【牛气冲天】页签根据数据判断显隐
parent
49500da08e
commit
d64715ce01
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@ -8,7 +8,7 @@ local itemId = 0
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function this.Initialize()
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function this.Initialize()
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this.InitAllRewardData()
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this.InitAllRewardData()
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Game.GlobalEvent:AddEvent(GameEvent.Mission.NiuQiChongTianTask,this.UpdateStatus)
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Game.GlobalEvent:AddEvent(GameEvent.Mission.NiuQiChongTianTask,this.UpdateStatus)
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this.IsNewActivity = false
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-- this.IsNewActivity = false
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end
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end
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--服务器发来的活动进度条数据
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--服务器发来的活动进度条数据
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@ -92,52 +92,52 @@ end
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--需要显示的任务数据
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--需要显示的任务数据
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function this.GetNeedRewardData(sort)
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function this.GetNeedRewardData(sort)
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local needData = {}
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local needData = {}
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if not this.IsNewActivity then--老的牛气冲天
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-- if not this.IsNewActivity then--老的牛气冲天
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for i = 1, 2 do
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-- for i = 1, 2 do
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local tempdata = {}
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-- local tempdata = {}
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for k, v in pairs(this.rewardData) do
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-- for k, v in pairs(this.rewardData) do
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if v.Sort == sort and v.Type == i and (v.state == 1 or v.state == 0) then
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-- if v.Sort == sort and v.Type == i and (v.state == 1 or v.state == 0) then
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if #tempdata < 1 then
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-- if #tempdata < 1 then
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table.insert(tempdata,v)
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-- table.insert(tempdata,v)
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else
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-- else
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table.insert(tempdata,v)
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-- table.insert(tempdata,v)
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break
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-- break
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end
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-- end
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end
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-- end
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end
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-- end
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if #tempdata < 2 then
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-- if #tempdata < 2 then
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for k = #this.rewardData, 1 , -1 do
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-- for k = #this.rewardData, 1 , -1 do
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local v = this.rewardData[k]
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-- local v = this.rewardData[k]
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local data = nil
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-- local data = nil
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if #tempdata == 0 then
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-- if #tempdata == 0 then
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if v.Sort == sort and v.Type == i then
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-- if v.Sort == sort and v.Type == i then
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data = v
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-- data = v
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end
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-- end
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else
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-- else
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for j = 1, #tempdata do
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-- for j = 1, #tempdata do
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if tempdata[j].id ~= v.id and v.Sort == sort and v.Type == i then
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-- if tempdata[j].id ~= v.id and v.Sort == sort and v.Type == i then
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data = v
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-- data = v
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break
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-- break
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end
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-- end
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end
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-- end
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end
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-- end
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if data then
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-- if data then
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table.insert(tempdata,data)
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-- table.insert(tempdata,data)
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if #tempdata >= 2 then
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-- if #tempdata >= 2 then
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break
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-- break
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end
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-- end
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end
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-- end
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end
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-- end
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end
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-- end
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for j = 1,#tempdata do
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-- for j = 1,#tempdata do
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table.insert(needData,tempdata[j])
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-- table.insert(needData,tempdata[j])
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end
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-- end
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end
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-- end
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table.sort(needData,function (a,b)
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-- table.sort(needData,function (a,b)
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return a.id < b.id
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-- return a.id < b.id
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end)
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-- end)
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else--新的牛气冲天
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-- else--新的牛气冲天
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for k, v in pairs(this.rewardData) do
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for k, v in pairs(this.rewardData) do
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if v.Sort == sort then
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if v.Sort == sort then
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table.insert(needData,v)
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table.insert(needData,v)
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@ -155,7 +155,7 @@ function this.GetNeedRewardData(sort)
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return STATE[a.state] > STATE[b.state]
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return STATE[a.state] > STATE[b.state]
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end
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end
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end)
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end)
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end
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-- end
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return needData
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return needData
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end
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end
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@ -209,9 +209,9 @@ end
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function this.CheckIsNewActivity()
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function this.CheckIsNewActivity()
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local id = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.NiuQi)
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local id = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.NiuQi)
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local data = ConfigManager.GetConfigData(ConfigName.GlobalActivity,id)
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local data = ConfigManager.GetConfigData(ConfigName.GlobalActivity,id)
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if data.ShowArt == 2 then
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-- if data.ShowArt == 2 then
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this.IsNewActivity = true
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-- this.IsNewActivity = true
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end
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-- end
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end
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end
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return this
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return this
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@ -104,6 +104,11 @@ function NiuQiChongTianPanel:OnShow(_sortingOrder)
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end
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end
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local NiuQiChongTianPanelTabAdapter = function(tab, index, status)
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local NiuQiChongTianPanelTabAdapter = function(tab, index, status)
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if status == "lock" then
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tab:SetActive(false)
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return
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end
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tab:SetActive(true)
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local tabLab = Util.GetGameObject(tab, "Text")
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local tabLab = Util.GetGameObject(tab, "Text")
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local redPoint = Util.GetGameObject(tab, "Redpot")
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local redPoint = Util.GetGameObject(tab, "Redpot")
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if _TabData[index].rpType > 0 then
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if _TabData[index].rpType > 0 then
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@ -114,7 +119,7 @@ function NiuQiChongTianPanel:OnShow(_sortingOrder)
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self.redPointList[_TabData[index].rpType] = redPoint
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self.redPointList[_TabData[index].rpType] = redPoint
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end
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end
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Util.GetGameObject(tab,"Image"):GetComponent("Image").sprite = self.spLoader:LoadSprite(_TabData[index][status])
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Util.GetGameObject(tab,"Image"):GetComponent("Image").sprite = self.spLoader:LoadSprite(_TabData[index][status])
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tabLab:GetComponent("Text").text = NiuQiChongTianManager.IsNewActivity and _TabData[index].nameNew or _TabData[index].name
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tabLab:GetComponent("Text").text = _TabData[index].nameNew
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tabLab:GetComponent("Text").color = _TabFontColor[status]
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tabLab:GetComponent("Text").color = _TabFontColor[status]
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end
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end
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@ -127,8 +132,20 @@ function NiuQiChongTianPanel:OnShow(_sortingOrder)
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self:SetReward(bool)
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self:SetReward(bool)
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end
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end
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-- 没有数据则不显示页签
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local IsTabLock = function(index)
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-- if index == 1 then
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-- return true
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-- end
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local rewardData = NiuQiChongTianManager.GetNeedRewardData(index)
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if not rewardData or #rewardData <= 0 then
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return true
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end
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end
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self.TabCtrl = TabBox.New()
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self.TabCtrl = TabBox.New()
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self.TabCtrl:SetTabAdapter(NiuQiChongTianPanelTabAdapter)
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self.TabCtrl:SetTabAdapter(NiuQiChongTianPanelTabAdapter)
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self.TabCtrl:SetTabIsLockCheck(IsTabLock)
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self.TabCtrl:SetChangeTabCallBack(NiuQiChongTianPanelSwitchView)
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self.TabCtrl:SetChangeTabCallBack(NiuQiChongTianPanelSwitchView)
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self.curPage = DynamicActivityManager.NiuQiIndex or 1
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self.curPage = DynamicActivityManager.NiuQiIndex or 1
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self.TabCtrl:Init(self.tabBox, _TabData, self.curPage)
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self.TabCtrl:Init(self.tabBox, _TabData, self.curPage)
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