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

dev_chengFeng
luyao 2021-07-22 15:12:04 +08:00
commit d63abe2679
25 changed files with 4436 additions and 3096 deletions

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@ -2069,6 +2069,7 @@ GENERAL_POPUP_TYPE={
YiJingBaoKuConfirm = 31,--易经宝库奖励确认
LingShouBaoGe = 33,--灵兽宝阁选择神兽
YunYouMan = 34,--云游商人选择装备
NewAddWishHero = 45, --新增的心愿神将提示框
--大号通用弹窗
YiJingBaoKu = 30,--易经宝库
YiJingBaoKuRewardPreview = 32,--易经宝库奖励预览

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@ -222,6 +222,8 @@ CHOICEWISHHEROREQUEST = protobuf.Descriptor();
CHOICEWISHHEROREQUEST_INFOLIST_FIELD = protobuf.FieldDescriptor();
CHOICEWISHHERORESPONSE = protobuf.Descriptor();
CHOICEWISHHERORESPONSE_INFOLIST_FIELD = protobuf.FieldDescriptor();
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD = protobuf.FieldDescriptor();
CHOICEWISHHERORESPONSE_HEROLIST_FIELD = protobuf.FieldDescriptor();
BEAUTYBAGCARDINDICATION = protobuf.Descriptor();
BEAUTYBAGCARDINDICATION_INFOLIST_FIELD = protobuf.FieldDescriptor();
BEAUTYBAGWISHEQUIPREQUEST = protobuf.Descriptor();
@ -2198,11 +2200,31 @@ CHOICEWISHHERORESPONSE_INFOLIST_FIELD.message_type = CommonProto_pb.WISHDRAWCARD
CHOICEWISHHERORESPONSE_INFOLIST_FIELD.type = 11
CHOICEWISHHERORESPONSE_INFOLIST_FIELD.cpp_type = 10
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.name = "serverOpenTime"
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.full_name = ".rpc.protocols.choiceWishHeroResponse.serverOpenTime"
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.number = 2
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.index = 1
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.label = 1
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.has_default_value = false
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.default_value = 0
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.type = 5
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.cpp_type = 1
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.name = "heroList"
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.full_name = ".rpc.protocols.choiceWishHeroResponse.heroList"
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.number = 3
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.index = 2
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.label = 3
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.has_default_value = false
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.default_value = {}
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.type = 5
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.cpp_type = 1
CHOICEWISHHERORESPONSE.name = "choiceWishHeroResponse"
CHOICEWISHHERORESPONSE.full_name = ".rpc.protocols.choiceWishHeroResponse"
CHOICEWISHHERORESPONSE.nested_types = {}
CHOICEWISHHERORESPONSE.enum_types = {}
CHOICEWISHHERORESPONSE.fields = {CHOICEWISHHERORESPONSE_INFOLIST_FIELD}
CHOICEWISHHERORESPONSE.fields = {CHOICEWISHHERORESPONSE_INFOLIST_FIELD, CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD, CHOICEWISHHERORESPONSE_HEROLIST_FIELD}
CHOICEWISHHERORESPONSE.is_extendable = false
CHOICEWISHHERORESPONSE.extensions = {}
BEAUTYBAGCARDINDICATION_INFOLIST_FIELD.name = "infoList"

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@ -272,6 +272,10 @@ function this.OnPageTabChange(index)
subViewList[_CurPageIndex].sub:OnClose()
end
if subViewList[index] and subViewList[index].config and subViewList[index].sub then
--每日每周任务页签拆分用
if tabs[index].ShopData and tabs[index].ShopData[1][1] == -9999 then
CommonActPageManager.DynamicActType = tabs[index].ActId
end
subViewList[index].sub:OnShow(orginLayer)
else
subViewList[index] = {}
@ -279,8 +283,12 @@ function this.OnPageTabChange(index)
if tabs[index].UIName then
subViewList[index].config = SubUIConfig[tabs[index].UIName[1]]
subViewList[index].sub = SubUIManager.Open(subViewList[index].config,this.content.transform,tabs[index],index,this)
--每日每周任务页签拆分用
if tabs[index].ShopData and tabs[index].ShopData[1][1] == -9999 then
CommonActPageManager.DynamicActType = tabs[index].ActId
end
subViewList[index].sub:OnShow(orginLayer)
end
end
end
if tabs[index].UpView and #tabs[index].UpView > 0 then
this.upView:OnOpen({showType = tabs[index].UpView[1][1], panelType = tabs[index].UpView[2] })

