心愿奖励预览提交

dev_chengFeng
wangzhenxing 2023-06-07 11:36:53 +08:00
parent 3301f19f00
commit d1c46a2b4e
5 changed files with 1869 additions and 75 deletions

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: f985b592ef89c21408a01f1be3c38f76
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -4,6 +4,7 @@ local TrialRewardPopup = Inherit(BasePanel)
local this = TrialRewardPopup local this = TrialRewardPopup
local rewardConfig local rewardConfig
local itemList={} --预设容器 local itemList={} --预设容器
local type=0
local sortingOrder=0 local sortingOrder=0
local getFunc = {} local getFunc = {}
local pres = {} local pres = {}
@ -18,10 +19,7 @@ function TrialRewardPopup:InitComponent()
this.scroll=Util.GetGameObject(this.panel,"Scroll") this.scroll=Util.GetGameObject(this.panel,"Scroll")
pres[1]=Util.GetGameObject(this.panel,"Scroll/Pre") pres[1]=Util.GetGameObject(this.panel,"Scroll/Pre")
pres[2]=Util.GetGameObject(this.panel,"Scroll/Pre3") scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scroll.transform,pres[1], nil,
pres[4]=Util.GetGameObject(this.panel,"Scroll/Pre4")
pres[5]=Util.GetGameObject(this.panel,"Scroll/Pre3")
scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scroll.transform,pres[MonsterCampManager.preType], nil,
Vector2.New(this.scroll.transform.rect.width,this.scroll.transform.rect.height),1,1,Vector2.New(0,5)) Vector2.New(this.scroll.transform.rect.width,this.scroll.transform.rect.height),1,1,Vector2.New(0,5))
scrollView.gameObject:GetComponent("RectTransform").anchoredPosition= Vector2.New(0,0) scrollView.gameObject:GetComponent("RectTransform").anchoredPosition= Vector2.New(0,0)
scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5) scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
@ -55,9 +53,9 @@ end
function TrialRewardPopup:OnOpen(...) function TrialRewardPopup:OnOpen(...)
local arg = {...} local arg = {...}
rewardConfig = arg[1] type = arg[1]
getFunc = arg[2] --getFunc = arg[2]
curType = arg[3] --curType = arg[3]
end end
function TrialRewardPopup:OnShow() function TrialRewardPopup:OnShow()
@ -82,26 +80,20 @@ local sortIndex = {
} }
--刷新 --刷新
function this.RefreshPanel(isTop,isAni) function this.RefreshPanel(isTop,isAni)
if curType ~= 4 then LogError("type============="..type)
table.sort(rewardConfig,function(a,b) local configs=ConfigManager.TryGetAllConfigsDataByKey(ConfigName.WishConfig,"LotteryType",type)
if sortIndex[a.state] == sortIndex[b.state] then table.sort(configs,function(a,b)
return a.Id < b.Id return a.Id < b.Id
end end)
return sortIndex[a.state] > sortIndex[b.state] scrollView:SetData(configs,function(index,root)
end) this.SetScrollPre(root,configs[index])
scrollView:SetData(rewardConfig,function(index,root) end,not isTop,not isAni)
this.SetScrollPre(root,rewardConfig[index]) if type==1 then
end,not isTop,not isAni) this.title.text = "神将心愿奖励"
else--踏碎凌霄-仅供展示 elseif type==4 then
scrollView:SetData(rewardConfig,function(index,root) this.title.text = "法宝心愿奖励"
this.SetScrollPre2(root,rewardConfig[index])
end,not isTop,not isAni)
end end
this.title.text = "奖 励"
if curType == 5 then
this.title.text = "任 务"
end
end end
--设置每条数据 --设置每条数据
@ -110,66 +102,58 @@ function this.SetScrollPre(root,data)
local grid=Util.GetGameObject(root,"Grid") local grid=Util.GetGameObject(root,"Grid")
local goBtn=Util.GetGameObject(root,"GoBtn") local goBtn=Util.GetGameObject(root,"GoBtn")
local getBtn=Util.GetGameObject(root,"GetBtn") local getBtn=Util.GetGameObject(root,"GetBtn")
goBtn:SetActive(false)
getBtn:SetActive(false)
local mask=Util.GetGameObject(root,"mask") local mask=Util.GetGameObject(root,"mask")
local pregress = Util.GetGameObject(root,"getRewardProgress") info.text="宝箱"..data.Level.."级奖励"
if pregress then
if curType == 2 then
pregress.gameObject:SetActive(true)
pregress:GetComponent("Text").text = "("..(MonsterCampManager.monsterWave - 1).."/"..data.Id..")"
else
pregress.gameObject:SetActive(false)
end
end
info.text=data.info --string.format( Language[11483],data.Count,MapTrialManager.GetKilCount(),data.Count)
--ResetItemView(root,grid.transform,itemList,#data.BoxReward,0.9,sortingOrder,false,data.BoxReward)
if not itemList[root] then if not itemList[root] then
itemList[root] = {} itemList[root] = {}
end end
for k,v in ipairs(itemList[root]) do for k,v in ipairs(itemList[root]) do
v.gameObject:SetActive(false) v.gameObject:SetActive(false)
end end
for i = 1 , #data.BoxReward do for i = 1 , #data.Reward do
if not itemList[root][i] then if not itemList[root][i] then
itemList[root][i] = SubUIManager.Open(SubUIConfig.ItemView,grid.transform) itemList[root][i] = SubUIManager.Open(SubUIConfig.ItemView,grid.transform)
itemList[root][i].gameObject:SetActive(false) itemList[root][i].gameObject:SetActive(false)
end end
itemList[root][i]:OnOpen(false, data.BoxReward[i], 0.9,false,false,false,sortingOrder) itemList[root][i]:OnOpen(false, data.Reward[i], 0.9,false,false,false,sortingOrder)
itemList[root][i].gameObject:SetActive(true) itemList[root][i].gameObject:SetActive(true)
end end
if data.state==0 then -- if data.state==0 then
-- goText.text="已领取" -- -- goText.text="已领取"
mask:GetComponent("Image").sprite = this.spLoader:LoadSprite("s_slbz_yilingqu_zh") -- mask:GetComponent("Image").sprite = this.spLoader:LoadSprite("s_slbz_yilingqu_zh")
mask:SetActive(true) -- mask:SetActive(true)
goBtn:SetActive(false) -- goBtn:SetActive(false)
getBtn:SetActive(false) -- getBtn:SetActive(false)
elseif data.state==1 then -- elseif data.state==1 then
-- goText.text="领取" -- -- goText.text="领取"
mask:SetActive(false) -- mask:SetActive(false)
goBtn:SetActive(false) -- goBtn:SetActive(false)
getBtn:SetActive(true) -- getBtn:SetActive(true)
elseif data.state==2 then -- elseif data.state==2 then
-- goText.text="前往" -- -- goText.text="前往"
mask:SetActive(false) -- mask:SetActive(false)
goBtn:SetActive(true) -- goBtn:SetActive(true)
getBtn:SetActive(false) -- getBtn:SetActive(false)
end -- end
Util.AddOnceClick(goBtn,function() -- Util.AddOnceClick(goBtn,function()
this:ClosePanel() -- this:ClosePanel()
if data.jump and data.jump > 0 then -- if data.jump and data.jump > 0 then
JumpManager.GoJump(data.jump) -- JumpManager.GoJump(data.jump)
end -- end
end) -- end)
Util.AddOnceClick(getBtn,function() -- Util.AddOnceClick(getBtn,function()
if getFunc then -- if getFunc then
getFunc(data.Id,function() -- getFunc(data.Id,function()
mask:SetActive(true) -- mask:SetActive(true)
getBtn:SetActive(false) -- getBtn:SetActive(false)
this.ChangeState(data.Id) -- this.ChangeState(data.Id)
this.RefreshPanel(false,false) -- this.RefreshPanel(false,false)
end) -- end)
end -- end
end) -- end)
end end
--设置每条数据 --设置每条数据

