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

dev_chengFeng
ZhangBiao 2021-10-22 13:22:51 +08:00
commit cdc17b555e
6 changed files with 154 additions and 53 deletions

View File

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View File

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View File

@ -23,7 +23,7 @@ function this.Initialize()
this.playerSkillList[value.Id]=0
end
end
--=========================主角技能
function this.GetSkillInfo()
return this.playerSkillList
end
@ -71,6 +71,10 @@ function this.CheckPlayerSkillRed(redType)
local currData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PlayerSkill,"SkillID",id,"Level",lv)
local nextData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PlayerSkill,"SkillID",id,"Level",lv+1)
if nextData then
local config=this.GetCurConfigData()
if config and nextData.Level>config.PlayerSkillLvMax then
return false
end
local isShow=true
for i = 1, #currData.LvupCost do
if BagManager.GetItemCountById(currData.LvupCost[i][1])<currData.LvupCost[i][2] then

View File

@ -1,4 +1,5 @@
local PracticeSkillInfoPanel = quick_class("PracticeSkillInfoPanel", BasePanel)
local SkillBaseConfig=ConfigManager.GetConfig(ConfigName.PlayerSkillBasicTable)
--按钮状态
local btnState=0
local costConfig
@ -10,6 +11,7 @@ function PracticeSkillInfoPanel:InitComponent()
self.titleTxt=Util.GetGameObject(self.gameObject, "bg/title"):GetComponent("Text")
self.skillIcon=Util.GetGameObject(self.gameObject, "bg/skill/icon"):GetComponent("Image")
self.skillLv=Util.GetGameObject(self.gameObject, "bg/skill/Text"):GetComponent("Text")
self.skillLvBg=Util.GetGameObject(self.gameObject, "bg/skill/Image")
self.lockObj=Util.GetGameObject(self.gameObject, "bg/skill/mask")
self.hintInfo=Util.GetGameObject(self.gameObject, "bg/hintTxt"):GetComponent("Text")
self.currInfo=Util.GetGameObject(self.gameObject, "bg/currInfo"):GetComponent("Text")
@ -20,6 +22,7 @@ function PracticeSkillInfoPanel:InitComponent()
self.btn_close=Util.GetGameObject(self.gameObject, "bg/btnBack")
self.btn_info=Util.GetGameObject(self.gameObject, "bg/btn/Text"):GetComponent("Text")
self.redPoint=Util.GetGameObject(self.gameObject, "bg/btn/Image")
self.btn_close2=Util.GetGameObject(self.gameObject, "BackMask")
end
function PracticeSkillInfoPanel:BindEvent()
@ -46,6 +49,10 @@ function PracticeSkillInfoPanel:BindEvent()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
Util.AddClick(self.btn_close2, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
end
local currLv=0
@ -71,14 +78,16 @@ function PracticeSkillInfoPanel:RefreshShow(id,lv)
nextData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PlayerSkill,"SkillID",id,"Level",currLv+1)
self.currInfo.text="本级效果:"..currData.Desc
self.skillIcon.sprite=self.spLoader:LoadSprite(GetResourcePath(currData.Icon))
self.titleTxt.text=currData.Name
self.titleTxt.text=SkillBaseConfig[id].Name
self.skillLv.text=currLv
self.skillLv.gameObject:SetActive(true)
self.redPoint:SetActive(false)
--没有下一等级
if not nextData then
self.nextInfo.gameObject:SetActive(false)
self.costImg.gameObject:SetActive(false)
self.hintInfo.gameObject:SetActive(false)
self.lockObj.gameObject:SetActive(false)
self.btn_info.text="已达上限"
Util.SetGray(self.btn_up,true)
btnState=1 --已达上限
@ -86,20 +95,26 @@ function PracticeSkillInfoPanel:RefreshShow(id,lv)
self.nextInfo.gameObject:SetActive(true)
self.nextInfo.text="下级效果:"..nextData.Desc
--如果等级为0 表示未解锁
if lv==0 then
--PracticeManager.PracticeLevel
if lv==0 then
self.btn_info.text="未解锁"
self.hintInfo.gameObject:SetActive(true)
self.costImg.gameObject:SetActive(false)
self.skillLv.gameObject:SetActive(false)
self.skillLvBg.gameObject:SetActive(false)
self.lockObj.gameObject:SetActive(true)
self.hintInfo.text="修行到达"..PracticeManager.GetRankNameByLv(nextData.XiuxianId).."后自动解锁"
Util.SetGray(self.btn_up,true)
btnState=2 --未解锁技能
else
if nextData.XiuxianId>PracticeManager.PracticeLevel then
self.lockObj.gameObject:SetActive(false)
local config=PracticeManager.GetCurConfigData()
if nextData.Level>config.PlayerSkillLvMax then
self.btn_info.text="升 级"
self.hintInfo.gameObject:SetActive(true)
self.costImg.gameObject:SetActive(false)
Util.SetGray(self.btn_up,true)
self.hintInfo.text="修行到达"..PracticeManager.GetRankNameByLv(nextData.XiuxianId).."后方可升级"
self.hintInfo.text="修行到达"..PracticeManager.GetRankNameByLv(config.RealmId+1).."后方可升级"
btnState=2
else
self.btn_info.text="升 级"

