【灵兽抽卡】 开坑

dev_chengFeng
ZhangBiao 2020-11-10 11:34:19 +08:00
parent 495ea6e24e
commit d493246f2f
21 changed files with 7055 additions and 21 deletions

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@ -67,48 +67,53 @@ local tabs = {
default = "s_shenyitianjiang_anniu_02", lock = "s_shenyitianjiang_anniu_02", select = "s_shenyitianjiang_anniu_01",
rpType = "",panelType = PanelType.Main,ActType = ActivityTypeDef.ShenYiTianJiang
},
[16] = { --珍奇礼包
[16] = { --灵兽宝阁
default = "l_lingshou_lingshoubaogeanniu02", lock = "l_lingshou_lingshoubaogeanniu02", select = "l_lingshou_lingshoubaogeanniu01",
rpType = "",panelType = PanelType.Main,ActType = ActivityTypeDef.FindFairy
},
[17] = { --珍奇礼包
default = "z_zhenqibaoge_anniu_02", lock = "z_zhenqibaoge_anniu_02", select = "z_zhenqibaoge_anniu_01",
rpType = "",panelType = PanelType.Main,ActType = ActivityTypeDef.DynamicAct_Treasure
},
[17] = { --累计充值 一天一刷
[18] = { --累计充值 一天一刷
default = "r_huodong_leijichengzhianniu_01", lock = "r_huodong_leijichengzhianniu_01", select = "r_huodong_leijichengzhianniu",
rpType = RedPointType.DynamicActRecharge,panelType = PanelType.Main,ActType = ActivityTypeDef.AccumulativeRechargeExper
},
[18] = { --累计充值 一周一刷
[19] = { --累计充值 一周一刷
default = "r_huodong_leijichengzhianniu_01", lock = "r_huodong_leijichengzhianniu_01", select = "r_huodong_leijichengzhianniu",
rpType = RedPointType.DynamicActRecharge,panelType = PanelType.Main,ActType = ActivityTypeDef.DynamicAct_recharge
},
[19] = { --限时商市
[20] = { --限时商市
default = "x_xianshishangshi_anniu_02", lock = "x_xianshishangshi_anniu_02", select = "x_xianshishangshi_anniu_01",
rpType = "",panelType = PanelType.Main,ActType = ActivityTypeDef.DynamicAct_TimeLimitShop
},
[20] = { --限时兑换
[21] = { --限时兑换
default = "r_xianshiduihuan_anniu_01", lock = "r_xianshiduihuan_anniu_01", select = "r_xianshiduihuan_anniu",
rpType = "",panelType = PanelType.Main,ActType = ActivityTypeDef.LimitExchange
},
}
local _PageInfo = {--后期可以做成tableInserticon名字都去读表
[1] = 1,
[2] = 1,
[3] = 1,
[4] = 1,
[5] = 1,
[6] = 1,
[7] = 1,
[8] = 1,
[1] = 1,--第二周 破阵诛仙
[2] = 1,--第三周 勇冠三军
[3] = 1,--第四周 叱咤风云
[4] = 1,--第五周 丹心碧血
[5] = 1,--第六周 势不可挡
[6] = 1,--第七周 勇往直前
[7] = 1,--第八周 运筹帷幄
[8] = 1,--第九周 移山倒海
[9] = 1,
[10] = 1,
[11] = 2,
[11] = 2,--社稷大典
[12] = 9,--易经宝库
[13] = 3,
[14] = 4,
[13] = 3,--限时召唤
[14] = 4,--乾坤宝盒
[15] = 10,--神衣天降
[16] = 5,
[17] = 6,
[18] = 6,
[19] = 7,
[20] = 8,
[16] = 11,--灵兽宝阁
[17] = 5,--珍奇宝阁
[18] = 6,--累计充值 一天一刷
[19] = 6,--累计充值 一周一刷
[20] = 7,--限时商市
[21] = 8,--限时兑换
}
local TimeLimitedCall = require("Modules/DynamicActivity/TimeLimitedCall")
@ -121,6 +126,7 @@ local SheJiDaDian=require("Modules/DynamicActivity/SheJiDaDian")
local XianShiDuiHuan=require("Modules/Expert/DynamicActivityExChange")
local YiJingBaoKu=require("Modules/DynamicActivity/YiJingBaoKu")
local ShengYiTianJiang = require("Modules/DynamicActivity/ShengYiTianJiang")
local LingShouBaoGe = require("Modules/DynamicActivity/LingShouBaoGe")
--初始化组件(用于子类重写)
function DynamicActivityPanel:InitComponent()
orginLayer = 0
@ -139,6 +145,7 @@ function DynamicActivityPanel:InitComponent()
[8] = XianShiDuiHuan.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_7")),
[9] = YiJingBaoKu.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_9")),
[10] = ShengYiTianJiang.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_10")),
[11] = LingShouBaoGe.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_11")),
}
-- 上部货币显示

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@ -0,0 +1,339 @@
