Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
commit
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m_Name:
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
m_Navigation:
|
||||||
|
m_Mode: 3
|
||||||
|
m_SelectOnUp: {fileID: 0}
|
||||||
|
m_SelectOnDown: {fileID: 0}
|
||||||
|
m_SelectOnLeft: {fileID: 0}
|
||||||
|
m_SelectOnRight: {fileID: 0}
|
||||||
|
m_Transition: 1
|
||||||
|
m_Colors:
|
||||||
|
m_NormalColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
m_HighlightedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
|
||||||
|
m_PressedColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 1}
|
||||||
|
m_DisabledColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 0.5019608}
|
||||||
|
m_ColorMultiplier: 1
|
||||||
|
m_FadeDuration: 0.1
|
||||||
|
m_SpriteState:
|
||||||
|
m_HighlightedSprite: {fileID: 0}
|
||||||
|
m_PressedSprite: {fileID: 0}
|
||||||
|
m_DisabledSprite: {fileID: 0}
|
||||||
|
m_AnimationTriggers:
|
||||||
|
m_NormalTrigger: Normal
|
||||||
|
m_HighlightedTrigger: Highlighted
|
||||||
|
m_PressedTrigger: Pressed
|
||||||
|
m_DisabledTrigger: Disabled
|
||||||
|
m_Interactable: 1
|
||||||
|
m_TargetGraphic: {fileID: 3615987540770995332}
|
||||||
|
m_OnClick:
|
||||||
|
m_PersistentCalls:
|
||||||
|
m_Calls: []
|
||||||
|
m_TypeName: UnityEngine.UI.Button+ButtonClickedEvent, UnityEngine.UI, Version=1.0.0.0,
|
||||||
|
Culture=neutral, PublicKeyToken=null
|
||||||
--- !u!1 &7958738485617101460
|
--- !u!1 &7958738485617101460
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
|
|
@ -36,8 +36,8 @@ RectTransform:
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_AnchorMin: {x: 0.5, y: 0.5}
|
m_AnchorMin: {x: 0.5, y: 0.5}
|
||||||
m_AnchorMax: {x: 0.5, y: 0.5}
|
m_AnchorMax: {x: 0.5, y: 0.5}
|
||||||
m_AnchoredPosition: {x: -0.00000095367, y: -390.6}
|
m_AnchoredPosition: {x: -0.00000095367, y: -377}
|
||||||
m_SizeDelta: {x: 847.3, y: 205}
|
m_SizeDelta: {x: 847.3, y: 177.8}
|
||||||
m_Pivot: {x: 0.5, y: 0.5}
|
m_Pivot: {x: 0.5, y: 0.5}
|
||||||
--- !u!222 &7368018991282595720
|
--- !u!222 &7368018991282595720
|
||||||
CanvasRenderer:
|
CanvasRenderer:
|
||||||
|
@ -125,8 +125,8 @@ RectTransform:
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_AnchorMin: {x: 0.5, y: 0.5}
|
m_AnchorMin: {x: 0.5, y: 0.5}
|
||||||
m_AnchorMax: {x: 0.5, y: 0.5}
|
m_AnchorMax: {x: 0.5, y: 0.5}
|
||||||
m_AnchoredPosition: {x: 1.885, y: -44.3}
|
m_AnchoredPosition: {x: 1.885, y: -59.422}
|
||||||
m_SizeDelta: {x: 1080, y: 872}
|
m_SizeDelta: {x: 1080, y: 902.24}
|
||||||
m_Pivot: {x: 0.5, y: 0.5}
|
m_Pivot: {x: 0.5, y: 0.5}
|
||||||
--- !u!222 &1351930385094129617
|
--- !u!222 &1351930385094129617
|
||||||
CanvasRenderer:
|
CanvasRenderer:
|
||||||
|
@ -757,7 +757,7 @@ RectTransform:
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_AnchorMin: {x: 0, y: 0}
|
m_AnchorMin: {x: 0, y: 0}
|
||||||
m_AnchorMax: {x: 1, y: 1}
|
m_AnchorMax: {x: 1, y: 1}
|
||||||
m_AnchoredPosition: {x: 0, y: 0.000030517578}
|
m_AnchoredPosition: {x: 0, y: -0.000015258789}
|
||||||
m_SizeDelta: {x: 0, y: 0}
|
m_SizeDelta: {x: 0, y: 0}
|
||||||
m_Pivot: {x: 0, y: 1}
|
m_Pivot: {x: 0, y: 1}
|
||||||
--- !u!114 &5343069358979546458
|
--- !u!114 &5343069358979546458
|
||||||
|
@ -1110,7 +1110,7 @@ RectTransform:
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_AnchorMin: {x: 0.5, y: 0.3511042}
|
m_AnchorMin: {x: 0.5, y: 0.3511042}
|
||||||
m_AnchorMax: {x: 0.5, y: 0.3511042}
