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

dev_chengFeng
wangzhenxing 2021-12-02 17:43:00 +08:00
commit d424af4e4e
29 changed files with 8803 additions and 129 deletions

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m_PressedTrigger: Pressed
m_DisabledTrigger: Disabled
m_Interactable: 1
m_TargetGraphic: {fileID: 4608772836786518743}
m_TargetGraphic: {fileID: 0}
m_OnClick:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.Button+ButtonClickedEvent, UnityEngine.UI, Version=1.0.0.0,
Culture=neutral, PublicKeyToken=null
--- !u!114 &2701164617694923033
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8000621589060620338}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: e459a084d8e15a240b58db751097122b, type: 3}
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 1
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
--- !u!1 &8274042201485996445
GameObject:
m_ObjectHideFlags: 0
@ -9745,7 +9886,7 @@ RectTransform:
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 740383991810304952}
m_RootOrder: 0
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}

View File

@ -7276,7 +7276,7 @@ MonoBehaviour:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_Sprite: {fileID: 21300000, guid: 5864ce4d395e1a64e8184c7179881693, type: 3}
m_Sprite: {fileID: 21300000, guid: b24e77627457e2d42985d55cfa8d72af, type: 3}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: bfd143034ae7afb49b12b187932a856f
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -28532,23 +28532,31 @@ MonoBehaviour:
extension: .mp3
resPathIndex: 192
resAbNameIndex: 490
- resName: Audio_normal_effect_dao_attack
- resName: Audio_normal_effect_dao3_hit
extension: .mp3
resPathIndex: 192
resAbNameIndex: 490
- resName: Audio_normal_effect_dao_hit
- resName: Audio_normal_effect_fo_attack
extension: .mp3
resPathIndex: 192
resAbNameIndex: 490
- resName: Audio_normal_effect_yao1_attack
- resName: Audio_normal_effect_fo_hit
extension: .mp3
resPathIndex: 192
resAbNameIndex: 490
- resName: Audio_normal_effect_yao_attack
- resName: Audio_normal_effect_ren_attack
extension: .mp3
resPathIndex: 192
resAbNameIndex: 490
- resName: Audio_normal_effect_yao_hit
- resName: Audio_normal_effect_ren_hit
extension: .mp3
resPathIndex: 192
resAbNameIndex: 490
- resName: Audio_normal_effect_yao3_attack
extension: .mp3
resPathIndex: 192
resAbNameIndex: 490
- resName: Audio_normal_effect_yao3_hit
extension: .mp3
resPathIndex: 192
resAbNameIndex: 490
@ -59200,6 +59208,10 @@ MonoBehaviour:
extension: .prefab
resPathIndex: 769
resAbNameIndex: 3219
- resName: page17
extension: .prefab
resPathIndex: 769
resAbNameIndex: 3219
- resName: TailsmanSoulMainPanel
extension: .prefab
resPathIndex: 769

View File

@ -1170,7 +1170,8 @@ JumpType = {
linglongBaojing = 10067,
JiTianHaoLi = 20014, --积天豪礼
honglushop = 20274
honglushop = 20274,
fangcunxunbaoShop = 20275,
}
NPCPosType={
@ -1363,6 +1364,7 @@ ActivityTypeDef = {
tiandihonglu = 74,
ContinueGift = 85, -- 连续礼包
Incarnation = 86,
}
--活动结束需要处理面板关闭类型
ActivityTypePanel = {
@ -2523,6 +2525,7 @@ PRE_REWARD_POOL_TYPE = {
LINGLONG = 17, --玲珑宝镜
TIANDIHONGLU = 18,--天地洪炉
TIANDIHONGLU_UP = 19,--天地洪炉
Incarnation = 20,--变身卡
}
DirectBuyType = {
XSHL = 11,--限时豪礼