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@ -133,7 +133,7 @@ function QianKunBoxBuyOnePanel:OnOpen(...)
local itemId=0
local itemNum=0
local d
local upConfig=ConfigManager.TryGetConfigDataByKey(ConfigName.WishActivityUp,"ActivityId",this.recruitType)
local upConfig = this.recruitType == RecruitType.PrayerSingle or this.recruitType == RecruitType.PrayerTen
if upConfig then
local wish=ConfigManager.GetConfigData(ConfigName.WishActivitySetting,1)
if wish then
@ -143,6 +143,7 @@ function QianKunBoxBuyOnePanel:OnOpen(...)
isLimitUpHero=true
end
else
isLimitUpHero = false
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.QianKunBox })
d = RecruitManager.GetExpendData(this.recruitType)
end
@ -178,7 +179,6 @@ function QianKunBoxBuyOnePanel:OnOpen(...)
end
--界面关闭时调用(用于子类重写)
function QianKunBoxBuyOnePanel:OnClose()
end
--界面销毁时调用(用于子类重写)

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@ -143,7 +143,7 @@ function QianKunBoxBuyTenPanel:OnOpen(...)
local itemId=0
local itemNum=0
local d
local upConfig=ConfigManager.TryGetConfigDataByKey(ConfigName.WishActivityUp,"ActivityId",this.recruitType)
local upConfig = this.recruitType == RecruitType.PrayerSingle or this.recruitType == RecruitType.PrayerTen
if upConfig then
local wish=ConfigManager.GetConfigData(ConfigName.WishActivitySetting,1)
if wish then
@ -157,6 +157,7 @@ function QianKunBoxBuyTenPanel:OnOpen(...)
d = RecruitManager.GetExpendDataByCostItem(wish.CostItemMul,2,num)
end
else
isLimitUpHero = false
d = RecruitManager.GetExpendData(this.recruitType)
if this.UpView then
SubUIManager.Close(this.UpView)

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@ -287,10 +287,10 @@ function TimeLimitUpHero:Recruit(actId,type,itemId)
PrivilegeManager.RefreshPrivilegeUsedTimes(self.yaojingMaxTimeId,recrutType)--记录妖晶抽卡次数
end
if type == 1 then
UIManager.OpenPanel(UIName.QianKunBoxBuyOnePanel, msg.drop,actId,{RecruitType.PrayerSingle,RecruitType.PrayerTen},oneFunc)
UIManager.OpenPanel(UIName.QianKunBoxBuyOnePanel, msg.drop,RecruitType.PrayerSingle,{RecruitType.PrayerSingle,RecruitType.PrayerTen},oneFunc)
else
--UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero,actId,type,{RecruitType.TimeLimitSingle,RecruitType.TimeLimitTen})
UIManager.OpenPanel(UIName.QianKunBoxBuyTenPanel, msg.drop,actId,{RecruitType.PrayerSingle,RecruitType.PrayerTen},tenFunc)
UIManager.OpenPanel(UIName.QianKunBoxBuyTenPanel, msg.drop,RecruitType.PrayerTen,{RecruitType.PrayerSingle,RecruitType.PrayerTen},tenFunc)
end
-- if msg.drop.Hero[1] then
-- UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero[1],actId,1,{RecruitType.PrayerSingle,RecruitType.PrayerTen},oneFunc2)

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@ -5277,12 +5277,14 @@ function NetManager.ChoiceWishHeroRequest(_data,func)
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.choiceWishHeroRequest, MessageTypeProto_pb.choiceWishHeroResponse, msg, function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.choiceWishHeroResponse()
msg:ParseFromString(data)
RecruitManager.GetWishCardData(msg.infoList)
if func then
func(msg)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.choiceWishHeroResponse()
msg:ParseFromString(data)
RecruitManager.GetWishCardData(msg.infoList)
RecruitManager.newWishList = msg.heroList--新增的心愿神将list
RecruitManager.openTime = msg.serverOpenTime--开服时间戳或是0用于判断心愿神将是否加入卡池
if func then
func(msg)
end
end)
end

