是为了刷新玩家位置信息,避免返回地图界面出现的问题
NetManager.RequestMyGuildInfo(function()
-- if not _IsWalkData then
-- ctrlView.InitWalkData()
-- _IsWalkData = true
-- end
-- 刷洗图腾显示
this.RefreshLogoShow()
end)
NetManager.RequestMyGuildInfo()
-- 刷新公会战阶段信息
this.RefreshStageShow()
-- 开始定时刷新聊天数据
this.ChatTipView:StartCheck()
-- 刷新十绝阵是否开启
this.RefreshDeathPos()
-- 开始吧
this._TimeUpdate()
if not this._TimeCounter then
this._TimeCounter = Timer.New(this._TimeUpdate, 1, -1, true)
this._TimeCounter:Start()
end
this.FreshPlayerInfo()
this.SetPlayerHead()
--24暂时关闭删除这里就行
this.btnRedPacket:SetActive(false)
end
@ -438,15 +331,6 @@ function this.SetPlayerHead()
end
-- 刷新公会地图图腾显示
function this.RefreshLogoShow()
-- if ctrlView and _IsMapView then
-- local guildData = MyGuildManager.GetMyGuildInfo()
-- ctrlView.SetGuildLogo(guildData.icon)
-- end
end
--
function this.RefreshStageShow()
-- 关闭按钮显示
this.btnOneKeyDefend:SetActive(false)

View File

@ -21,6 +21,7 @@ local _rightStar=0
function HandBookHeroInfoPanel:InitComponent()
self.btnBack = Util.GetGameObject(self.transform, "btnBack")
self.bgImage = Util.GetGameObject(self.transform, "bg/bg"):GetComponent("Image")
self.curObj= Util.GetGameObject(self.transform, "curObj")
self.leftObj= Util.GetGameObject(self.transform, "leftObj")
self.rightObj= Util.GetGameObject(self.transform, "rightObj")
@ -181,10 +182,14 @@ function HandBookHeroInfoPanel:OnShow()
self:SetSelectBtn(self.btnStart, Language[11097])
--self.curLiveObj = self:LoadHerolive(heroConFigData,self.curObj)
self.dragView:SetDragGO(this.curLiveObj)
self.bgImage.sprite = Util.LoadSprite(HeroPanelBgByPropertyName[heroConFigData.PropertyName])
end
--展示英雄信息 第一个参数1 属性面板 2 故事面板 第二个参数 1初始 2 6星和10星 第三个参数 显示星级
function HandBookHeroInfoPanel:OnShowHeroData(_type,_starType,_star)
self.bgImage.sprite = Util.LoadSprite(HeroPanelBgByPropertyName[heroConFigData.PropertyName])
self.dragView:SetDragGO(this.curLiveObj)
type = _type

View File

@ -84,6 +84,7 @@ function this.UpdateHeroDatas(_msgHeroData, isFindHandBook)
heroData.star = _msgHeroData.star
heroData.lv = _msgHeroData.level
heroData.breakId = _msgHeroData.breakId
LogGreen("heroData.id:"..heroData.id.." heroData.breakId:"..heroData.breakId)
heroData.upStarId = _msgHeroData.starBreakId
heroData.createTime = _msgHeroData.createTimelocal
heroData.lockState = _msgHeroData.lockState
@ -2104,18 +2105,23 @@ function this.GetHeroReturnItems(selectHeroData, type)
if not curHeroData then
return
end
local pId
if curHeroData.breakId == 0 then
pId=0
else
pId= heroRankUpConfig[curHeroData.breakId].Phase[2]
end
local heroReturnConfig =
ConfigManager.TryGetConfigDataByDoubleKey(
ConfigName.HeroReturn,
"HeroId",
curHeroData.id,
"Star",
curHeroData.breakId
pId
)
local rewardShowStr1 = {}
if not heroReturnConfig then
LogRed(curHeroData.id.." breakid:"..curHeroData.breakId)
LogRed("pId:"..pId.." curHeroData.breakId:"..curHeroData.breakId.." curHeroData.id:"..curHeroData.id)
else
ShowItemlist[heroReturnConfig.HeroId] = {heroReturnConfig.HeroId,1,curHeroData.star}
rewardShowStr1 = heroReturnConfig.RankupReturn
@ -2161,7 +2167,15 @@ function this.GetHeroReturnItems(selectHeroData, type)
--1裸角色卡没有突破过的角色卡熔炼后返还的材料=当前等级返还升级材料+item表返还材料
--2有过突破的卡 =当前等级返还升级材料+突破表返还材料+升星返还材料
local ShowItemlist = {}
if v.breakId == 0 and v.upStarId == 0 then
local pId
if v.breakId == 0 then
pId=0
else
pId= heroRankUpConfig[v.breakId].Phase[2]
end
if pId == 0 and v.upStarId == 0 then
local rewardGroupId = tonumber(itemConfig[v.id].ResolveReward)
if rewardGroupId and rewardGroup[rewardGroupId] then
local showItem = rewardGroup[rewardGroupId].ShowItem
@ -2172,23 +2186,27 @@ function this.GetHeroReturnItems(selectHeroData, type)
end
end
else
if v.breakId > 0 then
local heroRankUpConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.HeroSacrifice,"Type",2,"Key",v.breakId)
if pId > 0 then
local heroRankUpConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.HeroSacrifice,"Type",2,"Key",pId)
if heroRankUpConfig then
local sumConsume = heroRankUpConfig.Value
for i = 1, #sumConsume do
table.insert(ShowItemlist, {sumConsume[i][1], sumConsume[i][2] * specificValue})
end
else
LogRed("pId:"..pId.." v.breakId:"..v.breakId.." v.id:"..v.id)
end
end
if v.upStarId > 0 then
local heroRankUpConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.HeroSacrifice,"Type",1,"Key",v.upStarId)
if v.star > 0 then
local heroRankUpConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.HeroSacrifice,"Type",1,"Key",v.star)
if heroRankUpConfig then
local sumConsume = heroRankUpConfig.Value
for i = 1, #sumConsume do
table.insert(ShowItemlist, {sumConsume[i][1], sumConsume[i][2] * specificValue})
end
end
else
LogRed("v.star :"..v.star)
end
end
local rewardShowStr2 = {}
@ -2221,6 +2239,7 @@ function this.GetHeroReturnItems2(ShowItemlist, allRewardData)
local curReward = {}
curReward.id = ShowItemlist[i][1]
curReward.num = ShowItemlist[i][2]
LogBlue("curReward.id"..curReward.id.." curReward.num"..curReward.num)
curReward.itemConfig = itemConfig[curReward.id]
if allRewardData[curReward.id] == nil then
allRewardData[curReward.id] = curReward

