【金钱显示兼容】添加金钱显示组件,对积天豪礼,成长礼包,首充界面进行兼容性处理。

dev_chengFeng
gaoxin 2021-04-06 22:30:21 +08:00
parent d90b9145b8
commit d6319948f2
15 changed files with 2780 additions and 92 deletions

View File

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@ -1236,13 +1236,6 @@ ConditionType = {
Level = 9, --玩家等级
CarBon = 15 --通关副本
}
IndexValueDef = {
[1] = 6,--首充6元
[2] = 100, --首充100元
[6] = 1,--首充6元
[100] = 2, --首充100元
}
--功能开启
FunOpenIndexID = {
DiffMonster = 3,--异妖
@ -2380,4 +2373,39 @@ PlayerTitleRideSkinRedPointTypeStr = {
Skin = "PlayerSkin",
Ride = "PlayerRide",
Title = "PlayerTitle",
}
}
MoneyType = {
RMB = 1, -- 人民币
USD = 2 -- 美元
}
-- 金钱文字界面相关常量-----------------
MoneyNumViewType = {
Text_Vertical = 1, -- 文本竖向
Text_Horizontal = 2, -- 文本横向
Image_Vertical = 3, -- 艺术字竖向
Image_Horizontal = 4, -- 艺术字横向
}
MoneyNumViewImageType = { -- 控制 元 和 $ 符号的大小 可自定义
Small_1 = 1, -- 小图
Big_1 = 2, -- 大图
}
----------------------------------
-- 首充显示
IndexValueDef = {
[MoneyType.RMB] = {
[1] = 6,--首充6元
[2] = 100, --首充100元
[6] = 1,--首充6元
[100] = 2, --首充100元
},
[MoneyType.USD] = {
[1] = 1,--首充1美元
[2] = 15, --首充15美元
[1] = 1,--首充1美元
[15] = 2, --首充15美元
},
}

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@ -397,6 +397,7 @@ SubUIConfig = {
FetterItem = { name = "FetterItem",assetName = "FetterItem",script = "View/FetterItem" }, --鸿蒙阵内容
PlayerInfoView = { name = "PlayerInfoView",assetName = "PlayerInfoView",script = "View/PlayerInfoView" }, -- 玩家信息条
RewardPanel = { name = "RewardPanel",assetName = "RewardPanel",script = "View/RewardPanel" }, -- --奖励预览
MoneyNumView = { name = "MoneyNumView",assetName = "MoneyNumView",script = "View/MoneyNumView" }, -- 各币种钱数显示
[1] = {name = "EveryDayGift",assetName = "EveryDayGift",script = "Modules/Recharge/View/EveryDayGift"},
[2] = {name = "GiftPre",assetName = "GiftPre",script = "Modules/Recharge/View/GiftPre"},
[3] = {name = "RechargeView",assetName = "RechargeView",script = "Modules/Recharge/View/RechargeView"},

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@ -3,11 +3,11 @@ local this = MoneyUtil
this.RMB2O = {}
this.MT = 1
this.MT = MoneyType.RMB
function this.Initialize()
this.MT = ConfigManager.GetConfigData(ConfigName.SpecialConfig, 79).Value
this.MT = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig, 79).Value)
local er = ConfigManager.GetConfig(ConfigName.ExchangeRate)
for _, v in ConfigPairs(er) do
this.RMB2O[v.Price_1] = v
@ -37,35 +37,33 @@ function this.GetCurMoneyType()
end
local _t2m = {
[1] = "",
[2] = "$",
[MoneyType.RMB] = "",
[MoneyType.USD] = "$",
}
-- 获取货币符号
function this.GetMoneyMark(mt)
if not mt then
mt = this.MT
end
mt = tonumber(mt)
if _t2m[mt] then
return _t2m[mt]
end
return _t2m[1]
return _t2m[MoneyType.RMB]
end
-- 获取货币单位名称
local _t2n = {
[1] = "%s元",
[2] = "$%s",
[MoneyType.RMB] = "%s元",
[MoneyType.USD] = "$%s",
}
function this.GetMoneyUnitName(mt)
if not mt then
mt = this.MT
end
mt = tonumber(mt)
if _t2n[mt] then
return _t2n[mt]
end
return _t2n[1]
return _t2n[MoneyType.RMB]
end
function this.GetMoneyUnitNameWithMoney(money)