View File

@ -1824,7 +1824,7 @@ function ResetItemView(root,rewardRoot,itemList,max,scale,sortingOrder,type,...)
else
for i = 1, #data1 do
if itemList[root][i] then
itemList[root][i]:OnOpen(false, {data1[i][1],data1[i][2]},scale,false,false,false,sortingOrder)
itemList[root][i]:OnOpen(false, {data1[i][1],data1[i][2],data1[i][3],data1[i][4]},scale,false,false,false,sortingOrder)
itemList[root][i]:Reset({data1[i][1],data1[i][2]},ItemType.Hero,{false,true,true,true})
itemList[root][i].gameObject:SetActive(true)
end
@ -1841,12 +1841,13 @@ function ResetItemView(root,rewardRoot,itemList,max,scale,sortingOrder,type,...)
itemList[root][1].gameObject:SetActive(true)
else
for i = 1, #data1 do
itemList[root][i]:OnOpen(false, {data1[i][1],data1[i][2]},scale,false,false,false,sortingOrder)
itemList[root][i]:OnOpen(false, {data1[i][1],data1[i][2],data1[i][3],data1[i][4],data1[i][5]},scale,false,false,false,sortingOrder)
itemList[root][i]:Reset({data1[i][1],data1[i][2]},ItemType.Hero,{false,true,true,true})
itemList[root][i].gameObject:SetActive(true)
end
end
end
end
--计算字符串长度

View File

@ -509,4 +509,5 @@ SubUIConfig = {
[33] = {name = "XunBaoMiZongPanel",assetName = "XunBaoMiZongPanel",script = "Modules/XunBaoMiZong/XunBaoMiZongPanel"},--寻宝迷踪
[34] = {name = "WeekCardPage",assetName = "WeekCardPage",script = "Modules/Operating/WeekCardPage"},
[35] = {name = "page16",assetName = "page16",script = "Modules/TailsManSoul/TailsmanSoulChipLottery"},
[36] = {name = "page17",assetName = "page17",script = "Modules/Incarnation/IncarnationLottery"},
}

View File

@ -139,7 +139,7 @@ function this.InitActivityServerData(msg, isUpdate)
this.CheckMoneyProgress(v)
this.mission[v.activityId] = v
-- LogYellow("刷新活动数据activityId" .. v.activityId .. " value" .. v.value)
LogYellow("刷新活动数据activityId" .. v.activityId .. " value" .. v.value)
for n, m in ipairs(v.mission) do
--LogGreen(" 刷新活动数据missionId" .. m.missionId .. " state" .. m.state .. " progress" .. m.progress)
if (v.activityId == ActivityTypeDef.OnlineGift) then

View File

@ -37,20 +37,20 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
--
local roleId=role.roleData.roleId
local live=HeroConfig[role.roleData.roleId].Live
--如果英雄装备皮肤
if role.roleData.skinId and role.roleData.skinId>0 then
roleId=role.roleData.skinId
local skin=ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Type",roleId)
if skin then
live=skin.Live
end
end
if not role.roleData.skinId then
self.skinId=0
-- 判断是否有皮肤
if not role.roleData.skinId or role.roleData.skinId == 0 then
self.skinId = 0
else
self.skinId=roleId
self.skinId = role.roleData.skinId
end
--如果英雄装备皮肤
if self.skinId and self.skinId > 0 then
roleId = self.skinId
local skin=ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Type",roleId)
if skin then
live=skin.Live
end
end
self.hpCache = self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
self.hpSlider.fillAmount = self.hpCache
self.hpPassSlider.fillAmount = self.hpCache
@ -114,6 +114,7 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
if mirrOffset and mirrOffset[1]~=0 and mirrOffset[2]~=0 then
self.RoleLiveGO:GetComponent("RectTransform").anchoredPosition = Vector2.New(mirrOffset[1],mirrOffset[2])
self.RoleLiveGO2:GetComponent("RectTransform").anchoredPosition = Vector2.New(mirrOffset[1],mirrOffset[2]+400)
self.outOffset = RoleConfig[roleId].mirrorimage_offset
end
self.RoleLiveGO:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0,180, 0))