|
m_AnchorMax: {x: 0.5, y: 0.3511042}
|
||||||
m_AnchoredPosition: {x: 1.9999084, y: -345}
|
m_AnchoredPosition: {x: 1.9999084, y: -357}
|
||||||
m_SizeDelta: {x: 1079, y: 21}
|
m_SizeDelta: {x: 1079, y: 21}
|
||||||
m_Pivot: {x: 0.5, y: 0.5}
|
m_Pivot: {x: 0.5, y: 0.5}
|
||||||
--- !u!222 &4386427765453369220
|
--- !u!222 &4386427765453369220
|
||||||
|
|
|
@ -23,7 +23,7 @@ function this.Initialize()
|
||||||
this.playerSkillList[value.Id]=0
|
this.playerSkillList[value.Id]=0
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
--=========================主角技能
|
||||||
function this.GetSkillInfo()
|
function this.GetSkillInfo()
|
||||||
return this.playerSkillList
|
return this.playerSkillList
|
||||||
end
|
end
|
||||||
|
@ -71,6 +71,10 @@ function this.CheckPlayerSkillRed(redType)
|
||||||
local currData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PlayerSkill,"SkillID",id,"Level",lv)
|
local currData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PlayerSkill,"SkillID",id,"Level",lv)
|
||||||
local nextData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PlayerSkill,"SkillID",id,"Level",lv+1)
|
local nextData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PlayerSkill,"SkillID",id,"Level",lv+1)
|
||||||
if nextData then
|
if nextData then
|
||||||
|
local config=this.GetCurConfigData()
|
||||||
|
if config and nextData.Level>config.PlayerSkillLvMax then
|
||||||
|
return false
|
||||||
|
end
|
||||||
local isShow=true
|
local isShow=true
|
||||||
for i = 1, #currData.LvupCost do
|
for i = 1, #currData.LvupCost do
|
||||||
if BagManager.GetItemCountById(currData.LvupCost[i][1])<currData.LvupCost[i][2] then
|
if BagManager.GetItemCountById(currData.LvupCost[i][1])<currData.LvupCost[i][2] then
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
local PracticeSkillInfoPanel = quick_class("PracticeSkillInfoPanel", BasePanel)
|
local PracticeSkillInfoPanel = quick_class("PracticeSkillInfoPanel", BasePanel)
|
||||||
|
local SkillBaseConfig=ConfigManager.GetConfig(ConfigName.PlayerSkillBasicTable)
|
||||||
--按钮状态
|
--按钮状态
|
||||||
local btnState=0
|
local btnState=0
|
||||||
local costConfig
|
local costConfig
|
||||||
|
@ -10,6 +11,7 @@ function PracticeSkillInfoPanel:InitComponent()
|
||||||
self.titleTxt=Util.GetGameObject(self.gameObject, "bg/title"):GetComponent("Text")
|
self.titleTxt=Util.GetGameObject(self.gameObject, "bg/title"):GetComponent("Text")
|
||||||
self.skillIcon=Util.GetGameObject(self.gameObject, "bg/skill/icon"):GetComponent("Image")
|
self.skillIcon=Util.GetGameObject(self.gameObject, "bg/skill/icon"):GetComponent("Image")
|
||||||
self.skillLv=Util.GetGameObject(self.gameObject, "bg/skill/Text"):GetComponent("Text")
|
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.lockObj=Util.GetGameObject(self.gameObject, "bg/skill/mask")
|
||||||
self.hintInfo=Util.GetGameObject(self.gameObject, "bg/hintTxt"):GetComponent("Text")
|
self.hintInfo=Util.GetGameObject(self.gameObject, "bg/hintTxt"):GetComponent("Text")
|
||||||
self.currInfo=Util.GetGameObject(self.gameObject, "bg/currInfo"):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_close=Util.GetGameObject(self.gameObject, "bg/btnBack")
|
||||||
self.btn_info=Util.GetGameObject(self.gameObject, "bg/btn/Text"):GetComponent("Text")
|
self.btn_info=Util.GetGameObject(self.gameObject, "bg/btn/Text"):GetComponent("Text")
|
||||||
self.redPoint=Util.GetGameObject(self.gameObject, "bg/btn/Image")