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@ -86,7 +86,7 @@ function DayRewardItem:OnReceivedBtnClicked()
self.receiveBtn.gameObject:SetActive(false)
self.receivedFlag:SetActive(true)
self.redPoint:SetActive(false)
self.mainPanel:SetTabRedPointStatus(IndexValueDef[self.context.Values[1][1]])
self.mainPanel:SetTabRedPointStatus(IndexValueDef[MoneyUtil.MT][self.context.Values[1][1]])
CheckRedPointStatus(RedPointType.FirstRecharge)
if FirstRechargeManager.GetReceiveAll() then
Game.GlobalEvent:DispatchEvent(GameEvent.Activity.OnActivityOpenOrClose, {

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@ -32,7 +32,7 @@ function this.GetSixMoneyTabRedPointStatus()
local redPoint = false
for _, rewardInfo in ConfigPairs(activityRewardConfig) do
if rewardInfo.ActivityId == ActivityTypeDef.FirstRecharge and
rewardInfo.Values[1][1] == IndexValueDef[1] then
rewardInfo.Values[1][1] == IndexValueDef[MoneyUtil.MT][1] then
redPoint = redPoint or this.GetDayItemRedPoint(rewardInfo)
end
end
@ -43,7 +43,7 @@ function this.GetHundredTabRedPointStatus()
local redPoint = false
for _, rewardInfo in ConfigPairs(activityRewardConfig) do
if rewardInfo.ActivityId == ActivityTypeDef.FirstRecharge and
rewardInfo.Values[1][1] == IndexValueDef[2] then
rewardInfo.Values[1][1] == IndexValueDef[MoneyUtil.MT][2] then
redPoint = redPoint or this.GetDayItemRedPoint(rewardInfo)
end
end

View File

@ -18,14 +18,30 @@ local TextColorDef = {
local orginLayer
local activityRewardConfig = ConfigManager.GetConfig(ConfigName.ActivityRewardConfig)
local TipConfig = {
[MoneyType.RMB] = {
[1] = "s_shouchong_6_zh",
[2] = "s_shouchong_100_zh"
},
[MoneyType.USD] = {
[1] = "s_shouchong_$1_zh",
[2] = "s_shouchong_15_zh"
},
}
function FirstRechargePanel:InitComponent()
orginLayer = 0
self.frame = Util.GetGameObject(self.transform, "frame")
self.closeBtn = Util.GetGameObject(self.transform, "closeBtn")
self.heroPreviewBtn = Util.GetGameObject(self.transform, "frame/heroPreviewBtn")
self.tenProBtn = Util.GetGameObject(self.transform, "frame/tenProBtn")
self.stageImage6 = Util.GetGameObject(self.transform, "frame/stageImage/Image")
self.stageImage100 = Util.GetGameObject(self.transform, "frame/stageImage/Image (1)")
self.stageImage6 = Util.GetGameObject(self.transform, "frame/stageImage/Image"):GetComponent("Image")
self.stageImage100 = Util.GetGameObject(self.transform, "frame/stageImage/Image (1)"):GetComponent("Image")
self.stageImage6.sprite = Util.LoadSprite(TipConfig[MoneyUtil.MT][1])
self.stageImage100.sprite = Util.LoadSprite(TipConfig[MoneyUtil.MT][2])
self.stageImage6:SetNativeSize()
self.stageImage100:SetNativeSize()
--topPart
-- self.itemPos = Util.GetGameObject(self.transform, "frame/itemPos")
-- self.itemInfo = SubUIManager.Open(SubUIConfig.ItemView, self.itemPos.transform)
@ -41,6 +57,7 @@ function FirstRechargePanel:InitComponent()
self.selectTabs[i] = Util.GetGameObject(self.tabs[i], "selected")
self.tabTitles[i] = Util.GetGameObject(self.tabs[i], "title"):GetComponent("Text")
self.tabRedPoint[i] = Util.GetGameObject(self.tabs[i], "redPoint")
-- self.tabs[i]:GetComponent(Text)
end
self.selectTabIndex = -1
@ -164,6 +181,7 @@ function FirstRechargePanel:OnTabChanged(index)
end
for i, title in ipairs(self.tabTitles) do
title.color = i == index and TextColorDef[2] or TextColorDef[1]
title.text = string.format("累充满%s", MoneyUtil.GetMoneyUnitNameWithMoney(IndexValueDef[MoneyUtil.MT][i]))
end
self.stageImage6.gameObject:SetActive(index == 1)
self.stageImage100.gameObject:SetActive(index == 2)
@ -175,7 +193,7 @@ function FirstRechargePanel:ShowContent(index)
local tempData = {}
for _, rewardInfo in ConfigPairs(activityRewardConfig) do
if rewardInfo.ActivityId == ActivityTypeDef.FirstRecharge and
rewardInfo.Values[1][1] == IndexValueDef[index] then
rewardInfo.Values[1][1] == IndexValueDef[MoneyUtil.MT][index] then
table.insert(tempData, rewardInfo)
end
end

