玲珑提交
parent
f45fa022ea
commit
e9dc207f46
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@ -936,7 +936,7 @@ RectTransform:
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 2.62, y: 1.05}
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m_AnchoredPosition: {x: 2.619995, y: 1.0499992}
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m_SizeDelta: {x: 5.23, y: -24.1}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &3240453448069509202
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@ -2134,9 +2134,6 @@ GameObject:
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m_Component:
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@ -2172,58 +2169,6 @@ CanvasRenderer:
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Canvas:
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--- !u!114 &1581174759873161590
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MonoBehaviour:
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--- !u!114 &505345831769162472
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m_Script: {fileID: 11500000, guid: 7fdc50ec1a2f1534f93155e67c3708ab, type: 3}
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bgList:
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- {fileID: 158348723479504952}
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--- !u!1 &3543082323332760975
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GameObject:
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m_ObjectHideFlags: 0
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@ -2381,7 +2326,7 @@ MonoBehaviour:
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m_PressedTrigger: Pressed
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m_DisabledTrigger: Disabled
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m_Interactable: 1
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m_TargetGraphic: {fileID: 0}
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m_TargetGraphic: {fileID: 5080988286572735685}
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m_OnClick:
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m_PersistentCalls:
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m_Calls: []
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@ -3499,7 +3444,7 @@ GameObject:
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- component: {fileID: 1120759931361877071}
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- component: {fileID: 672861050264719344}
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m_Layer: 5
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m_Name: ItemList2
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m_Name: ItemList1
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@ -3527,7 +3472,7 @@ RectTransform:
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- {fileID: 9111875333744449085}
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- {fileID: 7760162427734903657}
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m_Father: {fileID: 227647648330951685}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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@ -3583,7 +3528,7 @@ GameObject:
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- component: {fileID: 344031872728242889}
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- component: {fileID: 2108061541577309621}
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m_Layer: 5
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m_Name: ItemList1
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m_Name: ItemList2
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@ -3611,7 +3556,7 @@ RectTransform:
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- {fileID: 8933470195595066425}
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m_Father: {fileID: 227647648330951685}
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m_RootOrder: 1
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m_RootOrder: 3
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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@ -3907,9 +3852,9 @@ RectTransform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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- {fileID: 3497431457656846531}
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- {fileID: 7062317481524812952}
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- {fileID: 6362400650626433723}
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- {fileID: 4004163751127531322}
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- {fileID: 6362400650626433723}
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- {fileID: 7062317481524812952}
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m_Father: {fileID: 7035216596183516586}
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m_RootOrder: 1
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@ -4899,7 +4844,7 @@ MonoBehaviour:
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m_PressedTrigger: Pressed
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m_DisabledTrigger: Disabled
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m_Interactable: 1
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m_TargetGraphic: {fileID: 0}
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m_TargetGraphic: {fileID: 3363139810848003949}
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m_OnClick:
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m_PersistentCalls:
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m_Calls: []
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@ -44,6 +44,7 @@ function LingLongBaoJingPanel:InitComponent(gameObject)
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self.itemList[i][j].itemPos = Util.GetGameObject(self.itemList[i][j].item, "itemPos")
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self.itemList[i][j].get = Util.GetGameObject(self.itemList[i][j].item, "get")
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self.itemList[i][j].selectKuang = Util.GetGameObject(self.itemList[i][j].item, "selectKuang")
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self.itemList[i][j].selectKuang.gameObject:SetActive(false)
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self.itemList[i][j].itemView = SubUIManager.Open(SubUIConfig.ItemView, self.itemList[i][j].itemPos.transform)
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self.itemList[i][j].itemView.gameObject:SetActive(false)
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end
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@ -69,6 +70,7 @@ function LingLongBaoJingPanel:InitComponent(gameObject)
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end
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self.itemRewardList = {}
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self.costId = ConfigManager.GetConfigData(ConfigName.SpecialConfig,117).Value
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end
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---绑定事件(用于子类重写)
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@ -84,41 +86,48 @@ function LingLongBaoJingPanel:BindEvent()
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end)
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Util.AddClick(self.propBtn, function()
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-- LingLongBaoJingManager.QiMenDunJiaDrawRequest(self.actId,function(idList,drop)
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-- end)
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local drop = {}
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local idList = {1,1}
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local x = function(isGetBigReward)
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LingLongBaoJingManager.SetDataListState(idList)
