破阵诛仙提交

jiaoyangna 2020-09-10 15:28:19 +08:00
parent 24365446a2
commit e492dc6813
5 changed files with 38 additions and 9 deletions

View File

@ -93,9 +93,12 @@ end
--添加事件监听(用于子类重写)
function DynamicActivityPanel:AddListener()
end
--移除事件监听(用于子类重写)
function DynamicActivityPanel:RemoveListener()
end
--界面打开时调用(用于子类重写)

View File

@ -1,6 +1,6 @@
local QianKunBox = quick_class("QianKunBox")
local ActivityDetail = require("Modules/DynamicActivity/ActivityDetail")--活动详情
local parent
local iconsData = nil
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local artConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
@ -98,8 +98,8 @@ function QianKunBox:BindEvent()
end)
end
function QianKunBox:OnShow(sortingOrder)
function QianKunBox:OnShow(sortingOrder,_parent)
parent = _parent
Util.AddParticleSortLayer(self.effect, sortingOrder - orginLayer)
orginLayer = sortingOrder
activityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.QianKunBox)
@ -251,6 +251,12 @@ function QianKunBox:timeCountDown()
self.timer = Timer.New(function()
self.leftUpTime.text = self:TimeToDHMS(self.shopData.endTime - PlayerManager.serverTime)
self.btnTime.text = TimeToHMS(timeDown)
if timeDown < 1 then
self.timer:Stop()
self.timer = nil
parent:ClosePanel()
return
end
timeDown = timeDown -1
end, 1, -1, true)
self.timer:Start()

View File

@ -8,7 +8,7 @@ local privilegeConfig=ConfigManager.GetConfig(ConfigName.PrivilegeTypeConfig)
local artResourcesConfig =ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
local parent
local activityId = 0
local singleRecruit = nil
local tenRecruit = nil
@ -110,7 +110,8 @@ function TimeLimitedCall:BindEvent()
end)
end
function TimeLimitedCall:OnShow(_sortingOrder)
function TimeLimitedCall:OnShow(_sortingOrder,_parent)
parent = _parent
sortingOrder = _sortingOrder
self.gameObject:SetActive(true)
@ -361,6 +362,7 @@ function TimeLimitedCall:TimeCountDown()
if timeDown < 1 then
self.timer:Stop()
self.timer = nil
parent:ClosePanel()
return
end
timeDown = timeDown - 1

View File

@ -11,7 +11,7 @@ local this = MainPanel
-- [GUILD_FIGHT_STAGE.MATCHING] = "r_zjm_zhanpzz",
-- [GUILD_FIGHT_STAGE.COUNTING] = "r_zjm_zhanjjz",
-- }
local GlobalActConfig = ConfigManager.GetConfig(ConfigName.GlobalActivity)
--示意图轮回放
local imageList = {}
-- 主界面需要隐藏的功能
@ -47,6 +47,12 @@ local lightList = {
[2] = { -1367, -950 },
[3] = { -2447, -2397 },
}
local mainDynamicActivityIcon = {
[1] = "r_zjm_huodongicon-pozhenzhuxian", --破阵诛仙
[2] = "r_zjm_huodongicon-yongguansanjun", -- 勇冠三军
[3] = "r_zjm_huodongicon-pozhenzhuxian", --叱咤风云
}
function this:AddFuncItem(btnGO, pos)
return {go = btnGO, open = Util.GetGameObject(btnGO, "open"), lock = Util.GetGameObject(btnGO, "lock"), pos = pos}
end
@ -1374,6 +1380,9 @@ function this.TimeFormat()
--轮转活动,乾坤宝盒
local dynamicAct = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.FindFairy)
if dynamicAct then
this.btnDynamicActivity:SetActive(true)
local curindex = GlobalActConfig[dynamicAct].ShowArt
Util.GetGameObject(this.btnDynamicActivity,"Image"):GetComponent("Image").sprite = Util.LoadSprite(mainDynamicActivityIcon[curindex])
local info = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.FindFairy)
local tempTime = info.endTime - PlayerManager.serverTime
if tempTime>= 86400 then
@ -1382,7 +1391,7 @@ function this.TimeFormat()
this.DynamicActivityTime.text = TimeToHMS(tempTime)
end
else
this.btnDynamicActivity.gameObject:SetActive(false)
this.btnDynamicActivity:SetActive(false)
end
--青龙秘宝
local QingLong = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.TreasureOfSomeBody)

View File

@ -765,12 +765,21 @@ function this.InitDynamicActData()
local data = {}
data.id = allMissionData[j].missionId
data.progress = allMissionData[j].progress
data.state = allMissionData[j].state
data.type = allListData[i].Type
local strs = string.split(allListData[i].Show,"#")
data.title = strs[1]
data.content = strs[2]
data.value = allListData[i].TaskValue[2][1]
data.state = allMissionData[j].state
-- if allMissionData[j].state == 2 then
-- data.state = allMissionData[j].state
-- else
-- if data.progress >= data.value then
-- data.state = 1
-- else
-- data.state = 0
-- end
-- end
data.type = allListData[i].Type
data.reward = {allListData[i].Integral[1][1],allListData[i].Integral[1][2]}
data.jump = allListData[i].Jump[1]
table.insert(this.allData,data)