View File

@ -787,7 +787,7 @@ function this:OnShow()
-- 开始定时刷新聊天数据
this.ChatTipView:StartCheck()
-- 刷新拍脸
local patFaceAllData = PatFaceManager.GetPatFaceAllDataTabs()
if patFaceAllData and #patFaceAllData <= 0 and not UIManager.IsOpen(UIName.PatFacePanel) then

View File

@ -12,6 +12,11 @@ local ContinuityRechargePage = quick_class("ContinuityRechargePage")
local isPlayAnim = true
local sortingOrder = 0
local continuityTaskList = {}
local _MoneyConfig = {
[MoneyType.RMB] = "\n\n\n\n\n\n6\n",
[MoneyType.USD] = "\n\n\n\n\n\n$1"
}
function ContinuityRechargePage:ctor(mainPanel, gameObject)
self.mainPanel = mainPanel
self.gameObject = gameObject
@ -25,8 +30,16 @@ function ContinuityRechargePage:ctor(mainPanel, gameObject)
self.title1 = Util.GetGameObject(self.image, "title1"):GetComponent("Text")
self.continuityTaskItem:SetActive(false)
self.obj = Util.GetGameObject(self.image, "obj")
if not self.moneyNum then
self.moneyNum = SubUIManager.Open(SubUIConfig.MoneyNumView, self.image.transform,
2000, MoneyNumViewType.Image_Horizontal, "ArtFont_2_cfont", 42, 0.7, Vector2.New(118, 161), Vector2.New(-30, -50), MoneyNumViewImageType.Big_1)
self.moneyNum:SetOffsetPosition(Vector2.New(0, -450))
end
end
function ContinuityRechargePage:OnShow(_sortingOrder)
self.title1.text = _MoneyConfig[MoneyUtil.MT]
if GetCurLanguage() == 1 then
SetTextVerTial(self.title1,Vector3.New(38.295,152,0))
self.image.transform.localPosition = Vector2.New(-354,403)