|
self.redPoint=Util.GetGameObject(self.gameObject, "bg/btn/Image")
|
||||||
|
self.btn_close2=Util.GetGameObject(self.gameObject, "BackMask")
|
||||||
end
|
end
|
||||||
|
|
||||||
function PracticeSkillInfoPanel:BindEvent()
|
function PracticeSkillInfoPanel:BindEvent()
|
||||||
|
@ -46,6 +49,10 @@ function PracticeSkillInfoPanel:BindEvent()
|
||||||
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
|
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
|
||||||
self:ClosePanel()
|
self:ClosePanel()
|
||||||
end)
|
end)
|
||||||
|
Util.AddClick(self.btn_close2, function()
|
||||||
|
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
|
||||||
|
self:ClosePanel()
|
||||||
|
end)
|
||||||
end
|
end
|
||||||
|
|
||||||
local currLv=0
|
local currLv=0
|
||||||
|
@ -71,14 +78,16 @@ function PracticeSkillInfoPanel:RefreshShow(id,lv)
|
||||||
nextData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PlayerSkill,"SkillID",id,"Level",currLv+1)
|
nextData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PlayerSkill,"SkillID",id,"Level",currLv+1)
|
||||||
self.currInfo.text="本级效果:"..currData.Desc
|
self.currInfo.text="本级效果:"..currData.Desc
|
||||||
self.skillIcon.sprite=self.spLoader:LoadSprite(GetResourcePath(currData.Icon))
|
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.text=currLv
|
||||||
|
self.skillLv.gameObject:SetActive(true)
|
||||||
self.redPoint:SetActive(false)
|
self.redPoint:SetActive(false)
|
||||||
--没有下一等级
|
--没有下一等级
|
||||||
if not nextData then
|
if not nextData then
|
||||||
self.nextInfo.gameObject:SetActive(false)
|
self.nextInfo.gameObject:SetActive(false)
|
||||||
self.costImg.gameObject:SetActive(false)
|
self.costImg.gameObject:SetActive(false)
|
||||||
self.hintInfo.gameObject:SetActive(false)
|
self.hintInfo.gameObject:SetActive(false)
|
||||||
|
self.lockObj.gameObject:SetActive(false)
|
||||||
self.btn_info.text="已达上限"
|
self.btn_info.text="已达上限"
|
||||||
Util.SetGray(self.btn_up,true)
|
Util.SetGray(self.btn_up,true)
|
||||||
btnState=1 --已达上限
|
btnState=1 --已达上限
|
||||||
|
@ -86,20 +95,26 @@ function PracticeSkillInfoPanel:RefreshShow(id,lv)
|
||||||
self.nextInfo.gameObject:SetActive(true)
|
self.nextInfo.gameObject:SetActive(true)
|
||||||
self.nextInfo.text="下级效果:"..nextData.Desc
|
self.nextInfo.text="下级效果:"..nextData.Desc
|
||||||
--如果等级为0 表示未解锁
|
--如果等级为0 表示未解锁
|
||||||
|
--PracticeManager.PracticeLevel
|
||||||
if lv==0 then
|
if lv==0 then
|
||||||
self.btn_info.text="未解锁"
|
self.btn_info.text="未解锁"
|
||||||
self.hintInfo.gameObject:SetActive(true)
|
self.hintInfo.gameObject:SetActive(true)
|
||||||
self.costImg.gameObject:SetActive(false)
|
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"
|
self.hintInfo.text="修行到达"..PracticeManager.GetRankNameByLv(nextData.XiuxianId).."后自动解锁"
|
||||||
Util.SetGray(self.btn_up,true)
|
Util.SetGray(self.btn_up,true)
|
||||||
btnState=2 --未解锁技能
|
btnState=2 --未解锁技能
|
||||||
else
|
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.btn_info.text="升 级"
|
||||||
self.hintInfo.gameObject:SetActive(true)
|
self.hintInfo.gameObject:SetActive(true)
|
||||||
self.costImg.gameObject:SetActive(false)
|
self.costImg.gameObject:SetActive(false)
|
||||||
Util.SetGray(self.btn_up,true)
|
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
|
btnState=2
|
||||||
else
|
else
|
||||||
self.btn_info.text="升 级"
|
self.btn_info.text="升 级"
|
||||||
|
|
|
@ -25,6 +25,9 @@ function this.SetSelectIndex(shopType,storeId,b)
