【山河每日奖励】优化宝箱显示

dev_chengFeng
gaoxin 2021-10-19 18:01:50 +08:00
parent 3c371623d7
commit e01b39c8a4
2 changed files with 43353 additions and 131 deletions

View File

@ -23,7 +23,12 @@ function FightLevelChapterPanel:InitComponent()
-- 奖励按钮
self.rewardBtn = Util.GetGameObject(self.gameObject, "rewardBtn")
self.rewardRedPot = Util.GetGameObject(self.gameObject, "rewardBtn/red")
self.rewardTai = Util.GetGameObject(self.gameObject, "rewardBtn/Tai"):GetComponent("Image")
self.rewardTextBg = Util.GetGameObject(self.gameObject, "rewardBtn/TextBg"):GetComponent("Image")
self.rewardTip = Util.GetGameObject(self.gameObject, "rewardBtn/Text"):GetComponent("Text")
self.rewardKaiQi = Util.GetGameObject(self.gameObject, "rewardBtn/BoxBtn1/UI_Effect_BaoXiang_KaiQi")
self.rewardKeKaiQi = Util.GetGameObject(self.gameObject, "rewardBtn/BoxBtn1/UI_Effect_BaoXiang_KeKaiQi")
self.rewardOpen = Util.GetGameObject(self.gameObject, "rewardBtn/BoxBtn1/open")
end
--绑定事件(用于子类重写)
@ -39,8 +44,19 @@ function FightLevelChapterPanel:BindEvent()
UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[15],1)
end)
Util.AddClick(self.rewardBtn, function()
local data = FightLevelManager.GetDailyRewardData()
if not data.state or data.state ~= 0 then
PopupTipPanel.ShowTip("今日已领取,请明日再来!")
return
end
-- 请求领取奖励
FightLevelManager.RequestGetDailyReward()
self.rewardKeKaiQi:SetActive(false)
self.rewardOpen:SetActive(false)
self.rewardKaiQi:SetActive(false)
self.rewardKaiQi:SetActive(true)
Timer.New(function()
FightLevelManager.RequestGetDailyReward()
end, 1):Start()
end)
end
--添加事件监听(用于子类重写)
@ -57,6 +73,8 @@ function FightLevelChapterPanel:RemoveListener()
ClearRedPointObject(RedPointType.FightLevelDailyReward, self.rewardRedPot)
end
function FightLevelChapterPanel:OnSortingOrderChange()
Util.SetParticleSortLayer(self.rewardKaiQi, self.sortingOrder + 1)
Util.SetParticleSortLayer(self.rewardKeKaiQi, self.sortingOrder + 1)
orginLayer = self.sortingOrder
end
--界面打开时调用(用于子类重写)
@ -155,9 +173,19 @@ end
function FightLevelChapterPanel:SetDailyRewardShow()
local data = FightLevelManager.GetDailyRewardData()
if data and data.state == 0 then
self.rewardTip.text = "可领取"
self.rewardTip.text = string.format("<color=%s>%s</color>", UIColorStr.GREEN, "可领取")
self.rewardKaiQi:SetActive(false)
self.rewardKeKaiQi:SetActive(true)
self.rewardOpen:SetActive(false)
self.rewardTai.sprite = this.spLoader:LoadSprite("s_shanhe_xiaoditu_zhongbiao")
self.rewardTextBg.sprite = this.spLoader:LoadSprite("s_shanhe_xiaoditu_biaoxiamingzidi")
else
self.rewardTip.text = "明日刷新"
self.rewardTip.text = string.format("<color=%s>%s</color>", UIColorStr.YELLOW, "明日刷新")
self.rewardKaiQi:SetActive(false)
self.rewardKeKaiQi:SetActive(false)
self.rewardOpen:SetActive(true)
self.rewardTai.sprite = this.spLoader:LoadSprite("s_shanhe_xiaoditu_zhongbiao_01")
self.rewardTextBg.sprite = this.spLoader:LoadSprite("s_shanhe_xiaoditu_biaoxiamingzidi_01")
end
end