View File

@ -25,6 +25,9 @@ function this.SetSelectIndex(shopType,storeId,b)
end
function this.Initialize()
-- 是否已经刷新红点标志位
this.RecoverCountRedFlag = {}
if not this._CountDownTimer then
this._CountDownTimer = Timer.New(this.TimeUpdate, 1, -1, true)
this._CountDownTimer:Start()
@ -118,7 +121,7 @@ function this.UpdateShopData(msg)
local shopInfo = this.GetShopInfo(newdata.id)
this.CheckShopRedpot(shopInfo.StoreType)
--Log(string.format("服务器推送商店刷新商店id = %d", newdata.id))
-- LogYellow(string.format("服务器推送商店刷新商店id = %s, 商店类型 = %s", newdata.id, shopInfo.StoreType))
end
-- 刷新物品排序
this.SortItemList()
@ -678,9 +681,25 @@ function this.CheckShopRefreshTime()
this._IsRefresh = 0
this._RefreshShopList = {}
for _, v in ipairs(this.allShopData) do
local leftTime = this.CountShopRefreshLeftTime(v.id)
local shopInfo = this.GetShopInfo(v.id)
local shopType = shopInfo.StoreType
-- 判断是否是自动恢复次数的商店,到达最大次数刷新红点显示
local IsAutoRecoverCount, Count = this.IsAutoRecoverCount(shopType)
if IsAutoRecoverCount then
local MaxCount = shopInfo.IfManualRefresh[1]
if Count >= MaxCount then
if not this.RecoverCountRedFlag[shopType] then
this.RecoverCountRedFlag[shopType] = true
this.CheckShopRedpot(shopType)
end
else
this.RecoverCountRedFlag[shopType] = false
end
end
-- 判断是否是自动刷新的商店
local leftTime = this.CountShopRefreshLeftTime(v.id)
this._RefreshShopList[shopType] = leftTime
-- 判断是否需要刷新商店
if leftTime == 0 then
@ -994,7 +1013,7 @@ end
--- 商店的查看时间
local _ShopCheckTime = {}
--- 商店刷新按钮的点击状态
local _RefreshBtnIsClick = {}
-- local _RefreshBtnIsClick = {}
-- 检测红点数据shopType 为空时检测所有商店
function this.ShopCheckRPIsShow(shopType)
@ -1024,9 +1043,9 @@ end
-- 检测商店刷新次数是否存在
function this.ShopRefreshRPIsShow(shopType)
-- 判断今天商店的刷新按钮是否被点击过
if _RefreshBtnIsClick[shopType] then
return false
end
-- if _RefreshBtnIsClick[shopType] then
-- return false
-- end
-- 没有商店数据
local shopData = this.GetShopDataByType(shopType)
if not shopData then
@ -1106,7 +1125,7 @@ function this.LoadRedpotDataFromLocal()
-- 检测所有商店
for _, type in pairs(SHOP_TYPE) do
_ShopCheckTime[type] = PlayerPrefs.GetInt(PlayerManager.uid.."_ShopRedPot_"..type)
_RefreshBtnIsClick[type] = PlayerPrefs.GetInt(PlayerManager.uid.."_ShopBtnStatus_"..type) == 1
-- _RefreshBtnIsClick[type] = PlayerPrefs.GetInt(PlayerManager.uid.."_ShopBtnStatus_"..type) == 1
end
end
@ -1124,8 +1143,8 @@ end
-- 设置商店刷新按钮是否被点击过
function this.SetShopRefreshBtnClickStatus(shopType, status)
PlayerPrefs.SetInt(PlayerManager.uid.."_ShopBtnStatus_"..shopType, status and 1 or 0)
_RefreshBtnIsClick[shopType] = status
-- PlayerPrefs.SetInt(PlayerManager.uid.."_ShopBtnStatus_"..shopType, status and 1 or 0)
-- _RefreshBtnIsClick[shopType] = status
this.CheckShopRedpot(shopType)
end