View File

@ -44,21 +44,21 @@ function PlayerView:onCreate(go, role, position, root)
self.hpPassSlider.fillAmount = self.hpCache
self.yujiaSlider.fillAmount = 0
local roleId=role.roleData.roleId
local live=HeroConfig[role.roleData.roleId].Live
--如果英雄装备皮肤
if role.roleData.skinId and role.roleData.skinId>0 then
roleId=role.roleData.skinId
local skin=ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Type",roleId)
if skin then
live=skin.Live
end
end
if not role.roleData.skinId then
self.skinId=0
else
self.skinId=roleId
local live=HeroConfig[role.roleData.roleId].Live
-- 判断是否有皮肤
if not role.roleData.skinId or role.roleData.skinId == 0 then
self.skinId = 0
else
self.skinId = role.roleData.skinId
end
--如果英雄装备皮肤
if self.skinId and self.skinId > 0 then
roleId = self.skinId
local skin = ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Type",roleId)
if skin then
live = skin.Live
end
end
self.livePath = GetResourcePath(live)
self.play_liveScale = RoleConfig[roleId].play_liveScale
self.enemy_liveScale = RoleConfig[roleId].enemy_liveScale
@ -140,6 +140,7 @@ function PlayerView:onCreate(go, role, position, root)
if mirrOffset and mirrOffset[1]~=0 and mirrOffset[2]~=0 then
self.RoleLiveGO:GetComponent("RectTransform").anchoredPosition = Vector2.New(mirrOffset[1],mirrOffset[2])
self.RoleLiveGO2:GetComponent("RectTransform").anchoredPosition = Vector2.New(mirrOffset[1],mirrOffset[2]-300)
self.outOffset = RoleConfig[roleId].mirrorimage_offset
end
self.RoleLiveGO:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0,180, 0))
self.RoleLiveGO2:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0,180, 0))

View File

@ -246,7 +246,6 @@ function LingShouBaoGe:refreshBtnShow()
end
function LingShouBaoGe:Recruit(id,RecruitMaxtimesId,itemId,itemNum,state,freeTimesId,recruitType)
local generalType = id%2 == 0 and RecruitType.BaoGeSingle or RecruitType.BaoGeTen
local num = id%2 == 0 and 1 or 10
--是否超过每日最大上限
if PrivilegeManager.GetPrivilegeRemainValue(RecruitMaxtimesId) < num then
@ -260,7 +259,7 @@ function LingShouBaoGe:Recruit(id,RecruitMaxtimesId,itemId,itemNum,state,freeTim
end
end
if itemId == 16 and state == 0 then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitConfirm,self.tenRecruit.Id,
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitConfirm,id,
function()
RecruitManager.RecruitRequest(id,function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(RecruitMaxtimesId,num)

View File

@ -121,8 +121,10 @@ function this:OnClose()
fun()
fun = nil
end
poolManager:UnLoadLive(this.LiveName,this.LiveGO )
this.LiveName= nil
if this.LiveName then
poolManager:UnLoadLive(this.LiveName,this.LiveGO )
this.LiveName= nil
end
end
function this:OnDestroy()

View File

@ -79,8 +79,10 @@ function this:OnClose()
fun()
fun = nil
end
poolManager:UnLoadLive(this.LiveName,this.LiveGO )
this.LiveName= nil
if this.LiveName then
poolManager:UnLoadLive(this.LiveName,this.LiveGO )
this.LiveName= nil
end
end
function this:OnDestroy()

View File

@ -123,7 +123,12 @@ function this:OnShow(_parent,_Data)
for k,v in pairs(souls) do
table.insert(newList,{Reward = {v,1},WeightShow = itemList[k].WeightShow})
end
LogGreen("#newList:"..#newList)
UpItemList = newList
elseif activityType == ActivityTypeDef.Incarnation then
this.secondTitle.text="变身卡自选箱"
local newList = {}
itemList = RecruitManager.GetRewardPreviewData(poolType)
table.insert(newList,{Reward = {itemList[1].Reward[1],1},WeightShow = itemList[1].WeightShow})
UpItemList = newList
else
UpItemList = RecruitManager.GetRewardPreviewData(poolUpType)
@ -159,6 +164,7 @@ end
local hero
--活动类型 所有抽卡 up
function this:BuildRateData(actType,UpItem,upItemList)
local rateList = {}
local _upRateList = {}
@ -203,6 +209,12 @@ function this:BuildRateData(actType,UpItem,upItemList)
table.insert(_upRateList,{id = m.Reward[1],tag = "法宝碎片UP!", name=itemConfig.Name,value = m.WeightShow,color = "AD4152"})
end
rateList = this:RefreshSoulRate(UpItem,_upRateList,ItemType.talismanSoulChip)
elseif actType == ActivityTypeDef.Incarnation then
for n,m in ipairs(upItemList) do
local itemConfig=ConfigManager.TryGetConfigData(ConfigName.ItemConfig, m.Reward[1])
table.insert(_upRateList,{id = m.Reward[1],tag = "终极大奖!", name=itemConfig.Name,value = m.WeightShow,color = "AD4152"})
end
rateList = this:RefreshIncarnationRate(UpItem,_upRateList,ItemType.Incarnation)
end
for k,v in ipairs(this.ratePreList) do
@ -226,6 +238,20 @@ function this:BuildRateData(actType,UpItem,upItemList)
return _upRateList,rateList
end
function this:RefreshIncarnationRate(UpItem,_upRateList,itemType)
local rateList = {}
for k,v in ipairs(_upRateList) do
for n,m in ipairs(UpItem) do
if v.id == m.Reward[1] then
table.insert(rateList,v)
else
table.insert(rateList,{tag=itemConfig[m.Reward[1]].Name,name=string.format("%s×%s",itemConfig[m.Reward[1]].Name,m.Reward[2]),value = m.WeightShow,color = "BDB69C"})
end
end
end
return rateList
end
--通用计算权重功能
function this:ReculateRate(list)
local weight=0