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local tempData = {}
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for i = 1,#idList do
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table.insert(tempData,data[idList[i]])
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LingLongBaoJingManager.QiMenDunJiaDrawRequest(self.actId,function(idList,drop)
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-- local drop = {}
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-- drop.itemlist = {}
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-- local idList = {1,1}
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local x = function(isGetBigReward)
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LingLongBaoJingManager.SetDataListState(idList)
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local tempData = {}
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for i = 1,#idList do
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table.insert(tempData,data[idList[i]])
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end
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self:RefreshTreasureTypeState(0,tempData)
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UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function()
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LuckyTurnTableManager.isCanGetWorldMessage=true
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if isGetBigReward then
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if LingLongBaoJingManager.IsAllGet() then
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LingLongBaoJingManager.SetDataListState(nil,1)
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self:RefreshTreasureTypeState(1)
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end
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LingLongBaoJingManager.SetDataListState(nil,2)
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self:RefreshTreasureTypeState(2)
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self.itemList[1][idList[2]].selectKuang.gameObject:SetActive(false)
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self.itemList[2][1].selectKuang.gameObject:SetActive(false)
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self.itemList[2][2].selectKuang.gameObject:SetActive(false)
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else
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self.itemList[2][idList[1]].selectKuang.gameObject:SetActive(false)
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end
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end)
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end
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self:RefreshTreasureTypeState(0,tempData)
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UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function()
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self:SetTableTurnEffect(TableTurnType.Normal)--恢复转盘旋转
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LuckyTurnTableManager.isCanGetWorldMessage=true
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if isGetBigReward then
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if LingLongBaoJingManager.IsAllGet() then
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LingLongBaoJingManager.SetDataListState(nil,1)
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self:RefreshTreasureTypeState(1)
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end
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LingLongBaoJingManager.SetDataListState(nil,2)
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self:RefreshTreasureTypeState(2)
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curTurnPos = 1
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self:SetTableTurnEffect(TableTurnType.Expedite,2,idList[1],function()
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if idList[2] and idList[2] > 0 then
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PopupTipPanel.ShowTip("播放一些开门的特效")
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self:RefreshTreasureMaskByType(1,false)
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curTurnPos = 1
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self:SetTableTurnEffect(TableTurnType.Expedite,1,idList[2],function()
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self:RefreshTreasureMaskByType(1,true)
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x(true)
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end)
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else
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x(false)
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end
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end)
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end
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self:SetTableTurnEffect(TableTurnType.Expedite,2,idList[1],function()
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if idList[2] and idList[2] > 0 then
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PopupTipPanel.ShowTip("播放一些开门的特效")
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self:RefreshTreasureMaskByType(1,false)
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self:SetTableTurnEffect(TableTurnType.Expedite,1,idList[2],function()
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self:RefreshTreasureMaskByType(1,true)
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x(true)
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end)
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else
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x(false)
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end
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end)
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end)
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end
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@ -165,8 +174,9 @@ function LingLongBaoJingPanel:OnShow(_sortingOrder)
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self.turnEffect = Timer.New()
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self:RefreshTreasureType()
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self:DelayMaskWithTime(1.5)
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self:SetPropShow()
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end
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--赋值
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function LingLongBaoJingPanel:RefreshTreasureType()
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data = LingLongBaoJingManager.GetRewardList()
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for k,v in pairs(data) do
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@ -177,8 +187,7 @@ function LingLongBaoJingPanel:RefreshTreasureType()
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self:RefreshTreasureMaskByType(1,true)
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self:RefreshTreasureMaskByType(2,false)
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end
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---切换探宝类型
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--刷新状态
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function LingLongBaoJingPanel:RefreshTreasureTypeState(typeIndex,_data)
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--只重置_data
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local tempData = {}
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@ -190,14 +199,16 @@ function LingLongBaoJingPanel:RefreshTreasureTypeState(typeIndex,_data)
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tempData = data
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end