View File

@ -228,15 +228,6 @@ function this.LuckyTurnOnShow(treasureType)
end
--初始化幸运探宝
this.SwitchTreasureType(treasureType)
--活动倒计时
--local activityInfo = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.LuckyTurnTable_One)
--if activityInfo then
-- if activityInfo.endTime ~= 0 then
-- this.LuckyTurnActivitCountDown(activityInfo.endTime - GetTimeStamp())
-- end
--end
this.SetTableTurnEffect(TableTurnType.Normal)
end
@ -405,13 +396,14 @@ function this.SwitchTreasureType(treasureType)
this.RrFreshInfo()
end)
else
--PopupTipPanel.ShowTip("高级探宝券不足!")
if LuckyTurnTableManager.advanceTimes + 1 > maxTimesCount then
PopupTipPanel.ShowTip("不可超出最大探宝次数!")
return
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,61,nil)
end
--24暂时关闭注释和tip反转注释
PopupTipPanel.ShowTip("高级探宝券不足!")
-- if LuckyTurnTableManager.advanceTimes + 1 > maxTimesCount then
-- PopupTipPanel.ShowTip("不可超出最大探宝次数!")
-- return
-- else
-- UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,61,nil)
-- end
end
end)
--探宝10次按钮
@ -427,13 +419,14 @@ function this.SwitchTreasureType(treasureType)
this.RrFreshInfo()
end)
else
--PopupTipPanel.ShowTip("高级探宝券不足!")
if LuckyTurnTableManager.advanceTimes + 10 > maxTimesCount then
PopupTipPanel.ShowTip("不可超出最大探宝次数!")
return
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,61,nil)
end
--24暂时关闭注释和tip反转注释
PopupTipPanel.ShowTip("高级探宝券不足!")
-- if LuckyTurnTableManager.advanceTimes + 10 > maxTimesCount then
-- PopupTipPanel.ShowTip("不可超出最大探宝次数!")
-- return
-- else
-- UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,61,nil)
-- end
end
end)
--刷新按钮
@ -492,27 +485,6 @@ function this.ClearDefault()
end
---活动时间倒计时
--function this.LuckyTurnActivitCountDown(timeDown)
-- if this.timer then
-- this.timer:Stop()
-- this.timer = nil
-- end
-- this.activityCountDownText.text = "剩余时间:"..TimeToDHMS(timeDown)
-- this.timer = Timer.New(function()
-- if timeDown < 1 then
-- --Log("==YSP== 活动时间到 关闭面板!")
-- this.timer:Stop()
-- this.timer = nil
-- return
-- --this:ClosePanel()
-- end
-- timeDown = timeDown - 1
-- this.activityCountDownText.text = "剩余时间:"..TimeToDHMS(timeDown)--DateUtils.GetTimeFormatV2
-- end, 1, -1, true)
-- this.timer:Start()
--end
---设置转盘滚动 1旋转类型 2探宝类型 3服务器给的探宝后位置
function this.SetTableTurnEffect(turnType,treasureType,pos)
if turnType==TableTurnType.Normal then --默认旋转
@ -630,8 +602,6 @@ end
---打开、切换活动界面,刷新倒计时
function this.RefreshBtnCountDown()
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
--Log(TimeToHMS(BagManager.GetNextRefreshTime(62)-GetTimeStamp()))
--Log("幸运刷新券 "..BagManager.GetItemCountById(62))
if this.refreshTimer then
this.refreshTimer:Stop()
end
@ -662,8 +632,6 @@ function this.RefreshBtnCountDown()
this.refreshTimer:Start()
end
elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
--Log(TimeToHMS(BagManager.GetNextRefreshTime(63)-GetTimeStamp()))
--Log("高级刷新券 "..BagManager.GetItemCountById(63))
this.refreshTimer:Stop()
if BagManager.GetItemCountById(63)>0 then
--显示免费刷新

View File

@ -4181,8 +4181,6 @@ function NetManager.TreasureOfHeavenScoreRequest(func)
local data = buffer:DataByte()
local msg = Expedition_pb.ExpeditionTreasureInfoResponse()
msg:ParseFromString(data)
-- LogGreen("msg.treasureRewardState "..#msg.treasureRewardState)
-- TreasureOfHeavenManger.GetTreasureState()
TreasureOfHeavenManger.SetScore(msg.score)
TreasureOfHeavenManger.SetLimitTime(msg.resetTime)
TreasureOfHeavenManger.SetState(msg.treasureRewardState)

