青龙秘宝入口修改
parent
e3b387b8af
commit
dd8e9ab701
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@ -1081,6 +1081,25 @@ function this. OpenSeverWelfareRewardTabsSort(missions)
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end)
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end)
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end
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end
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-- 玩家是否有资格开启
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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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-- 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 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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qualifiled = playerLv >= openRule[2]
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elseif openRule[1] == 3 then -- 工坊等级开启
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qualifiled = WorkShopManager.WorkShopData.lv >= openRule[2]
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end
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return qualifiled
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end
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function this.GetTimeStartToEnd(type)
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function this.GetTimeStartToEnd(type)
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local info= ActivityGiftManager.GetActivityTypeInfo(type)
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local info= ActivityGiftManager.GetActivityTypeInfo(type)
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@ -80,7 +80,7 @@ function MissionDailyPanel:OnOpen(popupType,...)
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if RedPointManager.GetRedPointMissionDaily() then
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if RedPointManager.GetRedPointMissionDaily() then
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index = 1
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index = 1
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type = 0
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type = 0
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elseif ActivityGiftManager.GetActivityOpenStatus(ActivityTypeDef.TreasureOfSomeBody) and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.SUNLONG) then
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elseif ActivityGiftManager.GetActivityOpenStatus(ActivityTypeDef.TreasureOfSomeBody) and ActivityGiftManager.IsQualifiled( ActivityTypeDef.TreasureOfSomeBody) then
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if QinglongSerectTreasureManager.GetQinglongSerectTreasureRedPot() then
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if QinglongSerectTreasureManager.GetQinglongSerectTreasureRedPot() then
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index = 2
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index = 2
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type = 1
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type = 1
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@ -132,7 +132,7 @@ function this.TabAdapter(tab, index, status)
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tabLab:GetComponent("Text").text = _TabData[index].name
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tabLab:GetComponent("Text").text = _TabData[index].name
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tabLab:GetComponent("Text").color = _TabFontColor[status]
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tabLab:GetComponent("Text").color = _TabFontColor[status]
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if _TabData[index].type ~= -1 then
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if _TabData[index].type ~= -1 then
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if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.SUNLONG) and ActivityGiftManager.GetActivityOpenStatus( _TabData[index].type) then
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if ActivityGiftManager.IsQualifiled( _TabData[index].type) and ActivityGiftManager.GetActivityOpenStatus( _TabData[index].type) then
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tab.gameObject:SetActive(true)
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tab.gameObject:SetActive(true)
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else
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else
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tab.gameObject:SetActive(false)
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tab.gameObject:SetActive(false)
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@ -151,7 +151,7 @@ function this.SingleMissionDatasDataShow(_go,_missionData)
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local show
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local show
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for i = 1, #reward do
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for i = 1, #reward do
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show = false
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show = false
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if (reward[i].type == 2 and ActivityGiftManager.GetActivityOpenStatus(ActivityTypeDef.TreasureOfSomeBody) and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.SUNLONG))
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if (reward[i].type == 2 and ActivityGiftManager.GetActivityOpenStatus(ActivityTypeDef.TreasureOfSomeBody) and ActivityGiftManager.IsQualifiled( ActivityTypeDef.TreasureOfSomeBody))
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or reward[i].type == 1 then
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or reward[i].type == 1 then
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show = true
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show = true
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end
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end
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