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@ -76,21 +76,25 @@ function CommonActPage:OnShow(_sortingOrder)
self.sortingOrder = _sortingOrder or self.sortingOrder
self.actId = self.actConfig.ActId
self.actType = self.actConfig.ActiveType
--每日每周任务页签拆分用
if self.actConfig.ShopData and self.actConfig.ShopData[1][1] == -9999 then
self.actType = 20000
end
if self.actConfig.IfBack == 1 then
if self.actConfig.ActiveType > 0 then
local id = ActivityGiftManager.IsActivityTypeOpen(self.actConfig.ActiveType)
if self.actType > 0 then
local id = ActivityGiftManager.IsActivityTypeOpen(self.actType)
if id and id > 0 then
self.actId = id
local actConfig
local actConfig = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.ActivityGroups,"ActId",GlobalActConfig[id].ShowArt,"PageType",self.actConfig.PageType,"ActiveType",self.actConfig.ActiveType)
local actConfig = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.ActivityGroups,"ActId",GlobalActConfig[id].ShowArt,"PageType",self.actConfig.PageType,"ActiveType",self.actType)
if not actConfig then
actConfig = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.ActivityGroups,"ActId",id,"PageType",self.actConfig.PageType,"ActiveType",self.actConfig.ActiveType)
actConfig = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.ActivityGroups,"ActId",id,"PageType",self.actConfig.PageType,"ActiveType",self.actType)
end
if actConfig then
self.actConfig = actConfig
end
else
LogRed("活动类型:"..tostring(self.actConfig.ActiveType).."的活动未开启")
LogRed("活动类型:"..tostring(self.actType).."的活动未开启")
end
end
end
@ -165,7 +169,7 @@ function CommonActPage:OnShow(_sortingOrder)
end
--刷新数据
function CommonActPage:RefreshData(isUpdata,isTop,isAni)
self.ActData = CommonActPageManager.GetData(self.actConfig.ActiveType)
self.ActData = CommonActPageManager.GetData(self.actType)
if self.actConfig.RpType > 0 then
CheckRedPointStatus(self.actConfig.RpType)
end

View File

@ -3,6 +3,7 @@ local this = CommonActPageManager
local dataList = {}
this.TaSuiLingXiaoMsg = nil
this.TaSuiLingXiaoHistoryDmg = 0
this.DynamicActType = 1
function this.Initialize()
end
@ -243,7 +244,7 @@ function this.InitTaskData(curData,taskType,configName)
local allMissionData = TaskManager.GetTypeTaskList(taskType)
for i=1,#allListData do
for j=1,#allMissionData do
if allListData[i].Id == allMissionData[j].missionId then
if allListData[i].Id == allMissionData[j].missionId and allListData[i].Type == this.DynamicActType then
local data = {}
data.missionId = allMissionData[j].missionId
data.taskType = taskType

View File

@ -73,6 +73,8 @@ local contentScripts = {
[35] = {view = require("Modules/Popup/View/GeneralPopup_EndlessPanel"), panelName = "GeneralPopup_EndlessPanel",type=GENERAL_POPUP_TYPE.WuJinSetting},
--up魂印
[36] = {view = require("Modules/Popup/View/GeneralPopup_ChooseUpSoul"), panelName = "GeneralPopup_ChooseUpSoul",type=GENERAL_POPUP_TYPE.ChooseUpSoul},
--新增的心愿神将提示框
[37] = {view = require("Modules/Popup/View/GeneralPopup_NewAddWishHero"), panelName = "GeneralPopup_NewAddWishHero",type=GENERAL_POPUP_TYPE.NewAddWishHero},
}
--子模块预设