View File

@ -128,9 +128,7 @@ function OperatingPanel:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.MonthCard.OnMonthCardUpdate, self.RefreshMonthCardData,self)
end
function OperatingPanel:RefreshMonthCardData()
-- LogError("self.selectTabIndex 1 "..self.selectTabIndex)
if self.selectTabIndex == 2 then
-- LogError("self.selectTabIndex 2 "..self.selectTabIndex)
self.operatingContents[2]:OnShow(self.sortingOrder,nil, self.selectTabIndex)
end
end
@ -145,12 +143,9 @@ function OperatingPanel:OnClose()
end
function OperatingPanel:OnDestroy()
LogRed("Remove UpVIew")
SubUIManager.Close(self.UpView)
ClearRedPointObject(RedPointType.CumulativeSignIn)
ClearRedPointObject(RedPointType.GrowthGift)
-- ClearRedPointObject(RedPointType.ContinuityRecharge)
ClearRedPointObject(RedPointType.GiftPage)
ClearRedPointObject(RedPointType.MonthCard)
ClearRedPointObject(RedPointType.TimeLimited)
@ -248,11 +243,25 @@ function OperatingPanel:RefreshTabStatus()
self.operateTabs[10]:SetActive(ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.FindFairy) ~= nil)
self.operateTabs[11]:SetActive(ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.QianKunBox) ~= nil)
elseif self.showType==ShowType.MonthFund.type then
--- 7 跟 8 是活动开启
self.operateTabs[7]:SetActive(OperatingManager.IsBaseOpen(GoodsTypeDef.MONTHCARD_128))--, SALARY_TYPE.BASE_128
self.operateTabs[8]:SetActive(OperatingManager.IsBaseOpen(GoodsTypeDef.MONTHCARD_328))--, SALARY_TYPE.BASE_328
end
--24暂时关闭删除这里就行
--==========================================================================================================================
self.operateTabs[1]:SetActive(false)
self.operateTabs[2]:SetActive(false)
self.operateTabs[9]:SetActive(false)
self.operateTabs[3]:SetActive(false)
self.operateTabs[10]:SetActive(false)
self.operateTabs[11]:SetActive(false)
self.operateTabs[7]:SetActive(false)--, SALARY_TYPE.BASE_128
self.operateTabs[8]:SetActive(false)--, SALARY_TYPE.BASE_328
--==========================================================================================================================
end
function OperatingPanel:GetPriorityIndex()