View File

@ -0,0 +1,354 @@

local IncarnationLottery = {}
local sortingOrder = 0
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local artConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local lotterySetting=ConfigManager.GetConfig(ConfigName.LotterySetting)
local privilegeConfig=ConfigManager.GetConfig(ConfigName.PrivilegeTypeConfig)
local lotterySpecialConfig = ConfigManager.GetConfig(ConfigName.LotterySpecialConfig)
local wishSoulData
function IncarnationLottery:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = IncarnationLottery })
return b
end
--初始化组件(用于子类重写)
function IncarnationLottery:InitComponent()
self.spLoader = SpriteLoader.New()
self.btnHelp= Util.GetGameObject(self.gameObject,"help")
self.helpPosition=self.btnHelp:GetComponent("RectTransform").localPosition
self.limit = Util.GetGameObject(self.gameObject,"limitdi/limit"):GetComponent("Text")
--rightUp
self.rightUp = Util.GetGameObject(self.gameObject,"rightUp")
self.btnReward = Util.GetGameObject(self.rightUp,"reward")
self.btnStore = Util.GetGameObject(self.rightUp,"store")
self.btnGift = Util.GetGameObject(self.rightUp,"gift")
self.btns = {}
for i = 1 , 2 do
self.btns[i] = {}
self.btns[i].btn = Util.GetGameObject(self.rightUp,"btn"..i)
self.btns[i].red = Util.GetGameObject(self.btns[i].btn.gameObject,"redPoint")
self.btns[i].info = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/Text"):GetComponent("Text")
self.btns[i].icon = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/icon"):GetComponent("Image")
self.btns[i].num = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/num"):GetComponent("Text")
end
self.btnTime = Util.GetGameObject(self.btns[1].btn,"di1/time"):GetComponent("Text")
--center
self.center = Util.GetGameObject(self.gameObject,"center/TurnTable/itemlist")
self.icons = {}
for i = 1 , 12 do
self.icons[i] = {}
self.icons[i].go = Util.GetGameObject(self.center,"item"..i)
self.icons[i].pre = Util.GetGameObject(self.icons[i].go,"pre")
self.icons[i].kuang = Util.GetGameObject(self.icons[i].pre,"itemPos")
self.icons[i].icon = Util.GetGameObject(self.icons[i].pre,"icon"):GetComponent("Image")
self.icons[i].num = Util.GetGameObject(self.icons[i].pre,"numDi/Text"):GetComponent("Text")
end
self.updateTimes = Util.GetGameObject(self.gameObject,"updateTimes")
--self.updateTimesTip = Util.GetGameObject(self.updateTimes,"Text"):GetComponent("Text")
self.updateTimesTip1 = Util.GetGameObject(self.updateTimes,"Text1"):GetComponent("Text")
self.mask = Util.GetGameObject(self.gameObject,"mask")
self._last = 0
self._cyclesNum = 10
self.reward = {}
end
--绑定事件(用于子类重写)
function IncarnationLottery:BindEvent()
Util.AddOnceClick(self.btnHelp, function()
UIManager.OpenPanel(UIName.HelpPopup,self.actConfig.HelpId,self.helpPosition.x,self.helpPosition.y)
end)
Util.AddOnceClick(self.btnReward, function()
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.RecrutDetail,self.actConfig.HelpId,self.actType,PRE_REWARD_POOL_TYPE.Incarnation,PRE_REWARD_POOL_TYPE.Incarnation)
end)
Util.AddOnceClick(self.btnStore, function()
JumpManager.GoJump(40049)
end)
Util.AddOnceClick(self.btnGift,function ()
if not self.actData then
return
end
UIManager.OpenPanel(UIName.ContinueGiftPanel, self.actData.activityId)
end)
end
--添加事件监听(用于子类重写)
function IncarnationLottery:AddListener()
end
--移除事件监听(用于子类重写)
function IncarnationLottery:RemoveListener()
end
--界面打开时调用(用于子类重写)
function IncarnationLottery:OnOpen(_activityConfig,_index,parent)
self.actConfig = _activityConfig
self.pageIndex = _index
self.parent = parent
end
function IncarnationLottery:OnSortingOrderChange(_sortingOrder)
sortingOrder = _sortingOrder or 0
end
-- 打开,重新打开时回调
function IncarnationLottery:OnShow(_sortingOrder)
self.gameObject:SetActive(true)