View File

@ -39,6 +39,7 @@ function RewardEquipSingleShowPopup:InitComponent()
--装备获取途径
--this.getTuPre=Util.GetGameObject(self.transform, "Content/bg/getTuPre")
this.getTuGrid=Util.GetGameObject(self.transform, "Content/bg/scroll/grid")
this.equipProGridCom =this.getTuGrid:GetComponent("VerticalLayoutGroup")
--装备被动技能
this.skillObject=Util.GetGameObject(self.transform, "Content/skillObject")
this.skillInfo=Util.GetGameObject(self.transform, "Content/skillObject/skillInfo"):GetComponent("Text")
@ -221,20 +222,34 @@ function RewardEquipSingleShowPopup:OnShow()
else
Util.GetGameObject(self.transform, "Content/proRect"):SetActive(false)
end
--装备获得途径
Util.ClearChild(this.getTuGrid.transform)
if this.jumpViewList and #this.jumpViewList > 0 then
for i = 1,#this.jumpViewList do
SubUIManager.Close(this.jumpViewList[i])
end
end
this.jumpViewList = {}
local curitemData = itemConfig[tonumber(equipData.id)]
if curitemData and curitemData.Jump then
if curitemData.Jump and #curitemData.Jump>0 then
for i = 1, #curitemData.Jump do
local tempView = nil
if isRewardItemPop then
SubUIManager.Open(SubUIConfig.JumpView, this.getTuGrid.transform, curitemData.Jump[i],false)
tempView = SubUIManager.Open(SubUIConfig.JumpView, this.getTuGrid.transform, curitemData.Jump[i],false)
else
SubUIManager.Open(SubUIConfig.JumpView, this.getTuGrid.transform, curitemData.Jump[i],true)
tempView = SubUIManager.Open(SubUIConfig.JumpView, this.getTuGrid.transform, curitemData.Jump[i],true)
end
if tempView then
table.insert(this.jumpViewList,tempView)
end
end
end
end
this.equipProGridCom.spacing = 150
if this.jumpViewList and #this.jumpViewList then
this.getTuGrid:GetComponent("RectTransform").sizeDelta = Vector2.New(911.56,this.equipProGridCom.spacing*(#this.jumpViewList))
end
end
--道具 和 装备分解 发送请求后 回调
function this.SendBackResolveReCallBack(drop)
@ -274,7 +289,12 @@ function RewardEquipSingleShowPopup:OnLockClickEvent()
end
--界面关闭时调用(用于子类重写)
function RewardEquipSingleShowPopup:OnClose()
if this.jumpViewList and #this.jumpViewList > 0 then
for i = 1,#this.jumpViewList do
SubUIManager.Close(this.jumpViewList[i])
end
end
this.jumpViewList = {}
--if func then
-- func()
--end
@ -285,6 +305,12 @@ function RewardEquipSingleShowPopup:OnDestroy()
this.spLoader:Destroy()
curSuitProGo = {}
_MainProList = {}
if this.jumpViewList and #this.jumpViewList > 0 then
for i = 1,#this.jumpViewList do
SubUIManager.Close(this.jumpViewList[i])
end
end
this.jumpViewList = {}
end
return RewardEquipSingleShowPopup