|
||||||
end
|
end
|
||||||
|
|
||||||
function this.Initialize()
|
function this.Initialize()
|
||||||
|
-- 是否已经刷新红点标志位
|
||||||
|
this.RecoverCountRedFlag = {}
|
||||||
|
|
||||||
if not this._CountDownTimer then
|
if not this._CountDownTimer then
|
||||||
this._CountDownTimer = Timer.New(this.TimeUpdate, 1, -1, true)
|
this._CountDownTimer = Timer.New(this.TimeUpdate, 1, -1, true)
|
||||||
this._CountDownTimer:Start()
|
this._CountDownTimer:Start()
|
||||||
|
@ -118,7 +121,7 @@ function this.UpdateShopData(msg)
|
||||||
local shopInfo = this.GetShopInfo(newdata.id)
|
local shopInfo = this.GetShopInfo(newdata.id)
|
||||||
this.CheckShopRedpot(shopInfo.StoreType)
|
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
|
end
|
||||||
-- 刷新物品排序
|
-- 刷新物品排序
|
||||||
this.SortItemList()
|
this.SortItemList()
|
||||||
|
@ -678,9 +681,25 @@ function this.CheckShopRefreshTime()
|
||||||
this._IsRefresh = 0
|
this._IsRefresh = 0
|
||||||
this._RefreshShopList = {}
|
this._RefreshShopList = {}
|
||||||
for _, v in ipairs(this.allShopData) do
|
for _, v in ipairs(this.allShopData) do
|
||||||
local leftTime = this.CountShopRefreshLeftTime(v.id)
|
|
||||||
local shopInfo = this.GetShopInfo(v.id)
|
local shopInfo = this.GetShopInfo(v.id)
|
||||||
local shopType = shopInfo.StoreType
|
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
|
this._RefreshShopList[shopType] = leftTime
|
||||||
-- 判断是否需要刷新商店
|
-- 判断是否需要刷新商店
|
||||||
if leftTime == 0 then
|
if leftTime == 0 then
|
||||||
|
@ -994,7 +1013,7 @@ end
|
||||||
--- 商店的查看时间
|
--- 商店的查看时间
|
||||||
local _ShopCheckTime = {}
|
local _ShopCheckTime = {}
|
||||||
--- 商店刷新按钮的点击状态
|
--- 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
|
-- 检测红点数据,shopType 为空时检测所有商店
|
||||||
function this.ShopCheckRPIsShow(shopType)
|
function this.ShopCheckRPIsShow(shopType)
|
||||||
|
@ -1024,9 +1043,9 @@ end
|
||||||
-- 检测商店刷新次数是否存在
|
-- 检测商店刷新次数是否存在
|
||||||
function this.ShopRefreshRPIsShow(shopType)
|
function this.ShopRefreshRPIsShow(shopType)
|
||||||
-- 判断今天商店的刷新按钮是否被点击过
|
-- 判断今天商店的刷新按钮是否被点击过
|
||||||
if _RefreshBtnIsClick[shopType] then
|
-- if _RefreshBtnIsClick[shopType] then
|
||||||
return false
|
-- return false
|
||||||
end
|
-- end
|
||||||
-- 没有商店数据
|
-- 没有商店数据
|
||||||
local shopData = this.GetShopDataByType(shopType)
|
local shopData = this.GetShopDataByType(shopType)
|
||||||
if not shopData then
|
if not shopData then
|
||||||
|
@ -1106,7 +1125,7 @@ function this.LoadRedpotDataFromLocal()
|
||||||
-- 检测所有商店
|
-- 检测所有商店
|
||||||
for _, type in pairs(SHOP_TYPE) do
|
for _, type in pairs(SHOP_TYPE) do
|
||||||
_ShopCheckTime[type] = PlayerPrefs.GetInt(PlayerManager.uid.."_ShopRedPot_"..type)
|
_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
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -1124,8 +1143,8 @@ end
|
||||||
|
|
||||||
-- 设置商店刷新按钮是否被点击过
|
-- 设置商店刷新按钮是否被点击过
|
||||||
function this.SetShopRefreshBtnClickStatus(shopType, status)
|
function this.SetShopRefreshBtnClickStatus(shopType, status)
|
||||||
PlayerPrefs.SetInt(PlayerManager.uid.."_ShopBtnStatus_"..shopType, status and 1 or 0)
|
-- PlayerPrefs.SetInt(PlayerManager.uid.."_ShopBtnStatus_"..shopType, status and 1 or 0)
|
||||||
_RefreshBtnIsClick[shopType] = status
|
-- _RefreshBtnIsClick[shopType] = status
|
||||||
|
|
||||||
this.CheckShopRedpot(shopType)
|
this.CheckShopRedpot(shopType)
|
||||||
end
|
end
|
||||||
|
|
Loading…
Reference in New Issue