sortingOrder = _sortingOrder
self.actId = self.actConfig.ActId
self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType
if self.actConfig.IfBack == 1 then
if self.actConfig.ActiveType > 0 then
local id = ActivityGiftManager.IsActivityTypeOpen(self.actConfig.ActiveType)
if id and id > 0 then
self.actId = id
local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.ActivityGroups,"PageType",self.actConfig.PageType,"ActiveType",self.actConfig.ActiveType,"ActId",id)
if config then
self.actConfig = config
end
end
end
end
local array = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySetting,"ActivityId",self.actId)
self.singleRecruit = array[1]
self.tenRecruit = array[2]
self.freeTimesId=self.singleRecruit.FreeTimes
self.maxtimesId=self.singleRecruit.MaxTimes
self:contentShow()
self:refreshMagicNum()
self:refreshBtnShow()--刷新按钮显示
self.center.transform.localRotation = Quaternion.Euler(Vector3.zero)
self._last = self.center.transform.localRotation.z
self:DelayMaskWithBool(false)
self:TurnTable(1)
end
--五个魂印头像
function IncarnationLottery:contentShow()
self.reward = {}
self.rewardWeight = {}
local data = RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.Incarnation)
for i = 1 , #self.icons do
local str1 = data[i].Reward[1].."#"..data[i].Reward[2]
self.icons[i].icon.sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(data[i].Reward[1]))
self.icons[i].num.text = data[i].Reward[2]
self.reward[str1] = i
self.rewardWeight[str1] = data[i].WeightShow
end
end
function IncarnationLottery:refreshMagicNum()
self.actData = ActivityGiftManager.GetActivityTypeInfo(self.actType)
local isActive = CommonActPageManager.HasContinueGift(self.actData.activityId)
self.btnGift:SetActive(isActive)
--local d = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySpecialConfig,"Type",self.singleRecruit.MergePool)
--self.updateTimesTip.text = string.format("<color=#cbb981>召唤<color=#%s>%s</color>次必得红色碎片</color>","ff850c",d[1].Count - self.actData.value)
local endTime = ActivityGiftManager.GetTaskEndTime(self.actType) - PlayerManager.serverTime
self.updateTimesTip1.text = string.format("<color=#cbb981>活动剩余时间:%s</color>",self:TimeToDHMS(endTime))
local timeDown=CalculateSecondsNowTo_N_OClock(0)
self.timer = Timer.New(function()
if timeDown < 1 then
self:RefreshGetHeroTimes()
return
else
self.btnTime.text = TimeToHMS(timeDown).."后刷新"
end
if endTime < 1 then
self.timer:Stop()
self.timer = nil
self:OnShow(sortingOrder)
return
else
self.updateTimesTip1.text = string.format("<color=#cbb981>活动剩余时间:%s</color>",self:TimeToDHMS(endTime))
end
endTime = endTime - 1
timeDown = timeDown - 1
end, 1, -1, true)
self.timer:Start()
end
function IncarnationLottery:refreshBtnShow()
local curTimes = PrivilegeManager.GetPrivilegeUsedTimes(self.maxtimesId)
self.limit.text ="今日召唤上限:"..curTimes.."/"..privilegeConfig[self.maxtimesId].Condition[1][2]
self.btnTime.gameObject:SetActive(false)
local freeTime = 0
if self.freeTimesId and self.freeTimesId > 0 then
freeTime = PrivilegeManager.GetPrivilegeRemainValue(self.freeTimesId)
RecruitManager.freeUseTimeList[self.freeTimesId]=freeTime
end
--按钮赋值
for n, m in ipairs(self.btns) do
--存在免费次数 并且 免费>=1 并且是1按钮
local isFree = freeTime >= 1 and n == 1
m.red.gameObject:SetActive(isFree)
m.icon.gameObject:SetActive(not isFree)
m.num.gameObject:SetActive(not isFree)
local itemId=0
local itemNum=0
local type = 0
if n == 1 then
type = self.singleRecruit.Id
m.info.text = "1次"
else
type = self.tenRecruit.Id
m.info.text = "10次"
end
local d = {}
if (isFree) then
self.btnTime.gameObject:SetActive(false)
m.info.text="免费抽取"
else
local d = RecruitManager.GetExpendData(type)
itemId=d[1]
itemNum=d[2]
m.icon.sprite = self.spLoader:LoadSprite(artConfig[itemConfig[itemId].ResourceID].Name)
m.num.text= tostring(itemNum)