View File

@ -37,6 +37,7 @@ function RewardTalismanSingleShowPopup:InitComponent()
--装备获取途径
--this.getTuPre=Util.GetGameObject(self.transform, "Content/bg/getTuPre")
self.getTuGrid=Util.GetGameObject(self.transform, "Content/bg/scroll/grid")
self.equipProGridCom = self.getTuGrid:GetComponent("VerticalLayoutGroup")
end
--绑定事件(用于子类重写)
@ -193,16 +194,27 @@ function RewardTalismanSingleShowPopup:OnShowPanelData()
self.curotherProscroll:SetActive(false)
end
--装备获得途径
Util.ClearChild(self.getTuGrid.transform)
if self.jumpViewList and #self.jumpViewList > 0 then
for i = 1,#self.jumpViewList do
SubUIManager.Close(self.jumpViewList[i])
end
end
self.jumpViewList = {}
local curitemData = itemConfig
if curitemData and curitemData.Jump then
if curitemData.Jump and #curitemData.Jump>0 then
for i = 1, #curitemData.Jump do
SubUIManager.Open(SubUIConfig.JumpView, self.getTuGrid.transform, curitemData.Jump[i])
local temp = SubUIManager.Open(SubUIConfig.JumpView, self.getTuGrid.transform, curitemData.Jump[i])
table.insert(self.jumpViewList,temp)
end
end
end
self.equipProGridCom.spacing = 150
if self.jumpViewList and #self.jumpViewList then
self.getTuGrid:GetComponent("RectTransform").sizeDelta = Vector2.New(911.56,self.equipProGridCom.spacing*(#self.jumpViewList))
end
end
--道具 和 装备分解 发送请求后 回调
function RewardTalismanSingleShowPopup:SendBackResolveReCallBack(drop)
@ -227,7 +239,12 @@ function RewardTalismanSingleShowPopup:SendBackResolveReCallBack(drop)
end
--界面关闭时调用(用于子类重写)
function RewardTalismanSingleShowPopup:OnClose()
if self.jumpViewList and #self.jumpViewList > 0 then
for i = 1,#self.jumpViewList do
SubUIManager.Close(self.jumpViewList[i])
end
end
self.jumpViewList = {}
if func then
func()
end
@ -253,7 +270,12 @@ end
--界面销毁时调用(用于子类重写)
function RewardTalismanSingleShowPopup:OnDestroy()
self.spLoader:Destroy()
if self.jumpViewList and #self.jumpViewList > 0 then
for i = 1,#self.jumpViewList do
SubUIManager.Close(self.jumpViewList[i])
end
end
self.jumpViewList = {}
end
return RewardTalismanSingleShowPopup

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@ -0,0 +1,91 @@
----- 送神弹窗 -----
local this = {}
--传入父脚本模块
local parent
--传入特效层级
local sortingOrder=0
local args=nil
local currHeroId=0
local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
local artResourcesConfig =ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
function this:InitComponent(gameObject)
this.spLoader = SpriteLoader.New()
this.confirmBtn=Util.GetGameObject(gameObject,"ConfirmBtn")
this.prefab=Util.GetGameObject(gameObject,"item")
--滚动条根节点
this.root = Util.GetGameObject(gameObject, "Root")
this.preList={}
end
function this:BindEvent()
Util.AddClick(this.confirmBtn,function()
parent:ClosePanel()
end)
end
function this:AddListener()
end
function this:RemoveListener()
end
function this:OnShow(_parent)
parent=_parent
sortingOrder =_parent.sortingOrder
local heroDatas = RecruitManager.newWishList
for i = 1, math.max(#this.preList,#heroDatas) do
local item=this.preList[i]
if not item then
item=newObject(this.prefab)
item.transform:SetParent(this.root.transform)
item.transform.localScale=Vector3.one
item.transform.localPosition=Vector3.zero
this.preList[i]=item
end
item.gameObject:SetActive(false)
LogRed("heroDatas[i]:"..tostring(heroDatas[i]))
this.SingleHeroDataShow(item,heroConfig[heroDatas[i]])
end
end
--英雄单个数据展示
function this.SingleHeroDataShow(go,_heroData)
local heroData = _heroData
local _go = go
_go.gameObject:SetActive(true)
Util.GetGameObject(_go.transform, "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.Quality,heroData.Star))
Util.GetGameObject(_go.transform, "Text"):GetComponent("Text").text = SubString2(GetLanguageStrById(heroData.ReadingName),8)
Util.GetGameObject(_go.transform, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(artResourcesConfig[_heroData.Icon].Name)
Util.GetGameObject(_go.transform, "posIcon"):SetActive(false)
Util.GetGameObject(_go.transform, "proIcon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.PropertyName))
local starGrid = Util.GetGameObject(_go.transform, "star")
if _heroData.Id==currHeroId then
this.selectObj.transform:SetParent(_go.transform)
this.selectObj.transform.localScale=Vector3.one
this.selectObj.transform.localPosition=Vector3.New(0,30,0)
end
SetHeroStars(this.spLoader, starGrid, heroData.Star,1,nil,-15)
local cardclickBtn = Util.GetGameObject(_go.transform, "icon")
Util.AddOnceClick(cardclickBtn, function()
this.selectObj.transform:SetParent(_go.transform)
this.selectObj.transform.localScale=Vector3.one
this.selectObj.transform.localPosition=Vector3.New(0,30,0)
currHeroId=_heroData.Id
end)
Util.AddLongPressClick(cardclickBtn, function()
UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, heroData.Id, heroData.Star)
end, 0.5)
end
function this:OnClose()
currHeroId=0
args=nil
end
function this:OnDestroy()
this.spLoader:Destroy()
end
return this