View File

@ -86,15 +86,15 @@ function this.InitRedPointAllRelate()
RPData:SetParent(RedPointType.LuckyCat_GetReward, RedPointType.LuckyCat)
-- 充值
RPData:SetParent(RedPointType.Shop_Page_Recharge, RedPointType.Recharge)
--24暂时关闭放开这里就行
-- RPData:SetParent(RedPointType.Shop_Page_Recharge, RedPointType.Recharge)
RPData:SetParent(RedPointType.VIP_SHOP_DETAIL, RedPointType.Shop_Page_Recharge)
RPData:SetParent(RedPointType.DailyGift, RedPointType.Recharge)
RPData:SetParent(RedPointType.GrowthPackage, RedPointType.Recharge)--成长礼包
-- RPData:SetParent(RedPointType.DailyGift, RedPointType.Recharge)
-- RPData:SetParent(RedPointType.GrowthPackage, RedPointType.Recharge)--成长礼包
-- 主界面商店
RPData:SetParent(RedPointType.Shop_Page_General, RedPointType.Shop)
RPData:SetParent(RedPointType.Shop_Page_Coin, RedPointType.Shop)
RPData:SetParent(RedPointType.Shop_Page_Play, RedPointType.Shop)
--RPData:SetParent(RedPointType.Shop_Page_Exchange, RedPointType.Shop)
RPData:SetParent(RedPointType.Shop_Page_Roam, RedPointType.Shop)
-- === 商店小页签
RPData:SetParent(RedPointType.Shop_Tab_General, RedPointType.Shop_Page_General)
@ -104,7 +104,6 @@ function this.InitRedPointAllRelate()
RPData:SetParent(RedPointType.Shop_Tab_Roam, RedPointType.Shop_Page_Roam)
-- ====== 商店功能
RPData:SetParent(RedPointType.Shop_General_Check, RedPointType.Shop_Tab_General)
-- RPData:SetParent(RedPointType.Shop_General_Refresh, RedPointType.Shop_Tab_General)
RPData:SetParent(RedPointType.Shop_Secret_Check, RedPointType.Shop_Tab_Secret)
RPData:SetParent(RedPointType.Shop_Arena_Check, RedPointType.Shop_Tab_Arena)
RPData:SetParent(RedPointType.Shop_Guild_Check, RedPointType.Shop_Tab_Guild)
@ -127,12 +126,8 @@ function this.InitRedPointAllRelate()
RPData:SetParent(RedPointType.CourtesyDress_Online, RedPointType.SecretTer)
RPData:SetParent(RedPointType.CourtesyDress_Chapter, RedPointType.SecretTer)
RPData:SetParent(RedPointType.SecretTer_FindTreasure, RedPointType.SecretTer)
--RPData:SetParent(RedPointType.DailyTask, RedPointType.SecretTer)
RPData:SetParent(RedPointType.DailyTask, RedPointType.DailyTaskMain)
--RPData:SetParent(RedPointType.SecretTer_Uplevel, RedPointType.SecretTer)
--RPData:SetParent(RedPointType.SecretTer_GetAllReward, RedPointType.SecretTer)
RPData:SetParent(RedPointType.SecretTer_MaxBoxReward, RedPointType.SecretTer)
--RPData:SetParent(RedPointType.SecretTer_NewHourseOpen, RedPointType.SecretTer)
RPData:SetParent(RedPointType.SecretTer_HaveFreeTime, RedPointType.SecretTer)
RPData:SetParent(RedPointType.SecretTer_IsCanFight, RedPointType.SecretTer)
-- 外敌
@ -158,13 +153,9 @@ function this.InitRedPointAllRelate()
RPData:SetParent(RedPointType.CumulativeSignIn, RedPointType.Operating)
RPData:SetParent(RedPointType.GiftPage, RedPointType.Operating)
RPData:SetParent(RedPointType.MonthCard, RedPointType.Operating)
RPData:SetParent(RedPointType.TimeLimited, RedPointType.Operating)
RPData:SetParent(RedPointType.QianKunBox, RedPointType.Operating)
--开服有礼红点
--RPData:SetParent(RedPointType.CourtesyDress_Online, RedPointType.CourtesyDress)
--RPData:SetParent(RedPointType.CourtesyDress_SevenDay, RedPointType.CourtesyDress)
--RPData:SetParent(RedPointType.CourtesyDress_Chapter, RedPointType.CourtesyDress)
--24暂时关闭放开这里就行
-- RPData:SetParent(RedPointType.TimeLimited, RedPointType.Operating)
-- RPData:SetParent(RedPointType.QianKunBox, RedPointType.Operating)
-- 好友红点
RPData:SetParent(RedPointType.Friend_Reward, RedPointType.Friend)
@ -186,9 +177,7 @@ function this.InitRedPointAllRelate()
RPData:SetParent(RedPointType.Expert_AccumulativeRecharge, RedPointType.Expert)
RPData:SetParent(RedPointType.Expert_Talisman, RedPointType.Expert)
RPData:SetParent(RedPointType.Expert_SoulPrint, RedPointType.Expert)
--RPData:SetParent(RedPointType.LuckyTurn, RedPointType.Expert)
RPData:SetParent(RedPointType.LuckyCat, RedPointType.Expert)
--RPData:SetParent(RedPointType.CourtesyDress_SevenDay, RedPointType.Expert)
RPData:SetParent(RedPointType.Expert_WeekCard, RedPointType.Expert)
RPData:SetParent(RedPointType.HERO_STAR_GIFT, RedPointType.Expert)
RPData:SetParent(RedPointType.Expert_FindTreasure, RedPointType.Expert)
@ -210,7 +199,6 @@ function this.InitRedPointAllRelate()
RPData:SetParent(RedPointType.Guild_Boss, RedPointType.Guild)
RPData:SetParent(RedPointType.Guild_RedPacket, RedPointType.Guild)
RPData:SetParent(RedPointType.Guild_Fete, RedPointType.Guild)
--RPData:SetParent(RedPointType.Guild_CarDeleay, RedPointType.Guild)
RPData:SetParent(RedPointType.Guild_Aid, RedPointType.Guild)
RPData:SetParent(RedPointType.Guild_AidMy, RedPointType.Guild_Aid)
RPData:SetParent(RedPointType.Guild_AidGuild, RedPointType.Guild_Aid)
@ -225,11 +213,6 @@ function this.InitRedPointAllRelate()
RPData:SetParent(RedPointType.FindFairy_FourView, RedPointType.FindFairy)
-- 成就
RPData:SetParent(RedPointType.Achievement_Main, RedPointType.DailyTaskMain)
--RPData:SetParent(RedPointType.Achievement_One, RedPointType.Achievement_Main)
--RPData:SetParent(RedPointType.Achievement_Two, RedPointType.Achievement_Main)
--RPData:SetParent(RedPointType.Achievement_Three, RedPointType.Achievement_Main)
--RPData:SetParent(RedPointType.Achievement_Four, RedPointType.Achievement_Main)
--RPData:SetParent(RedPointType.Achievement_Five, RedPointType.Achievement_Main)