end
Util.AddOnceClick(m.btn,function()
if not isFree then
if BagManager.GetItemCountById(itemId) < itemNum then
PopupTipPanel.ShowTip(itemConfig[itemId].Name.."数量不足!")
return
end
end
local recrutId = n == 1 and self.singleRecruit.Id or self.tenRecruit.Id
local recrutNum = n == 1 and 1 or 10
local uiName = n == 1 and UIName.QianKunBoxBuyOnePanel or UIName.QianKunBoxBuyTenPanel
self:Recruit(recrutNum,recrutId,uiName)
end)
end
end
function IncarnationLottery:Recruit(recrutType,recrutId,uiName)
if PrivilegeManager.GetPrivilegeUsedTimes(self.maxtimesId)+recrutType>privilegeConfig[self.maxtimesId].Condition[1][2] then
PopupTipPanel.ShowTip("无法超出每日召唤次数上限!")
return
end
RecruitManager.RecruitRequest(recrutId, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(self.maxtimesId,recrutType)--记录抽卡次数
--先转转盘
local index = 1
local rotate = self.center.transform.localRotation
local bestIndex = 0
if recrutId == self.singleRecruit.Id then
local weight = nil
for i = 1,#msg.drop.itemlist do
local str = msg.drop.itemlist[i].itemId.."#"..msg.drop.itemlist[i].itemNum
if not weight then
weight = self.rewardWeight[str]
bestIndex = self.reward[str]
elseif self.rewardWeight[str] then
if weight < self.rewardWeight[str] then
weight = self.rewardWeight[str]
bestIndex = self.reward[str]
end
end
end
else
local drop = {}
drop = msg.drop.itemlist[1]
bestIndex = self.reward[drop.itemId.."#"..drop.itemNum]
end
self:TurnTable(2,bestIndex,function()
UIManager.OpenPanel(uiName, msg.drop,recrutId,{RecruitType.QianKunBoxTen,RecruitType.QianKunBoxTen})
end)
--UIManager.OpenPanel(uiName, msg.drop,recrutId,{RecruitType.QianKunBoxTen,RecruitType.QianKunBoxTen})
end,self.freeTimesId)
end
function IncarnationLottery:TurnTable(turnType,pos,fun)
if turnType == 1 then --默认旋转
self._cyclesNum = 43200 --一直循环
self:TurnEffectReset(20)
elseif turnType == 2 then --抽奖旋转 至指定位置
self:DelayMaskWithBool(true)
self._cyclesNum = 3
self:TurnEffectReset(3,true,pos,function()--当效果播放完毕后 从管理器取得数据
self:DelayMaskWithBool(false)
if fun then
fun()
end
end)
end
end
function IncarnationLottery:DelayMaskWithBool(isShow)
self.mask.gameObject:SetActive(isShow)
end
---转盘滚动特效重设 1移动速度值越小越快 2是否停止 3停止位置
function IncarnationLottery:TurnEffectReset(turnSpeed,isStop,pos,func)
local s = function()
if isStop then
self._last = self.center.transform.localRotation.z
local a = self._cyclesNum * -360 - (12 - pos) * 30 - 18 - self._last;
self.tween:Kill()
self.center.transform:DORotate(Vector3.New(0, 0, a), turnSpeed):SetEase(Ease.OutQuad):OnComplete(function()
Timer.New(function()
if func then--回调
func()
end
self.tween = self.center.transform:DORotate(Vector3.New(0, 0, self._last - 360), turnSpeed,1):SetLoops(-1,0):SetEase(Ease.Linear):OnComplete(function()
end)
end,1):Start()
end)
else
self.tween = self.center.transform:DORotate(Vector3.New(0, 0, self._last - 360), turnSpeed,1):SetLoops(-1,0):SetEase(Ease.Linear):OnComplete(function()
end)
end
end
s()
end
--- 将一段时间转换为天时分秒
function IncarnationLottery:TimeToDHMS(second)
local day = math.floor(second / (24 * 3600))
local minute = math.floor(second / 60) % 60
local sec = math.floor(second % 60)
local hour = math.floor(math.floor(second - day * 24 * 3600 - sec - minute * 60) / 3600)
if day <= 0 and hour <= 0 then
return string.format("%s分%s秒",minute, sec)
else
return string.format("%s天%s小时",day, hour)
end
end
--界面关闭时调用(用于子类重写)
function IncarnationLottery:OnClose()
self.gameObject:SetActive(false)
if self.timer then
self.timer:Stop()
self.timer = nil
end
if self.shopView then
SubUIManager.Close(self.shopView)
end
self.shopView = nil
end
--界面销毁时调用(用于子类重写)
function IncarnationLottery:OnDestroy()
self.btns = {}
if self.shopView then
SubUIManager.Close(self.shopView)
end
self.shopView = nil
end
return IncarnationLottery

