【十五日登陆】
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@ -1127,6 +1127,7 @@ ActivityTypeDef = {
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NiuZhuan = 61,--牛转乾坤
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NiuQi = 62,--牛气冲天
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FuXingGaoZhao = 63,--福星高照
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FifteenDayGift = 64,--十五日登陆
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--主题活动
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ShengXingYouLi=50,--升星有礼(指定猎妖师进阶)
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@ -138,7 +138,7 @@ function this.InitActivityServerData(msg, isUpdate)
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this.CheckMoneyProgress(v)
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this.mission[v.activityId] = v
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-- LogYellow("刷新活动数据activityId:" .. v.activityId .. " value:" .. v.value)
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LogYellow("刷新活动数据activityId:" .. v.activityId .. " value:" .. v.value)
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for n, m in ipairs(v.mission) do
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--LogGreen(" 刷新活动数据missionId:" .. m.missionId .. " state:" .. m.state .. " progress:" .. m.progress)
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if (v.activityId == ActivityTypeDef.OnlineGift) then
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@ -1,7 +1,54 @@
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FifteenDayGiftManager = {}
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local this = FifteenDayGiftManager
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local Data
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function this.Initialize()
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this.configData = {}
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end
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function this.InitRewardData()
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local ActData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.FifteenDayGift)
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if not ActData then return end
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if #this.configData == 0 then
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LogPink("把奖励表信息存入this.configData")
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this.configData = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig,"ActivityId",ActData.activityId)
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end
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--赋值
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Data = {}
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Data.activityId = ActData.activityId
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Data.ActState = ActData.value
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Data.startTime = ActData.startTime
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if not Data.rewards then
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LogPink("!!!!!!!!!!!")
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Data.rewards = {}
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for key, value in pairs(this.configData) do
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local sData = {}
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sData.Id = value.Id
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sData.Reward = {value.Reward[1][1],value.Reward[1][2]}
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sData.Sort = value.Sort
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sData.missionId = 0
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sData.State = 0
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sData.Progress = 0
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Data.rewards[key] = sData
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end
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end
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table.sort(ActData.mission, function(a, b)
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return a.missionId < b.missionId
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end)
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for key, value in pairs(ActData.mission) do
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if Data.rewards[key] then
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LogGreen("key:"..tostring(key).." "..tostring(value.missionId).." "..tostring(value.state).." "..tostring(value.progress))
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Data.rewards[key].missionId = value.missionId
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Data.rewards[key].State = value.state
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Data.rewards[key].Progress = value.progress
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end
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end
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end
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function this.GetData()
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this.InitRewardData()
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return Data
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end
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return FifteenDayGiftManager
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@ -2,20 +2,46 @@ require("Base/BasePanel")
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local FifteenDayGift = Inherit(BasePanel)
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local this = FifteenDayGift
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local sortingOrder = 0
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local Data
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local itemList = {}
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local canGetList = {}
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local angle = {
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[1] = Quaternion.Euler(Vector3.New(0, 0, 0)),
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[2] = Quaternion.Euler(Vector3.New(0, 90, 0)),
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}
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--初始化组件(用于子类重写)
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function FifteenDayGift:InitComponent()
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self.backBtn = Util.GetGameObject(self.gameObject,"btnBack")
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self.backBtn2 = Util.GetGameObject(self.gameObject,"btnBack2")
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self.backBtn1 = Util.GetGameObject(self.gameObject,"Content/btnBack1")
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self.backBtn2 = Util.GetGameObject(self.gameObject,"Content/btnBack2")
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self.backBtn3 = Util.GetGameObject(self.gameObject,"Content/btnBack3")
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self.btnGet = Util.GetGameObject(self.gameObject,"Content/btnGet")
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self.rewardGrid = Util.GetGameObject(self.gameObject,"Content/RewardGrid")
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for i = 1, self.rewardGrid.transform.childCount do
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table.insert(itemList, self.rewardGrid.transform:GetChild(i - 1))
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end
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end
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--绑定事件(用于子类重写)
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function FifteenDayGift:BindEvent()
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Util.AddClick(self.backBtn,function ()
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Util.AddClick(self.backBtn1,function ()
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self:ClosePanel()
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end)
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Util.AddClick(self.backBtn2,function ()
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self:ClosePanel()
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end)
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Util.AddClick(self.backBtn3,function ()
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self:ClosePanel()
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end)
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Util.AddClick(self.btnGet,function ()
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LogPink("领取")
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-- NetManager.GetActivityRewardRequest(-1,data.activityId,function (drop)
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-- UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function()
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-- FuXingGaoZhao:Refresh()
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-- end)
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-- end)
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end)
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end
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--添加事件监听(用于子类重写)
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@ -28,7 +54,7 @@ end
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function FifteenDayGift:OnSortingOrderChange()