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@ -102,8 +102,9 @@ function RecruitEquipPanelNew:BindEvent()
--self.UI_effect_RecruitPanel_box_normal:SetActive(true) --self.UI_effect_RecruitPanel_box_normal:SetActive(true)
if RecruitManager.isCanOpenBox then if RecruitManager.isCanOpenBox then
LogError("getid=========="..getId) LogError("getid=========="..getId)
ActivityGiftManager.GetActivityRewardRequest(11901,getId) ActivityGiftManager.GetActivityRewardRequest(11901,getId)
else
UIManager.OpenPanel(UIName.WishHeroRewardPopup,self.config.ShopData[1][1])
end end
end) end)
--奖池预览按钮 --奖池预览按钮

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@ -102,13 +102,14 @@ function RecruitPanelNew:BindEvent()
--self.UI_effect_RecruitPanel_box_normal:SetActive(true) --self.UI_effect_RecruitPanel_box_normal:SetActive(true)
if RecruitManager.isCanOpenBox then if RecruitManager.isCanOpenBox then
LogError("getid=========="..getId) LogError("getid=========="..getId)
ActivityGiftManager.GetActivityRewardRequest(11701,getId) ActivityGiftManager.GetActivityRewardRequest(11701,getId)
else
UIManager.OpenPanel(UIName.WishHeroRewardPopup,self.config.ShopData[4][1])
end end
end) end)
--奖池预览按钮 --奖池预览按钮
Util.AddClick(self.previewBtn, function() Util.AddClick(self.previewBtn, function()
UIManager.OpenPanel(UIName.HeroPreviewNewPanel,true,true,self.config.ShopData[4][1]) UIManager.OpenPanel(UIName.HeroPreviewNewPanel,true,true,self.config.ShopData[1][1])
end) end)
-- --心愿抽卡界面 -- --心愿抽卡界面