--大闹天宫 天宫秘宝
RPData:SetParent(RedPointType.Expedition_Treasure, RedPointType.Expedition)
end
@ -252,7 +235,6 @@ function this.RegisterRedCheckFunc()
RPData:AddCheckFunc(RedPointType.LuckyCat_GetReward,LuckyCatManager.CheckIsShowRedPoint)
RPData:AddCheckFunc(RedPointType.DiffMonster, DiffMonsterManager.GetDiffMonsterRedPointStatus, FUNCTION_OPEN_TYPE.DIFFER_DEMONS)
--RPData:AddCheckFunc(RedPointType.Talent, TalentManager.GetTalentRedPointStatus,FUNCTION_OPEN_TYPE.RING_SOUL)
RPData:AddCheckFunc(RedPointType.TreasureOfSl, TreasureOfSomebodyManagerV2.GetTreasureRedPointState)
@ -264,22 +246,18 @@ function this.RegisterRedCheckFunc()
---=== 商店相关红点
RPData:AddCheckFunc(RedPointType.Arena_Shop, ShopManager.ShopRedCheck)
RPData:AddCheckFunc(RedPointType.Shop_General_Check, ShopManager.ShopRedCheck)
-- RPData:AddCheckFunc(RedPointType.Shop_General_Refresh, ShopManager.ShopRedCheck)
RPData:AddCheckFunc(RedPointType.Shop_Secret_Check, ShopManager.ShopRedCheck)
RPData:AddCheckFunc(RedPointType.Shop_Arena_Check, ShopManager.ShopRedCheck)
RPData:AddCheckFunc(RedPointType.Shop_Roam_Check, ShopManager.ShopRedCheck)
RPData:AddCheckFunc(RedPointType.Shop_Guild_Check, ShopManager.ShopRedCheck)
RPData:AddCheckFunc(RedPointType.Guild_Shop, ShopManager.ShopRedCheck)
RPData:AddCheckFunc(RedPointType.VIP_SHOP_DETAIL, VipManager.CheckRedPoint)
RPData:AddCheckFunc(RedPointType.VipPrivilege, VipManager.CheckNewVipRP)
RPData:AddCheckFunc(RedPointType.GrowthGift, OperatingManager.GetGrowthRedPointState)
RPData:AddCheckFunc(RedPointType.FirstRecharge, FirstRechargeManager.GetFirstRechargeRedPointStatus)
RPData:AddCheckFunc(RedPointType.DailyGift, ShopManager.HaveFreeBaby)
RPData:AddCheckFunc(RedPointType.GrowthPackage, VipManager.CheckGrowthPackagePointStatus)--成长礼包
--RPData:AddCheckFunc(RedPointType.SecretBox, SecretBoxManager.GetSecretBoxRedPointStatus)
--工坊
RPData:AddCheckFunc(RedPointType.Refining_Weapon, WorkShopManager.GetWorkShopRedPointState)
RPData:AddCheckFunc(RedPointType.Refining_Armor, WorkShopManager.GetWorkShopRedPointState)
@ -287,10 +265,7 @@ function this.RegisterRedCheckFunc()
RPData:AddCheckFunc(RedPointType.Friend_Reward, GoodFriendManager.FriendRewardRedPointShow,FUNCTION_OPEN_TYPE.GOODFRIEND)
RPData:AddCheckFunc(RedPointType.Friend_Application, GoodFriendManager.FriendApplicationRedPointShow,FUNCTION_OPEN_TYPE.GOODFRIEND)
--秘境
--RPData:AddCheckFunc(RedPointType.SecretTer_Uplevel, AdventureManager.CheckRedPointUpLevel,FUNCTION_OPEN_TYPE.ADVENTURE)
--RPData:AddCheckFunc(RedPointType.SecretTer_GetAllReward, AdventureManager.CheckRedPointGetAllReward)
RPData:AddCheckFunc(RedPointType.SecretTer_MaxBoxReward, AdventureManager.BoxMaxReward,FUNCTION_OPEN_TYPE.ADVENTURE)
--RPData:AddCheckFunc(RedPointType.SecretTer_NewHourseOpen, AdventureManager.HaveNewHourseOpen,FUNCTION_OPEN_TYPE.ADVENTURE)
RPData:AddCheckFunc(RedPointType.SecretTer_HaveFreeTime, AdventureManager.HaveFreeTime,FUNCTION_OPEN_TYPE.ADVENTURE)
RPData:AddCheckFunc(RedPointType.SecretTer_IsCanFight, FightPointPassManager.IsShowFightRP)
-- 外敌
@ -317,7 +292,8 @@ function this.RegisterRedCheckFunc()
--累计签到
RPData:AddCheckFunc(RedPointType.CumulativeSignIn,OperatingManager.GetSignInRedPointStatus)
--月卡
RPData:AddCheckFunc(RedPointType.MonthCard,OperatingManager.AllRefreshMonthCardRedPoint)
--24暂时关闭放开这里就行
-- RPData:AddCheckFunc(RedPointType.MonthCard,OperatingManager.AllRefreshMonthCardRedPoint)
--连续充值
RPData:AddCheckFunc(RedPointType.ContinuityRecharge,ActivityGiftManager.GetContinuityRechargeRedPoint)
-- 头像红点
@ -358,7 +334,6 @@ function this.RegisterRedCheckFunc()
-- 剑影仙踪
RPData:AddCheckFunc(RedPointType.SupremeHero, ActivityGiftManager.CheckSupremeHeroRedPoint)
-- 东海寻仙
--RPData:AddCheckFunc(RedPointType.FindFairy, FindFairyManager.CheckRedPoint)
RPData:AddCheckFunc(RedPointType.FindFairy_OneView, FindFairyManager.CheckRedPoint)
RPData:AddCheckFunc(RedPointType.FindFairy_ThreeView, FindFairyManager.CheckFindFairyUpStarRedPoint)
RPData:AddCheckFunc(RedPointType.FindFairy_FourView, FindFairyManager.CheckFindFairyCeremonyRedPoint)
@ -380,16 +355,13 @@ function this.RegisterRedCheckFunc()
RPData:AddCheckFunc(RedPointType.Guild_DeathPos,DeathPosManager.CheckDeathPosRedPoint)
-- 成就
RPData:AddCheckFunc(RedPointType.Achievement_Main,TaskManager.GetAchievementState)
--RPData:AddCheckFunc(RedPointType.Achievement_One,TaskManager.GetAchievementState)
--RPData:AddCheckFunc(RedPointType.Achievement_Two,TaskManager.GetAchievementState)
--RPData:AddCheckFunc(RedPointType.Achievement_Three,TaskManager.GetAchievementState)
--RPData:AddCheckFunc(RedPointType.Achievement_Four,TaskManager.GetAchievementState)
--RPData:AddCheckFunc(RedPointType.Achievement_Five,TaskManager.GetAchievementState)
--天宫秘宝
RPData:AddCheckFunc(RedPointType.Expedition_Treasure,TreasureOfHeavenManger.RedPoint)
--限时招募
RPData:AddCheckFunc(RedPointType.TimeLimited,OperatingManager.GetTimeLimitRedPointStatus)
RPData:AddCheckFunc(RedPointType.QianKunBox,OperatingManager.GetQiankunBoxRedPointStatus)
--24暂时关闭放开这里就行
-- RPData:AddCheckFunc(RedPointType.TimeLimited,OperatingManager.GetTimeLimitRedPointStatus)
-- RPData:AddCheckFunc(RedPointType.QianKunBox,OperatingManager.GetQiankunBoxRedPointStatus)
end

