主题活动修改提交

dev_chengFeng
jiaoyangna 2020-11-19 14:26:57 +08:00
parent 2a9b4cb5ab
commit d8f31bab35
2 changed files with 17 additions and 13 deletions

View File

@ -1089,12 +1089,17 @@ end
function this.IsQualifiled(type)
-- 相同类型活动解锁类型相同,所以只判断第一个
local data = ConfigManager.GetConfigDataByKey(ConfigName.GlobalActivity,"Type",type)
if not data then return false end
if not data then
return false
end
-- 当前玩家等级
local qualifiled = false
local playerLv = PlayerManager.level
local openRule = data.OpenRules
if not data.OpenRules or #data.OpenRules < 2 then
return true
end
if openRule[1] == 1 then -- 关卡开启
qualifiled = FightPointPassManager.IsFightPointPass(openRule[2])
elseif openRule[1] == 2 then -- 等级开启

View File

@ -224,20 +224,17 @@ function this.PageTabAdapter(tab, index, status)
this.BindPageRedpot(index, redpot)
end
local id = ActivityGiftManager.IsActivityTypeOpen(tabs[index].ActType)
if id and id > 0 and ActivityGiftManager.IsQualifiled(tabs[index].ActType) then
if GlobalActConfig[id].ShowArt and GlobalActConfig[id].ShowArt > 0 then
tab:SetActive(GlobalActConfig[id].ShowArt == index)
else
tab.gameObject:SetActive(true)
end
if id and id > 0 and ActivityGiftManager.IsQualifiled(tabs[index].ActType) then
if GlobalActConfig[id].Type == ActivityTypeDef.DynamicAct then
if GlobalActConfig[id].ShowArt and GlobalActConfig[id].ShowArt > 0 then
tab:SetActive(GlobalActConfig[id].ShowArt == index)
end
--限时兑换特殊处理
if GlobalActConfig[id].Type == ActivityTypeDef.LimitExchange then
elseif GlobalActConfig[id].Type == ActivityTypeDef.LimitExchange then
tab.gameObject:SetActive(GlobalActConfig[id].ShowArt ~= 1)
end
--累计充值特殊处理
if GlobalActConfig[id].Type == ActivityTypeDef.AccumulativeRechargeExper then
elseif GlobalActConfig[id].Type == ActivityTypeDef.AccumulativeRechargeExper then
if GlobalActConfig[id] and GlobalActConfig[id].ShowArt ~= 1 then
tab.gameObject:SetActive(true)
else
@ -245,6 +242,8 @@ function this.PageTabAdapter(tab, index, status)
end
elseif GlobalActConfig[id].Type == ActivityTypeDef.DynamicAct_recharge then
tab.gameObject:SetActive(true)
else
tab.gameObject:SetActive(true)
end
else
tab.gameObject:SetActive(false)