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 4a0225cb7f8d89c48aa4a4c022d21c45
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -36,6 +36,8 @@ function this.Initialize()
this.isFirstEnterElementScroll=true
this.isFirstEnterHeroScroll=true
this.InitPreData()
this.newWishList = {}--心愿抽新增的神将
this.openTime = 0--开服时间戳或是0用于判断心愿神将是否加入卡池
end
--请求抽卡 1抽卡类型 2回调 3特权id
function this.RecruitRequest(recruitType, func, privilegeId,_itemId,_itemNum)
@ -496,8 +498,9 @@ end
function this.GetCurHeroList(curIndex)
local heroList = {}
local time = (GetTimeStamp() - RecruitManager.openTime)/(60*60*24)--开服时间戳或是0用于判断心愿神将是否加入卡池
for index, v in ipairs(RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.RECRUIT)) do
if heroConfig[v.Reward[1]].Star == 5 and heroConfig[v.Reward[1]].PropertyName == curIndex and heroConfig[v.Reward[1]].Weight > 0 then
if heroConfig[v.Reward[1]].Star == 5 and heroConfig[v.Reward[1]].PropertyName == curIndex and heroConfig[v.Reward[1]].Weight > 0 and time > heroConfig[v.Reward[1]].JoinWishDay then
table.insert(heroList,v)
end
end

View File

@ -64,6 +64,7 @@ function RecruitPanelNew:InitComponent()
self.upHeroPreList[i].pos = Util.GetGameObject(self.upHeroPreList[i].go,"di")
self.upHeroPreList[i].itempos = Util.GetGameObject(self.upHeroPreList[i].go,"itempos")
self.upHeroPreList[i].item = SubUIManager.Open(SubUIConfig.ItemView,self.upHeroPreList[i].itempos.transform)
self.upHeroPreList[i].item.gameObject:SetActive(false)
self.upHeroPreList[i].item.transform:SetSiblingIndex(0)
self.upHeroPreList[i].choosed = Util.GetGameObject(self.upHeroPreList[i].go,"state")
end
@ -88,7 +89,6 @@ function RecruitPanelNew:BindEvent()
--宝箱按钮
Util.AddClick(self.boxBtn,function()
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitBox)
self.boxIcon:GetComponent("Animator").enabled = false
--self.UI_effect_RecruitPanel_box_normal:SetActive(true)
end)
--奖池预览按钮
@ -187,17 +187,17 @@ function RecruitPanelNew:UpdataWishPanel()
self.wish.gameObject:SetActive(true)
--如果没有达到150抽按钮置灰
local data = tonumber(specialConfig[119].Value)
if RecruitManager.drawTimes[1] then
if RecruitManager.drawTimes[1] < data then
self.wishNoOpen.gameObject:SetActive(true)
self.wishOpen.gameObject:SetActive(false)
Util.SetGray(self.wishBtn,true)
self.wishText.text = string.format("%s/%s",RecruitManager.drawTimes[1],data)
self.wishTipIma.text = "开启心愿功能,将有更高概率获得心愿神将~"
else
self.wishNoOpen.gameObject:SetActive(false)
self.wishOpen.gameObject:SetActive(true)
NetManager.ChoiceWishHeroRequest(nil,function ()
NetManager.ChoiceWishHeroRequest(nil,function ()
if RecruitManager.drawTimes[1] then
if RecruitManager.drawTimes[1] < data then
self.wishNoOpen.gameObject:SetActive(true)
self.wishOpen.gameObject:SetActive(false)
Util.SetGray(self.wishBtn,true)
self.wishText.text = string.format("%s/%s",RecruitManager.drawTimes[1],data)
self.wishTipIma.text = "开启心愿功能,将有更高概率获得心愿神将~"
else
self.wishNoOpen.gameObject:SetActive(false)
self.wishOpen.gameObject:SetActive(true)
for i = 1,3 do
local data = RecruitManager.WishCardData[i]
local id = data.heroTid
@ -225,16 +225,17 @@ function RecruitPanelNew:UpdataWishPanel()
PopupTipPanel.ShowTip(string.format("%s次神将召唤后开启心愿抽卡",tempdata))
end
end)
end
end)
end
end
else
self.wishNoOpen.gameObject:SetActive(true)
self.wishOpen.gameObject:SetActive(false)
Util.SetGray(self.wishBtn,true)
self.wishText.text = string.format("%s/%s",0,data)
self.wishTipIma.text = "开启心愿功能,将有更高概率获得心愿神将~"
end
else
self.wishNoOpen.gameObject:SetActive(true)
self.wishOpen.gameObject:SetActive(false)
Util.SetGray(self.wishBtn,true)
self.wishText.text = string.format("%s/%s",0,data)
self.wishTipIma.text = "开启心愿功能,将有更高概率获得心愿神将~"
end
self:CheckNewWishHero()
end)
self.tenTip:SetActive(true)
if RecruitManager.isTenRecruit == 0 then
@ -377,4 +378,12 @@ function RecruitPanelNew:TimeCountDown()
end, 1, -1, true)
self.timer:Start()
end
--检查是否有新开放的心愿英雄
function RecruitPanelNew:CheckNewWishHero()
if #RecruitManager.newWishList > 0 then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.NewAddWishHero)
end
end
return RecruitPanelNew