local LingShouBaoGe= quick_class("LingShouBaoGe")
local this = LingShouBaoGe
local ActivityDetail = require("Modules/DynamicActivity/ActivityDetail")--活动详情
local lotterySetting=ConfigManager.GetConfig(ConfigName.LotterySetting)
local privilegeConfig=ConfigManager.GetConfig(ConfigName.PrivilegeTypeConfig)
local activityId = 0
local singleRecruit = nil
local tenRecruit = nil
local sortingOrder = 0
local parent
--按钮类型
local bType={
Btn1=1,
Btn10=2
}
function LingShouBaoGe:ctor(mainPanel, gameObject)
this.mainPanel = mainPanel
this.gameObject = gameObject
this:InitComponent(gameObject)
this:BindEvent()
end
function LingShouBaoGe:InitComponent(gameObject)
this.helpBtn = Util.GetGameObject(this.gameObject,"help")
this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition
this.priview = Util.GetGameObject(this.gameObject,"priview")
this.detailBtn = Util.GetGameObject(this.gameObject,"detailBtn")
this.upper=Util.GetGameObject(this.gameObject,"times"):GetComponent("Text") ---召唤上限
this.detail= Util.GetGameObject(this.gameObject, "detail")
this.detail.gameObject:SetActive(false)
end
function LingShouBaoGe:BindEvent()
Util.AddClick(this.helpBtn, function()
LogYellow("帮助按钮")
-- UIManager.OpenPanel(UIName.HelpPopup,activityType[activityId].helptype,this.helpPosition.x,this.helpPosition.y)
end)
-- Util.AddClick(this.detailBtn, function()
-- ActivityDetail.new(this.detail,3)
-- end)
-- Util.AddClick(this.preview, function()
-- local fb = ConfigManager.GetConfigData(ConfigName.FakeBattle, 1001)
-- local testFightData = {
-- fightData = loadstring("return "..fb.FightData)(),
-- fightSeed = fb.TimeSeed,
-- fightType = 0,
-- maxRound = 20
-- }
-- UIManager.OpenPanel(UIName.BattlePanel, testFightData, BATTLE_TYPE.Test)
-- end)
end
function LingShouBaoGe:OnShow(_sortingOrder,_parent)
parent = _parent
sortingOrder = _sortingOrder
this.gameObject:SetActive(true)
activityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.QianKunBox)
local array = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySetting,"ActivityId",activityId)
singleRecruit = array[1]
tenRecruit = array[2]
this:refreshBtnShow()--刷新按钮显示
this:timeCountDown()--时间
end
function LingShouBaoGe:RefreshNextLevelReward()
local curLvstate = 0
local info= ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.FindFairy)
local curTimes = 0
local data1 = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig,"ActivityId",activityId) --通过活动id获取阶段任务
local rewarditem
for n,m in ipairs(data1) do
curTimes,curLvstate = this:GetMissionStateById(m.Id,activityId)
if(curTimes>=m.Values[1][1]) then
if curLvstate==0 then
curLvstate=0
curLv=m.Id
rewarditem=m
break
end
else
curLvstate=2
curLv=m.Id
rewarditem=m
break
end
end
--所有任务都已完成
if not rewarditem then
curLvstate = -1
rewarditem = data1[#data1]
curLv=data1[#data1].Id
end
OperatingManager.TimeLimitedTimes = curTimes
if not itemView then
itemView= SubUIManager.Open(SubUIConfig.ItemView,this.nextReward.transform)
end
itemView:OnOpen(false, {rewarditem.Reward[1][1],rewarditem.Reward[1][2]}, 0.73, false)
itemView.gameObject:SetActive(true)
Util.GetGameObject(itemView.gameObject,"item/frame"):GetComponent("Button").enabled=false
if (curLvstate==0) then
-- this.slider.gameObject:SetActive(false)\
local temp = curTimes <= rewarditem.Values[1][1] and curTimes or rewarditem.Values[1][1]
Util.GetGameObject(this.slider.gameObject,"Text"):GetComponent("Text").text=temp.."/"..rewarditem.Values[1][1]