View File

@ -68,8 +68,6 @@ function RewardItemSingleShowPopup:BindEvent()
elseif itemConfigData.ItemType == ItemType.Box then
local _itemData = BagManager.bagDatas[itemSid]
if itemConfig[itemSid].UseType ~= 2 then
-- UIManager.OpenPanel(UIName.RewardBoxPanel,_itemData)
-- else
UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel, 4, _itemData, function()
func()
end)
@ -85,7 +83,7 @@ function RewardItemSingleShowPopup:BindEvent()
end)
Util.AddClick(this.btnJump, function()
if itemConfigData then
JumpManager.GoJump(itemConfigData.Jump)
JumpManager.GoJump(itemConfigData.UseJump)
end
end)
end
@ -95,10 +93,6 @@ function this.DeleteActiveLanTuData()
if lanTuData and lanTuData[1] == false and lanTuData[2] > 0 then
WorkShopManager.UpdataWorkShopLanTuActiveState(2, lanTuData[2], itemConfigData.Id)--
end
--改为后端刷新了
--if itemConfigData then
-- BagManager.UpdateItemsNum(itemConfigData.Id, 1)
--end
if func then
func()
end
@ -167,7 +161,6 @@ function RewardItemSingleShowPopup:OnShow()
this.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfigData.ResourceID))
end
this.armorType.text = this.getType()--道具类型显示
--itemNu=BagManager.GetItemCountById(curWorkShopData.workShopData.OpenRules[2])
this.armorLanTuNum:SetActive(true)
this.armorLanTuNum:GetComponent("Text").text = Language[11595] .. BagManager.GetItemCountById(itemSid)
this.armorInfo.text = string.gsub(itemConfigData.ItemDescribe, "\\n", "")
@ -205,19 +198,12 @@ function RewardItemSingleShowPopup:OnShow()
LogGreen("itemConfigData.Jump[i] "..itemConfigData.Jump[i])
if jumpData.data.Type == JumpType.Level then--关卡按钮特殊处理
isLevel = true
--local state = FightPointPassManager.IsFightPointPass(jumpData.data.Skipfactor[1])
--if state then
-- jumpData.state = 2
--else
-- jumpData.state = 1
--end
end
table.insert(jumpSortData,jumpData)
end
--if isLevel then this.JumpSort(jumpSortData) end
for i = 1, #jumpSortData do
if jumpSortData[i].id > 0 then
if(this.isRewardItemPop==true) then
if this.isRewardItemPop == true or itemConfigData.Id == 61 then--24暂时关闭
SubUIManager.Open(SubUIConfig.JumpView, this.equipProGrid.transform, jumpSortData[i].id,false)
else
SubUIManager.Open(SubUIConfig.JumpView, this.equipProGrid.transform, jumpSortData[i].id,true)
@ -260,8 +246,6 @@ end
--道具 和 装备分解 发送请求后 回调
function this.SendBackResolveReCallBack(drop, curResolveAllItemList)
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1)
--改为后端刷新了
--BagManager.UpdateItemsNum(itemConfigData.Id, 1)
if func then
func()
end
@ -269,10 +253,6 @@ function this.SendBackResolveReCallBack(drop, curResolveAllItemList)
end
--界面关闭时调用(用于子类重写)
function RewardItemSingleShowPopup:OnClose()
--if func then
-- func()
--end
end
--界面销毁时调用(用于子类重写)

View File

@ -9,25 +9,31 @@ local oldAccumRecharge = 0
-- Tab管理器
local TabBox = require("Modules/Common/TabBox")
local _PageInfo = {
-- [1] = { -- 充值
-- default = "r_shop_chongzhi_01", lock = "r_shop_chongzhi_01", select = "r_shop_chongzhi_02",
-- rpType = RedPointType.Shop_Page_Recharge,
-- },
-- [2] = { -- 充值
-- default = "l_mrlb_icon2", lock = "l_mrlb_icon2", select = "l_mrlb_icon1",
-- rpType = RedPointType.DailyGift,
-- params = {DirectBuyType.DAILY_GIFT}, -- 每日礼包
-- },
-- [3] = { -- 充值
-- default = "t_tqsc_icon2", lock = "t_tqsc_icon2", select = "t_tqsc_icon1",
-- -- rpType = RedPointType.Shop_Page_Recharge,
-- params = {DirectBuyType.FINDTREASURE_GIFT},-- 特权礼包
-- },
-- [4] = { -- 成长礼包
-- default = "c_czlb_icon2", lock = "c_czlb_icon2", select = "c_czlb_icon1",
-- rpType = RedPointType.GrowthPackage,
-- params = {SHOP_TYPE.VIP_GIFT},-- 成长礼包
-- },
--24暂时关闭删除这里就行
[1] = { -- 充值
default = "r_shop_chongzhi_01", lock = "r_shop_chongzhi_01", select = "r_shop_chongzhi_02",
rpType = RedPointType.Shop_Page_Recharge,
},
[2] = { -- 充值
default = "l_mrlb_icon2", lock = "l_mrlb_icon2", select = "l_mrlb_icon1",
rpType = RedPointType.DailyGift,
params = {DirectBuyType.DAILY_GIFT}, -- 每日礼包
},
[3] = { -- 充值
default = "t_tqsc_icon2", lock = "t_tqsc_icon2", select = "t_tqsc_icon1",
-- rpType = RedPointType.Shop_Page_Recharge,
params = {DirectBuyType.FINDTREASURE_GIFT},-- 特权礼包
},
[4] = { -- 成长礼包
default = "c_czlb_icon2", lock = "c_czlb_icon2", select = "c_czlb_icon1",
rpType = RedPointType.GrowthPackage,
params = {SHOP_TYPE.VIP_GIFT},-- 成长礼包
},
default = "t_tqsc_icon2", lock = "t_tqsc_icon2", select = "t_tqsc_icon1",
params = {DirectBuyType.FINDTREASURE_GIFT},-- 特权礼包
},
}
local GiftView = require("Modules/Recharge/View/GiftView")
local RechargeView = require("Modules/Recharge/View/RechargeView")
@ -48,10 +54,12 @@ function MainShopPanel:InitComponent()
local giftView = GiftView.new(self, Util.GetGameObject(self.transform, "content/page_1"))
self.PageList = {
[1] = RechargeView.new(self, Util.GetGameObject(self.transform, "content/ShopView")),
[2] = giftView,
[3] = giftView,
[4] = giftView,
--24暂时关闭删除这里就行
-- [1] = RechargeView.new(self, Util.GetGameObject(self.transform, "content/ShopView")),
-- [2] = giftView,
-- [3] = giftView,
-- [4] = giftView,
[1] = giftView,
}
-- 上部货币显示
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform, { showType = UpViewOpenType.ShowLeft})