View File

@ -50,6 +50,13 @@ function GiftPre:InitComponent()
table.insert(self.numList,self.numGrid.transform:GetChild(i-1):GetComponent("Text"))
end
if not self.moneyNum then
self.moneyNum = SubUIManager.Open(SubUIConfig.MoneyNumView, self.type1.transform,
0, MoneyNumViewType.Image_Horizontal, "ArtFont_1_cfont", 42, 1, Vector2.New(46, 46), Vector2.New(0, -25), MoneyNumViewImageType.Small_1)
end
self.moneyNum:SetOffsetPosition(Vector2.New(0, 0))
self.moneyNum.transform:SetSiblingIndex(2)
self.type2 = Util.GetGameObject(self.upLayout, "type2")
self.type2Ima = Util.GetGameObject(self.upLayout, "Image")
self.type2Icon1 = Util.GetGameObject(self.type2, "icon_1")
@ -255,12 +262,13 @@ function GiftPre:SetContent1()
self.tipRoot:SetActive(true)
self:SetTip()
end
LayoutRebuilder.ForceRebuildLayoutImmediate(self.upLayout.transform)
ForceRebuildLayout(self.upLayout.transform)
end
function GiftPre:SetType1(type1Text1,num,type1Text3)
self.type1.gameObject:SetActive(true)
CreatNumberPrefab(tostring(num),self.numList)
self.moneyNum:SetNum(num)
self.type1Text1.text = "累计充值"
self.type1Text3.text = type1Text3
end
@ -397,7 +405,7 @@ function GiftPre:SetBtn(_itemdata)
self.redPoint.gameObject:SetActive(false)
end
Util.SetGray(self.btnBuy, (self.isCanBuy == 2))
LayoutRebuilder.ForceRebuildLayoutImmediate(self.btnBuy.transform)
ForceRebuildLayout(self.btnBuy.transform)
end
function GiftPre:OnClose()
@ -410,5 +418,11 @@ function GiftPre:OnClose()
SubUIManager.Close(v)
end
self.itemList = {}
if self.moneyNum then
SubUIManager.Close(self.moneyNum)
self.moneyNum = nil
end
end
return GiftPre