this.slider.value=temp /rewarditem.Values[1][1]
local vec=this.sliderText.transform:GetComponent("RectTransform").anchoredPosition3D
vec.y=22.4
this.sliderText.transform:GetComponent("RectTransform").anchoredPosition3D=vec
this.sliderText.text=Language[12183]
this.sliderText.fontSize=26
Util.AddOnceClick(this.getBtn,function()
NetManager.GetActivityRewardRequest(curLv, activityId,
function(respond)
UIManager.OpenPanel(UIName.RewardItemPopup, respond, 1)
this:RefreshNextLevelReward()
this:RefreshGetHeroTimes()
end)
end)
this.effect.gameObject:SetActive(true)
elseif (curLvstate==-1) then
this.slider.value=1
Util.GetGameObject(this.slider.gameObject,"Text"):GetComponent("Text").text="300/300"
this.sliderText.text=Language[12322]
Util.AddOnceClick(this.getBtn,function()
RewardPreview.new(this.reward)
end)
else
this.slider.gameObject:SetActive(true)
Util.GetGameObject(this.slider.gameObject,"Text"):GetComponent("Text").text=curTimes.."/"..rewarditem.Values[1][1]
local vec=this.sliderText.transform:GetComponent("RectTransform").anchoredPosition3D
vec.y=22.4
this.sliderText.transform:GetComponent("RectTransform").anchoredPosition3D = vec
this.sliderText.text=Language[12184]..curTimes.."/"..rewarditem.Values[1][1]
this.sliderText.fontSize=26
this.slider.value=curTimes/rewarditem.Values[1][1]
this.effect.gameObject:SetActive(false)
Util.AddOnceClick(this.getBtn,function()
RewardPreview.new(this.reward)
end)
end
local reMaintimes = info.value
--LogBlue("reMaintimes:"..reMaintimes)
--LogGreen("singleRecruit.MergePool:"..singleRecruit.MergePool)
local totalTimes = ConfigManager.GetConfigDataByKey(ConfigName.LotterySpecialConfig,"Type",singleRecruit.MergePool).Count
reMaintimes = totalTimes - reMaintimes
if reMaintimes == 0 then
reMaintimes = totalTimes
end
this.recruitTimesUpdate.text = string.format(Language[12229],reMaintimes)
local timeDown = info.endTime - PlayerManager.serverTime
this.recruitTimeUpdate.text = string.format(Language[12230]..this:TimeToDHMS(timeDown))
Timer.New(function()
if timeDown < 1 then
this.recruitTimeUpdate.text = string.format(Language[12230]..this:TimeToDHMS(0))
else
timeDown = timeDown - 1
this.recruitTimeUpdate.text = string.format(Language[12230]..this:TimeToDHMS(timeDown))
end
end, 1, -1, true):Start()
end
--- 将一段时间转换为天时分秒
function LingShouBaoGe: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(Language[12231],minute, sec)
else
return string.format(Language[12232],day, hour)
end
end
function LingShouBaoGe:GetMissionStateById(num,activityId)
local mission= ActivityGiftManager.GetActivityInfo(activityId,num) --从后端获取到的阶段数据
return mission.progress,mission.state
end
--刷新剩余次数
function LingShouBaoGe:RefreshGetHeroTimes()
local freeTimesId=lotterySetting[singleRecruit.Id].FreeTimes
local maxtimesId=lotterySetting[singleRecruit.Id].MaxTimes --lotterySetting表中的MaxTimes对应privilegeConfig表中的id
local curTimes=PrivilegeManager.GetPrivilegeUsedTimes(maxtimesId)
this.upper.text= Language[12225]..curTimes.."/"..privilegeConfig[maxtimesId].Condition[1][2]--特权上限
this.timeupdate.gameObject:SetActive(true)
local freeTime= 0
if freeTimesId>0 then
freeTime = PrivilegeManager.GetPrivilegeRemainValue(freeTimesId)
RecruitManager.freeUseTimeList[freeTimesId]=freeTime
end
--按钮赋值
for n, m in ipairs(btns) do
local btn=Util.GetGameObject(this.gameObject,m.name)
local redPot=Util.GetGameObject(btn.gameObject,"redPoint")
local info=Util.GetGameObject(btn.gameObject,"layout/Text"):GetComponent("Text")