View File

@ -133,11 +133,15 @@ function RoleEquipChangePopup:OnOpen(...)
nextEquipData=data[5]
position=data[6]
elseif type==4 then
curHeroData=data[3]
curEquipData=data[4]
nextEquipData=data[5]
position=data[6]
end
end
function RoleEquipChangePopup:OnShow()
equipSuit = {}
if curHeroData then
equipSuit = HeroManager.GetCurHeroEquipSuitPros(curHeroData.equipIdList)
end

View File

@ -32,7 +32,7 @@ local curHeroData
local heroListData
local curSelectEquipData
local index
local indexBtnNum = 0
local indexBtnNum = 1
local typeTab = {
[0] = Language[10175],
[1] = Language[10391],
@ -86,7 +86,7 @@ function RoleEquipPanel:InitComponent()
end
--装备list
this.effect = Util.GetGameObject(self.transform, "bg/effect")
for i = 0, 6 do
for i = 1, 6 do
tabs[i] = Util.GetGameObject(self.transform, "Tabs/Btn" .. i)
Util.GetGameObject(tabs[i], "Text"):GetComponent("Text").fontSize = GetCurLanguage() == 0 and 48 or 40
effectList[i] = Util.GetGameObject(self.transform, "bg/equipInfo/equip" .. i .. "/effect")
@ -192,7 +192,7 @@ function RoleEquipPanel:BindEvent()
end
)
for i = 0, 6 do
for i = 1, 6 do
Util.AddClick(
tabs[i],
function()
@ -201,11 +201,12 @@ function RoleEquipPanel:BindEvent()
return
end
indexBtnNum = i
if indexBtnNum == PosIdConst.All then
this:OnClickAllBtn()
else
this:OnClickTabBtn(indexBtnNum)
end
this:OnClickTabBtn(indexBtnNum)
-- if indexBtnNum == PosIdConst.All then
-- this:OnClickAllBtn()
-- else
-- this:OnClickTabBtn(indexBtnNum)
-- end
end
)
end
@ -247,11 +248,12 @@ end
function this.CurrEquipDataChange()
this.ShowHeroEquip()
if indexBtnNum == PosIdConst.All then
this:OnClickAllBtn()
else
this:OnClickTabBtn(indexBtnNum)
end
this:OnClickTabBtn(indexBtnNum)
-- if indexBtnNum == PosIdConst.All then
-- this:OnClickAllBtn()
-- else
-- this:OnClickTabBtn(indexBtnNum)
-- end
end
--界面打开时调用(用于子类重写)
@ -284,10 +286,10 @@ function RoleEquipPanel:OnShow()
effectList[i]:SetActive(false)
end
end
indexBtnNum = PosIdConst.All
indexBtnNum = PosIdConst.WuQi
teamHero = FormationManager.GetAllMainFormationHeroId()
this.ShowHeroEquip(true)
this:OnClickAllBtn()
this:OnClickTabBtn(indexBtnNum)
this.UpView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main})
end
@ -301,22 +303,24 @@ function this:RightBtnOnClick()
index = (index + 1 <= #heroListData and index + 1 or 1)
curHeroData = heroListData[index]
this.ShowHeroEquip()
if indexBtnNum == PosIdConst.All then
this:OnClickAllBtn()
else
this:OnClickTabBtn(indexBtnNum)
end
this:OnClickTabBtn(indexBtnNum)
-- if indexBtnNum == PosIdConst.All then
-- this:OnClickAllBtn()
