破阵诛仙提交
parent
24365446a2
commit
e492dc6813
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@ -93,9 +93,12 @@ end
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--添加事件监听(用于子类重写)
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function DynamicActivityPanel:AddListener()
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end
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--移除事件监听(用于子类重写)
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function DynamicActivityPanel:RemoveListener()
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end
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--界面打开时调用(用于子类重写)
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@ -1,6 +1,6 @@
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local QianKunBox = quick_class("QianKunBox")
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local ActivityDetail = require("Modules/DynamicActivity/ActivityDetail")--活动详情
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local parent
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local iconsData = nil
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local artConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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@ -98,8 +98,8 @@ function QianKunBox:BindEvent()
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end)
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end
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function QianKunBox:OnShow(sortingOrder)
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function QianKunBox:OnShow(sortingOrder,_parent)
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parent = _parent
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Util.AddParticleSortLayer(self.effect, sortingOrder - orginLayer)
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orginLayer = sortingOrder
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activityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.QianKunBox)
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@ -251,6 +251,12 @@ function QianKunBox:timeCountDown()
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self.timer = Timer.New(function()
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self.leftUpTime.text = self:TimeToDHMS(self.shopData.endTime - PlayerManager.serverTime)
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self.btnTime.text = TimeToHMS(timeDown)
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if timeDown < 1 then
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self.timer:Stop()
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self.timer = nil
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parent:ClosePanel()
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return
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end
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timeDown = timeDown -1
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end, 1, -1, true)
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self.timer:Start()
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@ -8,7 +8,7 @@ local privilegeConfig=ConfigManager.GetConfig(ConfigName.PrivilegeTypeConfig)
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local artResourcesConfig =ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
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local parent
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local activityId = 0
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local singleRecruit = nil
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local tenRecruit = nil
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@ -110,7 +110,8 @@ function TimeLimitedCall:BindEvent()
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end)
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end
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function TimeLimitedCall:OnShow(_sortingOrder)
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function TimeLimitedCall:OnShow(_sortingOrder,_parent)
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parent = _parent
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sortingOrder = _sortingOrder
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self.gameObject:SetActive(true)
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@ -361,6 +362,7 @@ function TimeLimitedCall:TimeCountDown()
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if timeDown < 1 then
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self.timer:Stop()
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self.timer = nil
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parent:ClosePanel()
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return
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end
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timeDown = timeDown - 1
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@ -11,7 +11,7 @@ local this = MainPanel
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-- [GUILD_FIGHT_STAGE.MATCHING] = "r_zjm_zhanpzz",
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-- [GUILD_FIGHT_STAGE.COUNTING] = "r_zjm_zhanjjz",
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-- }
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local GlobalActConfig = ConfigManager.GetConfig(ConfigName.GlobalActivity)
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--示意图轮回放
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local imageList = {}
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-- 主界面需要隐藏的功能
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@ -47,6 +47,12 @@ local lightList = {
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[2] = { -1367, -950 },
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[3] = { -2447, -2397 },
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}
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local mainDynamicActivityIcon = {
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[1] = "r_zjm_huodongicon-pozhenzhuxian", --破阵诛仙
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[2] = "r_zjm_huodongicon-yongguansanjun", -- 勇冠三军
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[3] = "r_zjm_huodongicon-pozhenzhuxian", --叱咤风云
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}
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function this:AddFuncItem(btnGO, pos)
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return {go = btnGO, open = Util.GetGameObject(btnGO, "open"), lock = Util.GetGameObject(btnGO, "lock"), pos = pos}
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end
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@ -1374,6 +1380,9 @@ function this.TimeFormat()
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--轮转活动,乾坤宝盒
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local dynamicAct = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.FindFairy)
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if dynamicAct then
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this.btnDynamicActivity:SetActive(true)
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local curindex = GlobalActConfig[dynamicAct].ShowArt
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Util.GetGameObject(this.btnDynamicActivity,"Image"):GetComponent("Image").sprite = Util.LoadSprite(mainDynamicActivityIcon[curindex])
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local info = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.FindFairy)
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local tempTime = info.endTime - PlayerManager.serverTime
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if tempTime>= 86400 then
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@ -1382,7 +1391,7 @@ function this.TimeFormat()
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this.DynamicActivityTime.text = TimeToHMS(tempTime)
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end
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else
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this.btnDynamicActivity.gameObject:SetActive(false)
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this.btnDynamicActivity:SetActive(false)
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end
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--青龙秘宝
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local QingLong = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.TreasureOfSomeBody)
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@ -765,12 +765,21 @@ function this.InitDynamicActData()
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local data = {}
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data.id = allMissionData[j].missionId
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data.progress = allMissionData[j].progress
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data.state = allMissionData[j].state
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data.type = allListData[i].Type
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local strs = string.split(allListData[i].Show,"#")
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data.title = strs[1]
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data.content = strs[2]
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data.value = allListData[i].TaskValue[2][1]
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data.state = allMissionData[j].state
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-- if allMissionData[j].state == 2 then
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-- data.state = allMissionData[j].state
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-- else
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-- if data.progress >= data.value then
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-- data.state = 1
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-- else
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-- data.state = 0
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-- end
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-- end
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data.type = allListData[i].Type
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data.reward = {allListData[i].Integral[1][1],allListData[i].Integral[1][2]}
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data.jump = allListData[i].Jump[1]
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table.insert(this.allData,data)
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