diff --git a/Assets/ManagedResources/~Lua/Modules/Incarnation/IncarnationLottery.lua b/Assets/ManagedResources/~Lua/Modules/Incarnation/IncarnationLottery.lua index 2def68ee6d..d32f29eb39 100644 --- a/Assets/ManagedResources/~Lua/Modules/Incarnation/IncarnationLottery.lua +++ b/Assets/ManagedResources/~Lua/Modules/Incarnation/IncarnationLottery.lua @@ -37,9 +37,8 @@ function IncarnationLottery:InitComponent() self.btns[i].info = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/Text"):GetComponent("Text") self.btns[i].icon = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/icon"):GetComponent("Image") self.btns[i].num = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/num"):GetComponent("Text") + self.btns[i].reward = Util.GetGameObject(self.btns[i].btn.gameObject,"reward"):GetComponent("Text") end - self.btnTime = Util.GetGameObject(self.btns[1].btn,"di1/time"):GetComponent("Text") - --center self.center = Util.GetGameObject(self.gameObject,"center/TurnTable/itemlist") self.icons = {} @@ -50,6 +49,7 @@ function IncarnationLottery:InitComponent() self.icons[i].kuang = Util.GetGameObject(self.icons[i].pre,"itemPos") self.icons[i].icon = Util.GetGameObject(self.icons[i].pre,"icon"):GetComponent("Image") self.icons[i].num = Util.GetGameObject(self.icons[i].pre,"numDi/Text"):GetComponent("Text") + end self.updateTimes = Util.GetGameObject(self.gameObject,"updateTimes") @@ -165,12 +165,6 @@ function IncarnationLottery:refreshMagicNum() self.updateTimesTip1.text = string.format("活动剩余时间:%s",self:TimeToDHMS(endTime)) local timeDown=CalculateSecondsNowTo_N_OClock(0) self.timer = Timer.New(function() - if timeDown < 1 then - self:RefreshGetHeroTimes() - return - else - self.btnTime.text = TimeToHMS(timeDown).."后刷新" - end if endTime < 1 then self.timer:Stop() self.timer = nil @@ -185,10 +179,24 @@ function IncarnationLottery:refreshMagicNum() self.timer:Start() end +function IncarnationLottery:GetSendStr(reId) + local str = "" + if lotterySetting[reId] and lotterySetting[reId].TenTimesMustGetItem and #lotterySetting[reId].TenTimesMustGetItem > 0 then + for k,v in ipairs(lotterySetting[reId].TenTimesMustGetItem) do + if str == "" then + str = str.."赠送" + else + str = str.."和" + end + str = str..v[2].."个"..itemConfig[v[1]].Name + end + end + return str +end + function IncarnationLottery:refreshBtnShow() local curTimes = PrivilegeManager.GetPrivilegeUsedTimes(self.maxtimesId) self.limit.text ="今日召唤上限:"..curTimes.."/"..privilegeConfig[self.maxtimesId].Condition[1][2] - self.btnTime.gameObject:SetActive(false) local freeTime = 0 if self.freeTimesId and self.freeTimesId > 0 then freeTime = PrivilegeManager.GetPrivilegeRemainValue(self.freeTimesId) @@ -214,7 +222,6 @@ function IncarnationLottery:refreshBtnShow() end local d = {} if (isFree) then - self.btnTime.gameObject:SetActive(false) m.info.text="免费抽取" else local d = RecruitManager.GetExpendData(type) @@ -223,7 +230,7 @@ function IncarnationLottery:refreshBtnShow() m.icon.sprite = self.spLoader:LoadSprite(artConfig[itemConfig[itemId].ResourceID].Name) m.num.text= tostring(itemNum) end - + m.reward.text = self:GetSendStr(n == 1 and self.singleRecruit.Id or self.tenRecruit.Id) Util.AddOnceClick(m.btn,function() if not isFree then if BagManager.GetItemCountById(itemId) < itemNum then