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for k,v in pairs(tempData) do
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if v.state == 0 and v.typeIndex == typeIndex then
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self.itemList[v.typeIndex][v.address].get.gameObject:SetActive(false)
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else
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self.itemList[v.typeIndex][v.address].get.gameObject:SetActive(true)
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if (v.typeIndex == typeIndex) or typeIndex == 0 then
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if v.state == 0 then
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self.itemList[v.typeIndex][v.address].get.gameObject:SetActive(false)
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else
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self.itemList[v.typeIndex][v.address].get.gameObject:SetActive(true)
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end
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end
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end
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end
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--外圈遮罩设置
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function LingLongBaoJingPanel:RefreshTreasureMaskByType(typeIndex,value)
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for k,v in pairs(data) do
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if v.typeIndex == typeIndex then
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@ -238,12 +249,11 @@ function LingLongBaoJingPanel:SetTableTurnEffect(turnType,treasureType,pos,func)
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self.turnEffect:Start()
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elseif turnType==TableTurnType.Expedite then --抽奖旋转 至指定位置
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self:DelayMaskWithBool(true)
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self:TurnEffectReset(0.05,treasureType)
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self.turnEffect:Start()
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self.thread = coroutine.start(function()
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coroutine.wait(1)--2
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self:TurnEffectReset(0.05,treasureType)
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coroutine.wait(2)--2
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self:TurnEffectReset(0.2,treasureType)
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coroutine.wait(0.4)--0.8
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coroutine.wait(0.8)--0.8
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self:TurnEffectReset(0.4,treasureType,true,pos,function()--当效果播放完毕后 从管理器取得数据
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local timer=Timer.New(function()
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self:DelayMaskWithBool(false)
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@ -260,17 +270,20 @@ end
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---转盘滚动特效重设 1移动速度,值越小越快 2是否停止 3停止位置
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function LingLongBaoJingPanel:TurnEffectReset(turnSpeed,treasureType,isStop,pos,func)
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self.turnEffect:Reset(function()
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if curTurnPos > #self.itemList[treasureType] then
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curTurnPos = 1
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end
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if treasureType == 2 then
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if curTurnPos == 1 or curTurnPos == 2 then
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self.itemList[treasureType][#self.itemList[treasureType]].selectKuang.gameObject:SetActive(false)
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self.itemList[treasureType][1]:SetActive(true)
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self.itemList[treasureType][2]:SetActive(true)
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self.itemList[treasureType][1].selectKuang.gameObject:SetActive(true)
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self.itemList[treasureType][2].selectKuang.gameObject:SetActive(true)
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else
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self.itemList[treasureType][curTurnPos - 1].selectKuang.gameObject:SetActive(false)
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if curTurnPos == 3 then
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self.itemList[treasureType][curTurnPos - 2].selectKuang.gameObject:SetActive(false)
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end
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self.itemList[treasureType][curTurnPos]:SetActive(true)
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self.itemList[treasureType][curTurnPos].selectKuang.gameObject:SetActive(true)
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end
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else
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if curTurnPos == 1 then
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@ -278,13 +291,8 @@ function LingLongBaoJingPanel:TurnEffectReset(turnSpeed,treasureType,isStop,pos,
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else
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self.itemList[treasureType][curTurnPos - 1].selectKuang.gameObject:SetActive(false)
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end
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self.itemList[treasureType][curTurnPos]:SetActive(true)
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self.itemList[treasureType][curTurnPos].selectKuang.gameObject:SetActive(true)
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end
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if curTurnPos >= #self.itemList[treasureType] then
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curTurnPos = 1
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end
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if isStop then
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if (pos == curTurnPos) or (treasureType == 2 and ((pos == 1 and curTurnPos == 2) or (pos == 2 and curTurnPos == 1))) then--如果停到对应位置
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self.turnEffect:Stop()--暂停跑马灯
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@ -299,11 +307,13 @@ function LingLongBaoJingPanel:TurnEffectReset(turnSpeed,treasureType,isStop,pos,
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curTurnPos = curTurnPos + 1
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end
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end,turnSpeed,-1,true)
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self.turnEffect:Start()
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end
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---设置道具拥有显示 1道具id 2探宝类型
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function LingLongBaoJingPanel:SetPropShow(itemId,treasureType)
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function LingLongBaoJingPanel:SetPropShow()
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self.propImage.SpriteLoader = self.spLoader.LoadSprite(GetSpriteNameByItemId(self.costId))
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self.propText.text = BagManager.GetItemCountById(self.costId)
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end
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---刷新幸运值
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