View File

@ -117,8 +117,9 @@ function GiftView:RefreshGiftData()
self.scrollView.gameObject:SetActive(true)
elseif self.buyType == DirectBuyType.FINDTREASURE_GIFT then--特权礼包界面
--两部分组成 寻宝特权在商品里 极速探索礼包在直购里
--24暂时关闭
local topspeedData = self:ResetShopData(ShopManager.GetShopDataByType(SHOP_TYPE.FINDTREASURE_GIFT).storeItem, self.buyType, DataType.Shop)
shopData = self:ResetShopData(OperatingManager.GetGiftGoodsInfoList(GoodsTypeDef.DirectPurchaseGift), self.buyType, DataType.Direct)
-- shopData = self:ResetShopData(OperatingManager.GetGiftGoodsInfoList(GoodsTypeDef.DirectPurchaseGift), self.buyType, DataType.Direct)
for i = 1, #topspeedData do
table.insert(shopData,topspeedData[i])
end
@ -688,26 +689,24 @@ function GiftView:TimeCountDown()
self.localTimerV2:Stop()
self.localTimerV2 = nil
end
--24暂时关闭恢复释放就可以了
-- self.localTimerV2 = Timer.New(function()
-- local t1,t2=timerList[1].freshTime,timerList[2].freshTime
-- t1=t1-1
-- t2=t2-1
-- if t1 < 0 then
-- -- body刷新
-- self:RefreshGiftData()
-- end
-- if t2 < 0 then
-- -- body刷新
-- self:RefreshGiftData()
-- end
-- timerList[1].pre.text=Language[10561]..self:SpecialTime(t1-GetTimeStamp())--self:SpecialTime
-- timerList[2].pre.text=Language[10561]..self:SpecialTime(t2-GetTimeStamp())
self.localTimerV2 = Timer.New(function()
local t1,t2=timerList[1].freshTime,timerList[2].freshTime
t1=t1-1
t2=t2-1
if t1 < 0 then
-- body刷新
self:RefreshGiftData()
end
if t2 < 0 then
-- body刷新
self:RefreshGiftData()
end
timerList[1].pre.text=Language[10561]..self:SpecialTime(t1-GetTimeStamp())--self:SpecialTime
timerList[2].pre.text=Language[10561]..self:SpecialTime(t2-GetTimeStamp())
end,1,-1,true)
self.localTimerV2:Start()
-- end,1,-1,true)
-- self.localTimerV2:Start()
end
------------------------------
return GiftView

View File

@ -6,6 +6,7 @@ local tarHero={}--当前筛选后显示英雄列表
local selectHeroData={}--选择的英雄list did = data
local oldChoosed=nil--上一个选中英雄
local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
local costItemId = 0
@ -169,11 +170,17 @@ function this.SingleHeroDataShow(go,_heroData)
--等表配全后再启用
for k,v in pairs(selectHeroData) do
local pId
local curHeroData =HeroManager.GetSingleHeroData(v.dynamicId)
if not curHeroData then return end
local heroReturnConfig = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.HeroReturn,"HeroId",curHeroData.id,"Star",curHeroData.breakId)
if curHeroData.breakId == 0 then
pId=0
else
pId= heroRankupConfig[curHeroData.breakId].Phase[2]
end
local heroReturnConfig = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.HeroReturn,"HeroId",curHeroData.id,"Star",pId)
if not heroReturnConfig then
LogRed("HeroId"..curHeroData.id.."Star"..curHeroData.breakId)
LogRed("HeroId"..curHeroData.id.." Star"..pId.." curHeroData.breakId"..curHeroData.breakId)
heroUseCount= 50
heroUseItemId = 16
else

View File

@ -44,6 +44,7 @@ local pinjieImage={"r_hero_pinjiebiao_01","r_hero_pinjiebiao_02"} --该死的品
function RoleInfoPanel:InitComponent()
self.BtnBack = Util.GetGameObject(self.transform, "btnBack")
self.bgImage = Util.GetGameObject(self.transform, "bg/di2"):GetComponent("Image")
this.optionUp=Util.GetGameObject(self.gameObject,"optionUp")--上部按钮组
this.helpBtn = Util.GetGameObject(this.optionUp, "helpBtn")
this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition
@ -424,7 +425,8 @@ function this:UpdatePanelData()
this.roleInfoLayout:SetActive(true)
RoleInfoPanel:SetSelectBtn(self.btnInfo, Language[11836])
return
end
end
self.bgImage.sprite = Util.LoadSprite(HeroPanelBgByPropertyName[curHeroData.heroConfig.PropertyName])
end
--更新英雄情报数据
function this:UpdateHeroInfoData()