View File

@ -0,0 +1,250 @@
MoneyNumView = {}
local PositionType = {
Up_Or_Left = 1,
Down_Or_Right = 2,
}
local ImageTypeConfig = {
[MoneyNumViewImageType.Small_1] = {
[MoneyType.RMB] = {type = PositionType.Down_Or_Right, imgName = "c_czlb_yuan_zh", imgSize = nil},
[MoneyType.USD] = {type = PositionType.Up_Or_Left, imgName = "c_czlb_yuan_vi", imgSize = nil}
},
[MoneyNumViewImageType.Big_1] = {
[MoneyType.RMB] = {type = PositionType.Down_Or_Right, imgName = "c_czlb_yuan_zh", imgSize = Vector3.New(60, 60)},
[MoneyType.USD] = {type = PositionType.Up_Or_Left, imgName = "c_czlb_yuan_vi", imgSize = Vector3.New(60, 60)}
}
}
function MoneyNumView:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = MoneyNumView })
return b
end
--初始化组件(用于子类重写)
function MoneyNumView:InitComponent()
self.Text_Num = Util.GetGameObject(self.gameObject, "Text_Num"):GetComponent("Text")
self.Image_Num_Vertical = Util.GetGameObject(self.gameObject, "Image_Num_Vertical"):GetComponent("VerticalLayoutGroup")
self.V_NumLayout = Util.GetGameObject(self.Image_Num_Vertical.transform, "nums"):GetComponent("VerticalLayoutGroup")
self.V_Image_1 = Util.GetGameObject(self.Image_Num_Vertical.transform, "Image (1)"):GetComponent("Image")
self.V_Image_2 = Util.GetGameObject(self.Image_Num_Vertical.transform, "Image (2)"):GetComponent("Image")
self.Image_Num_Horizontal = Util.GetGameObject(self.gameObject, "Image_Num_Horizontal"):GetComponent("HorizontalLayoutGroup")
self.H_NumLayout = Util.GetGameObject(self.Image_Num_Horizontal.transform, "nums"):GetComponent("HorizontalLayoutGroup")
self.H_Image_1 = Util.GetGameObject(self.Image_Num_Horizontal.transform, "Image (1)"):GetComponent("Image")
self.H_Image_2 = Util.GetGameObject(self.Image_Num_Horizontal.transform, "Image (2)"):GetComponent("Image")
self.V_Num = {}
self.H_Num = {}
for i = 1, 10 do
self.V_Num[i] = Util.GetGameObject(self.V_NumLayout.transform, "num ("..i..")"):GetComponent("Text")
self.H_Num[i] = Util.GetGameObject(self.H_NumLayout.transform, "num ("..i..")"):GetComponent("Text")
end
end
--绑定事件(用于子类重写)
function MoneyNumView:BindEvent()
end
--添加事件监听(用于子类重写)
function MoneyNumView:AddListener()
end
--移除事件监听(用于子类重写)
function MoneyNumView:RemoveListener()
end
---
---
--- 参数说明
--- num 要显示的金钱的数量
--- viewType 界面类型 对应 MoneyNumViewType 常量
--- font 字体
--- fontSize 字体大小(只在文本下生效)
--- localScale 字体缩放
--- rectSize 文本:文本框的大小 艺术字:单个艺术字的大小,修改会影响排版,但不会影响艺术字的大小
--- space 间距 该组件中有两个Layout嵌套 space为Vector2值 x为外层嵌套的spacing值 y为内层嵌套的值
--- imgType 符号图片的类型, 该类型可根据目前使用的货币类型,定义 元 和 $ 图片文字的大小
---
--界面打开时调用(用于子类重写)
function MoneyNumView:OnOpen(num, viewType, font, fontSize, localScale, rectSize, space, imgType)
self.num = tostring(num) or ""
self.viewType = viewType
self.font = font
self.fontSize = fontSize
self.localScale = localScale
self.rectSize = rectSize
self.space = space
self.imgType = imgType or MoneyNumViewImageType.Small_1
self:RefreshShow()
end
function MoneyNumView:RefreshShow()
--
self.Text_Num.gameObject:SetActive(self.viewType == MoneyNumViewType.Text_Vertical or self.viewType == MoneyNumViewType.Text_Horizontal)
self.Image_Num_Vertical.gameObject:SetActive(self.viewType == MoneyNumViewType.Image_Vertical)
self.Image_Num_Horizontal.gameObject:SetActive(self.viewType == MoneyNumViewType.Image_Horizontal)
-- 竖向文本每个字中间添加一个\n
if self.viewType == MoneyNumViewType.Text_Vertical then
local moneyStr = MoneyUtil.GetMoneyUnitNameWithMoney(self.num)
local strTb = StringConvertToTable(moneyStr)
local txt = strTb[1]
for i = 2, #strTb do
txt = txt .. "\n" .. strTb[2]
end
self:SetTextShow(txt)
-- 横向文本直接显示
elseif self.viewType == MoneyNumViewType.Text_Horizontal then
local moneyStr = MoneyUtil.GetMoneyUnitNameWithMoney(self.num)
self:SetTextShow(moneyStr)
-- 竖向图片显示
elseif self.viewType == MoneyNumViewType.Image_Vertical then
-- 处理数字显示