-- else
-- this:OnClickTabBtn(indexBtnNum)
-- end
end
--左切换按钮点击
function this:LeftBtnOnClick()
index = (index - 1 > 0 and index - 1 or #heroListData)
curHeroData = heroListData[index]
this.ShowHeroEquip()
if indexBtnNum == PosIdConst.All then
this:OnClickAllBtn()
else
this:OnClickTabBtn(indexBtnNum)
end
this:OnClickTabBtn(indexBtnNum)
-- if indexBtnNum == PosIdConst.All then
-- this:OnClickAllBtn()
-- else
-- this:OnClickTabBtn(indexBtnNum)
-- end
end
--一键装备
@ -716,25 +720,25 @@ function this:UpdateEquipItem(go,data,lvObj,refineObj)
end
EquipManager.SetEquipStarShow(this.spLoader, Util.GetGameObject(go.transform, "frame/star"),data.itemConfig.Id)
end
--点击全部按钮
function this:OnClickAllBtn()
this:SetSelectBtn()
local itemData = BagManager.GetEquipDataByEquipPosition(curHeroData.heroConfig.Profession)
this:SortEquipDatas(itemData)
local count = 0
for i=1,#itemData do
count = count + 1--itemData[i].num
end
--加上宝器数据
local curAllEquipTreasure = EquipTreasureManager.GetAllTreasures(curHeroData.heroConfig.PropertyName)
--宝器排序
for i = 1, #curAllEquipTreasure do
table.insert(itemData, curAllEquipTreasure[i])
end
--"装备数量:"
this.itemNumText.text = Language[12181] .. count + LengthOfTable(curAllEquipTreasure)
this:SetItemData(itemData)
end
-- --点击全部按钮
-- function this:OnClickAllBtn()
-- this:SetSelectBtn()
-- local itemData = BagManager.GetEquipDataByEquipPosition(curHeroData.heroConfig.Profession)
-- this:SortEquipDatas(itemData)
-- local count = 0
-- for i=1,#itemData do
-- count = count + 1--itemData[i].num
-- end
-- --加上宝器数据
-- local curAllEquipTreasure = EquipTreasureManager.GetAllTreasures(curHeroData.heroConfig.PropertyName)
-- --宝器排序
-- for i = 1, #curAllEquipTreasure do
-- table.insert(itemData, curAllEquipTreasure[i])
-- end
-- --"装备数量:"
-- this.itemNumText.text = Language[12181] .. count + LengthOfTable(curAllEquipTreasure)
-- this:SetItemData(itemData)
-- end
--点击装备按钮
function this:OnClickTabBtn(_index)
@ -1076,12 +1080,13 @@ function this.UpdateEquipPosHeroData(_equipOrTreasure, _type, _selectEquipDataLi
this.ShowHeroEquip()
--上阵刷新红点
this.allEquipUpRedPoint:SetActive(#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 and isUpZhen)
--刷新当前英雄可穿装备
if indexBtnNum == PosIdConst.All then
this:OnClickAllBtn()
else
this:OnClickTabBtn(indexBtnNum)
end
this:OnClickTabBtn(indexBtnNum)
-- --刷新当前英雄可穿装备
-- if indexBtnNum == PosIdConst.All then
-- this:OnClickAllBtn()
-- else
-- this:OnClickTabBtn(indexBtnNum)
-- end
--对比战力并更新战力值 播放战力变更动画
HeroManager.CompareWarPower(curHeroData.dynamicId)
end