View File

@ -5,8 +5,8 @@ local WorldBossTreasureConfig = ConfigManager.GetConfig(ConfigName.WorldBossTrea
local curScore--当前分数
local limitTime--倒计时
local rewardStateData = {}--各个任务状态数据
local TreasrueState = nil--礼包购买状态
local rewardData = {}--表内活动任务数据
this.TreasrueState = nil--礼包购买状态
function this.Initialize()
rewardData = {}
@ -16,16 +16,13 @@ function this.Initialize()
end
function this.GetTreasureState()
if TreasrueState == nil then
local TreasrueState = OperatingManager.GetGoodsBuyTime(GoodsTypeDef.TreasureOfHeaven,106)
return TreasrueState
end
return TreasrueState
this.TreasrueState = OperatingManager.GetGoodsBuyTime(GoodsTypeDef.TreasureOfHeaven,106)
return this.TreasrueState
end
function this.SetTreasureState()
TreasrueState = 1
return TreasrueState
this.TreasrueState = 1
return this.TreasrueState
end
function this.SetScore(score)
@ -65,11 +62,11 @@ function this.GetAllRewardData()
return rewardData
end
--红点检测
function this.RedPointState(singleRewardData,treasrueState)
function this.RedPointState(singleRewardData,TreasrueState)
if curScore >= rewardData[singleRewardData.id].Integral then
if singleRewardData.state==0 and treasrueState==1 or
singleRewardData.state==1 and treasrueState==1 or
singleRewardData.state==0 and treasrueState==0 then
if singleRewardData.state==0 and this.TreasrueState==1 or
singleRewardData.state==1 and this.TreasrueState==1 or
singleRewardData.state==0 and this.TreasrueState==0 then
return true
end
return false
@ -79,12 +76,11 @@ end
function this.RedPoint()
for i =1, #rewardStateData do
local curtreasrueState = OperatingManager.GetGoodsBuyTime(GoodsTypeDef.TreasureOfHeaven,106)
local curTreasrueState = OperatingManager.GetGoodsBuyTime(GoodsTypeDef.TreasureOfHeaven,106)
if curScore >= rewardData[rewardStateData[i].id].Integral then
if rewardStateData[i].state==0 and curtreasrueState==1 or
rewardStateData[i].state==1 and curtreasrueState==1 or
rewardStateData[i].state==0 and curtreasrueState==0 then
-- LogBlue("掉了么?")
if rewardStateData[i].state==0 and curTreasrueState==1 or
rewardStateData[i].state==1 and curTreasrueState==1 or
rewardStateData[i].state==0 and curTreasrueState==0 then
return true
end
end
@ -93,9 +89,3 @@ function this.RedPoint()
end
return this
--(singleRewardData.state == 0 and TreasrueState == 1) or (
--) or (singleRewardData.state == 0 and TreasrueState == 0)
-- LoadingPanel.AddStep(function()
-- NetManager.TreasureOfHeavenScoreRequest(LoadingPanel.OnStep)
-- end)

View File

@ -3,7 +3,7 @@ local TreasureOfHeavenPanel = Inherit(BasePanel)
local this = TreasureOfHeavenPanel
local curScore = 0--当前分数
local rewardStateData = {}
local treasureState--礼包状态
local treasureState = nil
local rewardData--表内活动数据
--初始化组件(用于子类重写)
@ -94,15 +94,16 @@ end
--topBar按钮状态
function TreasureOfHeavenPanel:topBar()
--设置礼包购买按钮状态
if treasureState == 1 then--已购买
this.buyBtn:GetComponent("Button").interactable = false
this.Text1.gameObject:SetActive(false)
this.Text2.gameObject:SetActive(true)
else--未购买弹窗
this.buyBtn:GetComponent("Button").interactable = treasureState == 0
this.Text1.gameObject:SetActive(treasureState == 0)
this.Text2.gameObject:SetActive(treasureState == 1)
if treasureState == 0 then
Util.AddOnceClick(this.buyBtn,function()
UIManager.OpenPanel(UIName.HeavenUnlockExtraRewardPanel)
end)
end
this.scoreText.text = curScore
end
@ -243,8 +244,16 @@ function TreasureOfHeavenPanel:ShowTime()
self.localTimer = nil
end
local t = TreasureOfHeavenManger.GetLimitTime()
local time
self.localTimer = Timer.New(function()
this.time.text=TimeToDHMS(t-GetTimeStamp())
time = t-GetTimeStamp()
if t-GetTimeStamp() <= 0 then
time = 0
t = TreasureOfHeavenManger.GetLimitTime()
treasureState = nil
TreasureOfHeavenPanel:refresh()
end
this.time.text=TimeToDHMS(time)
end,1,-1,true)
self.localTimer:Start()
end

View File

@ -285,6 +285,13 @@ end
function UpView:OnClick(index)
local panelShowItemList={}
local reChargeType = self.itemList[index]
Log("reChargeType:"..reChargeType)
--24暂时关闭删除这里就行
if (reChargeType==16 or reChargeType==20 or reChargeType==19 or reChargeType==61) then
return
end
if(reChargeType==20) then
--UIManager.OpenPanel(UIName.OperatingPanel,{tabIndex =1,extraParam =2})
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, 20)--元素神符

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