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-- Util.AddParticleSortLayer(self.effect, self.sortingOrder - sortingOrder)
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-- sortingOrder = self.sortingOrder
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sortingOrder = self.sortingOrder
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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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@ -37,14 +63,80 @@ end
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-- 打开,重新打开时回调
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function FifteenDayGift:OnShow()
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FifteenDayGift:Refresh()
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end
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function FifteenDayGift:Refresh()
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Data = FifteenDayGiftManager.GetData()
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FifteenDayGift:SetReward()
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end
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function FifteenDayGift:SetReward()
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if Data and #Data.rewards > 0 then
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for i = 1, #itemList do
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FifteenDayGift:SetSingleReward(Data.rewards[i],itemList[i],i)
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end
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end
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end
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function FifteenDayGift:SetSingleReward(sData,go,index)
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local front = Util.GetGameObject(go,"front")
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local name = Util.GetGameObject(go,"name"):GetComponent("Text")
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local icon = Util.GetGameObject(go,"icon"):GetComponent("Image")
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local num = Util.GetGameObject(go,"num"):GetComponent("Text")
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local back = Util.GetGameObject(go,"back")
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local curTime = GetTimeStamp()
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--设置图片初始角度
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go:GetComponent("RectTransform").rotation = sData.State == 0 and angle[1] or angle[2]
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--判断哪些可领取,插入表
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if sData.Progress <= curTime then
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table.insert(canGetList,go)
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end
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--如果已领取、可领取、不可领取显示第几天;下一领取显示时间
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if sData.Progress > curTime and sData.Progress - 86400 <= curTime then
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local time = sData.Progress
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name.text = TimeToFelaxible(time)
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if self.timer then
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self.timer:Stop()
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self.timer = nil
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end
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self.timer = Timer.New(function()
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time = time - 1
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if time <= 0 then
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self.timer:Stop()
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self.timer = nil
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FifteenDayGift:Refresh()
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end
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name.text = TimeToFelaxible(time)
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end, 1, -1, true)
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self.timer:Start()
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else
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name.text = itemConfig[sData.Reward[1]].Name
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end
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--设置icon 和数量
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icon.sprite = SetIcon(sData.Reward[1])
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num.text = string.format("X %s",sData.Reward[2])
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Util.AddOnceClick(icon.gameObject,function ()
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-- body
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end)
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end
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--界面关闭时调用(用于子类重写)
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function FifteenDayGift:OnClose()
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if self.timer then
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self.timer:Stop()
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self.timer = nil
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end
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end
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--界面销毁时调用(用于子类重写)
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function FifteenDayGift:OnDestroy()
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if self.timer then
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self.timer:Stop()
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self.timer = nil
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end
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itemList = {}
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end
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return FifteenDayGift
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@ -50,9 +50,9 @@ end
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--
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function this.OnFunctionOpen(funcId)
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if not funcId then return end
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LogGreen(funcId.."funcId")
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-- LogGreen(funcId.."funcId")
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if not AppConst.isGuide then
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LogGreen("不在引导内")
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-- LogGreen("不在引导内")
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return
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end
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LogGreen(tostring(AppConst.isGuide))
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@ -730,7 +730,7 @@ function this.GetMainPlayerNPCData2(fun)
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local currankAllList = {}
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for i = 1, 25 do
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if rankAllList[i] and rankAllList[i].uid ~= PlayerManager.uid then
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LogBlue("rankAllList[i] "..rankAllList[i].userSkin.." "..rankAllList[i].userTitle.." "..rankAllList[i].userMount.." "..rankAllList[i].sex)
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-- LogBlue("rankAllList[i] "..rankAllList[i].userSkin.." "..rankAllList[i].userTitle.." "..rankAllList[i].userMount.." "..rankAllList[i].sex)
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table.insert(currankAllList,rankAllList[i])
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end
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end
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@ -42,7 +42,7 @@ function this.ReceiveRankingData(msg,fun)
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--滚动数据
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local length=#this.curRankingData
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for i, rank in ipairs(msg.ranks) do
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Log("UserRank "..rank.rankInfo.rank)
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-- Log("UserRank "..rank.rankInfo.rank)
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this.curRankingData[length+i]=rank
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end
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if #msg.ranks < 20 or #this.curRankingData >= 100 then
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@ -98,7 +98,7 @@ end
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--加载三个立绘(称号 坐骑 皮肤)
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function PlayerLiveView:OnShowLive()
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LogBlue("self.rideLiveGo "..self.rideLiveGo.name)
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-- LogBlue("self.rideLiveGo "..self.rideLiveGo.name)
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self.rideLiveGo:SetActive(false)
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self.playerLiveGo:SetActive(false)
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self.titleLiveGo:SetActive(false)
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