local icon=Util.GetGameObject(btn.gameObject,"layout/icon"):GetComponent("Image")
local num=Util.GetGameObject(btn.gameObject,"layout/num"):GetComponent("Text")
--存在免费次数 并且 免费>=1 并且是1按钮
local isFree=freeTime and freeTime >= 1 and n==bType.Btn1
redPot.gameObject:SetActive(isFree)
icon.gameObject:SetActive(not isFree)
num.gameObject:SetActive(not isFree)
if n==bType.Btn1 and isFree then
this.timeupdate.gameObject:SetActive(false)
end
local itemId=0
local itemNum=0
local type = 0
if n==bType.Btn1 then
type = singleRecruit.Id
else
type = tenRecruit.Id
end
local d=RecruitManager.GetExpendData(type)
if(isFree) then
info.text=Language[11759]
else
itemId=d[1]
itemNum=d[2]
icon.sprite=Util.LoadSprite(artResourcesConfig[itemConfig[itemId].ResourceID].Name)
info.text=m.isInfo
num.text= tostring(itemNum)
end
Util.AddOnceClick(btn,function()
if not isFree then
if BagManager.GetItemCountById(itemId)<d[2] then
PopupTipPanel.ShowTip(itemConfig[itemId].Name..Language[10492])
return
end
end
local state = PlayerPrefs.GetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.TimeLimitTen)
if n==bType.Btn1 then
if PrivilegeManager.GetPrivilegeUsedTimes(maxtimesId)+1>privilegeConfig[maxtimesId].Condition[1][2] then
PopupTipPanel.ShowTip(Language[11760])
return
end
local recruitOne = function()
RecruitManager.RecruitRequest(singleRecruit.Id, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(maxtimesId,1)--记录抽卡次数
UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero[1],singleRecruit.Id,bType.Btn1)
CheckRedPointStatus(RedPointType.TimeLimited)
end,freeTimesId)
end
if state==0 and d[1] == 16 and not isFree then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitConfirm,singleRecruit.Id,recruitOne)
else
recruitOne()
end
elseif n==bType.Btn10 then
if PrivilegeManager.GetPrivilegeUsedTimes(maxtimesId)+10>privilegeConfig[maxtimesId].Condition[1][2] then
PopupTipPanel.ShowTip(Language[11760])
return
end
local recruitTen = function()
RecruitManager.RecruitRequest(tenRecruit.Id, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(maxtimesId,10)--记录抽卡次数
UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero, tenRecruit.Id,bType.Btn10)
CheckRedPointStatus(RedPointType.TimeLimited)
end,freeTimesId)
end
if state==0 and d[1] ==16 and not isFree then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitConfirm,tenRecruit.Id,recruitTen)
else
recruitTen()
end
end
end)
end
end
--刷新时间
function LingShouBaoGe:TimeCountDown()
if this.timer then
this.timer:Stop()
this.timer = nil
end
local timeDown=CalculateSecondsNowTo_N_OClock(5)--ActivityGiftManager.GetTaskRemainTime(ActivityTypeDef.FindFairy)
this.timeupdate.text = TimeToHMS(timeDown)..Language[12200]
this.timer = Timer.New(function()
if timeDown < 1 then
this.timer:Stop()
this.timer = nil
parent:ClosePanel()
return
end
timeDown = timeDown - 1
this.timeupdate.text = TimeToHMS(timeDown)..Language[12200]
end, 1, -1, true)
this.timer:Start()
end
function LingShouBaoGe:OnHide()
this.gameObject:SetActive(false)
this.detail.gameObject:SetActive(false)
this.reward.gameObject:SetActive(false)
if this.timer then
this.timer:Stop()
this.timer = nil
end
end
function LingShouBaoGe:OnDestroy()
ActivityDetail.OnDestroy()
RewardPreview.OnDestroy()
if itemView then
SubUIManager.Close(itemView)
itemView=nil
end
end
--添加事件监听(用于子类重写)
function LingShouBaoGe:AddListener()
end
--移除事件监听(用于子类重写)
function LingShouBaoGe:RemoveListener()
end
return LingShouBaoGe

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