self:SetNumShow(self.V_Num)
-- 处理符号显示
self:SetMarkShow(self.V_Image_1, self.V_Image_2)
--
self.Image_Num_Vertical.spacing = self.space.x or 0
self.V_NumLayout.spacing = self.space.y or 0
--
ForceRebuildLayout(self.V_NumLayout.transform)
ForceRebuildLayout(self.Image_Num_Vertical.transform)
-- 横向图片显示
elseif self.viewType == MoneyNumViewType.Image_Horizontal then
-- 处理数字显示
self:SetNumShow(self.H_Num)
-- 处理符号显示
self:SetMarkShow(self.H_Image_1, self.H_Image_2)
--
self.Image_Num_Horizontal.spacing = self.space.x or 0
self.H_NumLayout.spacing = self.space.y or 0
--
ForceRebuildLayout(self.H_NumLayout.transform)
ForceRebuildLayout(self.Image_Num_Horizontal.transform)
end
-- self.isChange = 0
self:RefreshSize()
self:RefreshOffsetPosition()
end
-- 设置图片数字显示
function MoneyNumView:SetTextShow(txt)
self.Text_Num.text = txt
self.Text_Num.font = Util.LoadFont(self.font)
self.Text_Num.fontSize = self.fontSize
self.Text_Num.transform.localScale = Vector3.one * self.localScale
self.Text_Num.transform.sizeDelta = self.rectSize
ForceRebuildLayout(self.Text_Num.transform)
end
-- 设置图片数字显示
function MoneyNumView:SetNumShow(numList)
local numTb = StringConvertToTable(self.num)
for i = 1, 10 do
if numTb[i] then
numList[i].gameObject:SetActive(true)
numList[i].text = numTb[i]
numList[i].font = Util.LoadFont(self.font)
numList[i].fontSize = self.fontSize
numList[i].transform.localScale = Vector3.one * self.localScale
numList[i].transform.sizeDelta = self.rectSize
else
numList[i].gameObject:SetActive(false)
end
end
end
-- 设置图片数字显示
function MoneyNumView:SetMarkShow(img1, img2)
local config = ImageTypeConfig[self.imgType][MoneyUtil.MT]
if not config then
return
end
local imgGo
if config.type == PositionType.Down_Or_Right then
imgGo = img2
elseif config.type == PositionType.Up_Or_Left then
imgGo = img1
end
img1.gameObject:SetActive(imgGo == img1)
img2.gameObject:SetActive(imgGo == img2)
-- 设置图片显示
imgGo.sprite = Util.LoadSprite(config.imgName)
if config.imgSize then
imgGo.transform.sizeDelta = config.imgSize
else
imgGo:SetNativeSize()
end
end
function MoneyNumView:SetNum(num)
if not num then
return
end
self.num = tostring(num)
self:RefreshShow()
end
function MoneyNumView:SetOffsetPosition(position)
if not position then
return
end
self.offsetPosition = position
self:RefreshOffsetPosition()
end
--
-- function MoneyNumView:Update()
-- -- 延迟3帧刷新大小
-- if self.isChange <= 3 then
-- if self.isChange == 3 then
-- self:RefreshSize()
-- self:RefreshOffsetPosition()
-- end
-- self.isChange = self.isChange + 1
-- end
-- end
-- 刷新组件大小
function MoneyNumView:RefreshSize()
if self.viewType == MoneyNumViewType.Text_Vertical or self.viewType == MoneyNumViewType.Text_Horizontal then
self.transform.sizeDelta = self.Text_Num.transform.sizeDelta
elseif self.viewType == MoneyNumViewType.Image_Vertical then
self.transform.sizeDelta = self.Image_Num_Vertical.transform.sizeDelta
elseif self.viewType == MoneyNumViewType.Image_Horizontal then
self.transform.sizeDelta = self.Image_Num_Horizontal.transform.sizeDelta
end
end
-- 刷新组件大小
function MoneyNumView:RefreshOffsetPosition()
if not self.offsetPosition then
self.offsetPosition = Vector3.New(0, 0)
return
end
if self.viewType == MoneyNumViewType.Text_Vertical or self.viewType == MoneyNumViewType.Text_Horizontal then
self.Text_Num.transform.localPosition = self.offsetPosition
elseif self.viewType == MoneyNumViewType.Image_Vertical then
self.Image_Num_Vertical.transform.localPosition = self.offsetPosition
elseif self.viewType == MoneyNumViewType.Image_Horizontal then
self.Image_Num_Horizontal.transform.localPosition = self.offsetPosition
end
end
--界面关闭时调用(用于子类重写)
function MoneyNumView:OnClose()
end
return MoneyNumView

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@ -0,0 +1,7 @@
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