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: f805af1f87556b3478abe203583d638f
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -105,7 +105,7 @@ function IncarnationPanel:BindEvent()
local singData = {}
singData.title = ""
singData.pro = {}
singData.tip = string.format("说明:每获得一种化身,全体神将获得如下属性加成:%s",IncarnationManager.SingleIncarnationProDes)
singData.tip = string.format("<size=30>说明:每获得一种化身,全体神将获得如下属性加成:\n%s</size>",IncarnationManager.SingleIncarnationProDes)
table.insert(data,singData)
-- for i = 1 ,#data do
-- LogGreen("data[i]:"..data[i].title.." #pro:"..#data[i].pro)

View File

@ -846,6 +846,9 @@ local jumpDic = {
[JumpType.honglushop] = function(data)
this.JumpActivity(JumpType.honglushop, data[1])
end,
[JumpType.fangcunxunbaoShop] = function(data)
this.JumpActivity(JumpType.fangcunxunbaoShop, data[1])
end,
}
function this.JumpActivity(data,skipfactor)

View File

@ -98,7 +98,7 @@ function RewardEquipSingleShowPopup2:BindEvent()
table.insert(curResolveAllItemList,equip)
local type = 1
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
self.SendBackResolveReCallBack(drop)
self:SendBackResolveReCallBack(drop)
end)
end
else
@ -141,6 +141,30 @@ function RewardEquipSingleShowPopup2:BindEvent()
end)
end
--道具 和 装备分解 发送请求后 回调
function RewardEquipSingleShowPopup2:SendBackResolveReCallBack(drop)
local isShowReward=false
if drop.itemlist~=nil and #drop.itemlist>0 then
for i = 1, #drop.itemlist do
if drop.itemlist[i].itemNum>0 then
isShowReward=true
break
end
end
end
if isShowReward then
UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function ()
BagManager.OnShowTipDropNumZero(drop)
end)
else
BagManager.OnShowTipDropNumZero(drop)
end
if self.func then
self.func()
end
self:ClosePanel()
end
--添加事件监听(用于子类重写)
function RewardEquipSingleShowPopup2:AddListener()

