主题活动修改提交
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@ -1089,12 +1089,17 @@ end
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function this.IsQualifiled(type)
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-- 相同类型活动解锁类型相同,所以只判断第一个
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local data = ConfigManager.GetConfigDataByKey(ConfigName.GlobalActivity,"Type",type)
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if not data then return false end
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if not data then
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return false
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end
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-- 当前玩家等级
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local qualifiled = false
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local playerLv = PlayerManager.level
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local openRule = data.OpenRules
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if not data.OpenRules or #data.OpenRules < 2 then
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return true
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end
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if openRule[1] == 1 then -- 关卡开启
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qualifiled = FightPointPassManager.IsFightPointPass(openRule[2])
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elseif openRule[1] == 2 then -- 等级开启
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@ -224,20 +224,17 @@ function this.PageTabAdapter(tab, index, status)
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this.BindPageRedpot(index, redpot)
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end
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local id = ActivityGiftManager.IsActivityTypeOpen(tabs[index].ActType)
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if id and id > 0 and ActivityGiftManager.IsQualifiled(tabs[index].ActType) then
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if GlobalActConfig[id].ShowArt and GlobalActConfig[id].ShowArt > 0 then
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tab:SetActive(GlobalActConfig[id].ShowArt == index)
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else
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tab.gameObject:SetActive(true)
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end
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if id and id > 0 and ActivityGiftManager.IsQualifiled(tabs[index].ActType) then
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if GlobalActConfig[id].Type == ActivityTypeDef.DynamicAct then
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if GlobalActConfig[id].ShowArt and GlobalActConfig[id].ShowArt > 0 then
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tab:SetActive(GlobalActConfig[id].ShowArt == index)
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end
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--限时兑换特殊处理
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if GlobalActConfig[id].Type == ActivityTypeDef.LimitExchange then
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elseif GlobalActConfig[id].Type == ActivityTypeDef.LimitExchange then
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tab.gameObject:SetActive(GlobalActConfig[id].ShowArt ~= 1)
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end
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--累计充值特殊处理
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if GlobalActConfig[id].Type == ActivityTypeDef.AccumulativeRechargeExper then
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elseif GlobalActConfig[id].Type == ActivityTypeDef.AccumulativeRechargeExper then
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if GlobalActConfig[id] and GlobalActConfig[id].ShowArt ~= 1 then
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tab.gameObject:SetActive(true)
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else
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@ -245,6 +242,8 @@ function this.PageTabAdapter(tab, index, status)
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end
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elseif GlobalActConfig[id].Type == ActivityTypeDef.DynamicAct_recharge then
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tab.gameObject:SetActive(true)
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else
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tab.gameObject:SetActive(true)
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end
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else
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tab.gameObject:SetActive(false)
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