View File

@ -265,7 +265,8 @@ function this.GetRewardPreviewData(type)
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 then--降妖夺宝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.GetLINGLONGPreviewData()
@ -309,6 +310,8 @@ function this.GetActivityPreviewData(type)--非常驻抽卡奖池预览
curActivityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.XiangYaoDuoBao)
elseif type==PRE_REWARD_POOL_TYPE.TIANDIHONGLU then
curActivityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.tiandihonglu)
elseif type==PRE_REWARD_POOL_TYPE.Incarnation then
curActivityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.Incarnation)
end
local data = nil
if curActivityId ~= nil then --活动招募
@ -319,7 +322,7 @@ function this.GetActivityPreviewData(type)--非常驻抽卡奖池预览
end
local poolId = nil
if data ~= nil then
if type == PRE_REWARD_POOL_TYPE.LOTTERY_SOUL or type == PRE_REWARD_POOL_TYPE.TIANDIHONGLU 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
data = ConfigManager.GetConfigDataByKey(ConfigName.LotterySpecialConfig,"Type",data.MergePool)

View File

@ -186,7 +186,7 @@ function RewardBoxPanel:SetSingleGiftData(index,item,boxId,tagNum)
select:GetComponent("Button").interactable = BagManager.isBagPanel
select:SetActive(BagManager.isBagPanel)
yihuode:SetActive(false)
if itemConfig[rewardGroup[boxId].ShowItem[index][1]].ItemType == ItemType.Incarnation then
if itemConfig[rewardGroup[boxId].ShowItem[index][1]].ItemType == ItemType.Incarnation and BagManager.isBagPanel then
local num = BagManager.GetItemCountById(rewardGroup[boxId].ShowItem[index][1])
if num > 0 then
select:SetActive(false)

View File

@ -151,6 +151,37 @@ function TailsmanSoulChipLottery:OnShow(_sortingOrder)
self:refreshMagicNum()
self:refreshBtnShow()--刷新按钮显示
self:contentShow()
self:IconsPlayAnim()
end
function TailsmanSoulChipLottery:IconsPlayAnim()
if self.IconsPlayAnimTimer then
self.IconsPlayAnimTimer:Stop()
self.IconsPlayAnimTimer = nil
end
self.coroutines = {}
local playAnimFunc = function()
for i = 1, #self.icons do
self.coroutines[i] = coroutine.start(function()
coroutine.wait(i/5)
while(true) do
local pos = self.icons[i].go.transform.localPosition
local tw = self.icons[i].go.transform:DOLocalMove(Vector3(pos.x, pos.y + 50, pos.z), 1.5 , false):OnStart(function ()
end):OnUpdate(function()
end):OnComplete(function ()
pos = self.icons[i].go.transform.localPosition
self.icons[i].go.transform:DOLocalMove(Vector3(pos.x, pos.y - 50, pos.z), 1.5 , false):OnStart(function () end):OnUpdate(function()
end):OnComplete(function ()
end)
end):SetEase(Ease.Linear)
coroutine.wait(3)
end
end)
end
end
playAnimFunc()
-- self.IconsPlayAnimTimer = Timer.New(playAnimFunc,3,-1,false)
-- self.IconsPlayAnimTimer:Start()
end
function TailsmanSoulChipLottery:refreshMagicNum()
@ -307,6 +338,9 @@ function TailsmanSoulChipLottery:OnClose()
SubUIManager.Close(self.shopView)
end
self.shopView = nil
for i = 1, #self.icons do
coroutine.stop(self.coroutines[i])
end
end
--界面销毁时调用(用于子类重写)
function TailsmanSoulChipLottery:OnDestroy()

View File

@ -595,6 +595,13 @@ function this:ShopItemAdapter(shopItem, itemData)
PopupTipPanel.ShowTip(Language[12039])
end)
Util.AddOnceClick(bg, function()
if con.ItemType == ItemType.Incarnation then
local num = BagManager.GetItemCountById(con.Id)
if num > 0 then
PopupTipPanel.ShowTip("无法选择已获取过的变身卡!")
return
end
end
-- 售空
if isEmpty then
PopupTipPanel.ShowTip(Language[12039])

View File

@ -579,6 +579,13 @@ function ShopViewNew:ShopItemAdapter(shopItem, itemData)
PopupTipPanel.ShowTip("商品已售空")
end)
Util.AddOnceClick(bg, function()
if con.ItemType == ItemType.Incarnation then
local num = BagManager.GetItemCountById(con.Id)
if num > 0 then
PopupTipPanel.ShowTip("无法选择已获取过的变身卡!")
return
end
end
-- 售空
if isEmpty then
PopupTipPanel.ShowTip("商品已售空")