玲珑提交

dev_chengFeng
jiaoyangna 2021-06-16 13:42:32 +08:00
parent f45fa022ea
commit e9dc207f46
2 changed files with 74 additions and 119 deletions

View File

@ -936,7 +936,7 @@ RectTransform:
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m_AnchorMax: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &3240453448069509202
@ -2134,9 +2134,6 @@ GameObject:
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m_Name: LingLongBaoJingPanel
m_TagString: Untagged
@ -2172,58 +2169,6 @@ CanvasRenderer:
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--- !u!223 &4725715716642941962
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m_PixelPerfect: 0
m_ReceivesEvents: 1
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m_OverridePixelPerfect: 0
m_SortingBucketNormalizedSize: 0
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m_SortingLayerID: 0
m_SortingOrder: 0
m_TargetDisplay: 0
--- !u!114 &1581174759873161590
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m_Script: {fileID: 11500000, guid: 7fdc50ec1a2f1534f93155e67c3708ab, type: 3}
m_Name:
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bgList:
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--- !u!1 &3543082323332760975
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m_ObjectHideFlags: 0
@ -2381,7 +2326,7 @@ MonoBehaviour:
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m_DisabledTrigger: Disabled
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m_TargetGraphic: {fileID: 5080988286572735685}
m_OnClick:
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@ -3499,7 +3444,7 @@ GameObject:
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m_Name: ItemList1
m_TagString: Untagged
m_Icon: {fileID: 0}
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@ -3527,7 +3472,7 @@ RectTransform:
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m_AnchorMax: {x: 0.5, y: 0.5}
@ -3583,7 +3528,7 @@ GameObject:
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m_Name: ItemList2
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@ -3611,7 +3556,7 @@ RectTransform:
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@ -3907,9 +3852,9 @@ RectTransform:
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m_Children:
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@ -4899,7 +4844,7 @@ MonoBehaviour:
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m_OnClick:
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View File

@ -44,6 +44,7 @@ function LingLongBaoJingPanel:InitComponent(gameObject)
self.itemList[i][j].itemPos = Util.GetGameObject(self.itemList[i][j].item, "itemPos")
self.itemList[i][j].get = Util.GetGameObject(self.itemList[i][j].item, "get")
self.itemList[i][j].selectKuang = Util.GetGameObject(self.itemList[i][j].item, "selectKuang")
self.itemList[i][j].selectKuang.gameObject:SetActive(false)
self.itemList[i][j].itemView = SubUIManager.Open(SubUIConfig.ItemView, self.itemList[i][j].itemPos.transform)
self.itemList[i][j].itemView.gameObject:SetActive(false)
end
@ -69,6 +70,7 @@ function LingLongBaoJingPanel:InitComponent(gameObject)
end
self.itemRewardList = {}
self.costId = ConfigManager.GetConfigData(ConfigName.SpecialConfig,117).Value
end
---绑定事件(用于子类重写)
@ -84,41 +86,48 @@ function LingLongBaoJingPanel:BindEvent()
end)
Util.AddClick(self.propBtn, function()
-- LingLongBaoJingManager.QiMenDunJiaDrawRequest(self.actId,function(idList,drop)
-- end)
local drop = {}
local idList = {1,1}
local x = function(isGetBigReward)
LingLongBaoJingManager.SetDataListState(idList)
local tempData = {}
for i = 1,#idList do
table.insert(tempData,data[idList[i]])
LingLongBaoJingManager.QiMenDunJiaDrawRequest(self.actId,function(idList,drop)
-- local drop = {}
-- drop.itemlist = {}
-- local idList = {1,1}
local x = function(isGetBigReward)
LingLongBaoJingManager.SetDataListState(idList)
local tempData = {}
for i = 1,#idList do
table.insert(tempData,data[idList[i]])
end
self:RefreshTreasureTypeState(0,tempData)
UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function()
LuckyTurnTableManager.isCanGetWorldMessage=true
if isGetBigReward then
if LingLongBaoJingManager.IsAllGet() then
LingLongBaoJingManager.SetDataListState(nil,1)
self:RefreshTreasureTypeState(1)
end
LingLongBaoJingManager.SetDataListState(nil,2)
self:RefreshTreasureTypeState(2)
self.itemList[1][idList[2]].selectKuang.gameObject:SetActive(false)
self.itemList[2][1].selectKuang.gameObject:SetActive(false)
self.itemList[2][2].selectKuang.gameObject:SetActive(false)
else
self.itemList[2][idList[1]].selectKuang.gameObject:SetActive(false)
end
end)
end
self:RefreshTreasureTypeState(0,tempData)
UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function()
self:SetTableTurnEffect(TableTurnType.Normal)--恢复转盘旋转
LuckyTurnTableManager.isCanGetWorldMessage=true
if isGetBigReward then
if LingLongBaoJingManager.IsAllGet() then
LingLongBaoJingManager.SetDataListState(nil,1)
self:RefreshTreasureTypeState(1)
end
LingLongBaoJingManager.SetDataListState(nil,2)
self:RefreshTreasureTypeState(2)
curTurnPos = 1
self:SetTableTurnEffect(TableTurnType.Expedite,2,idList[1],function()
if idList[2] and idList[2] > 0 then
PopupTipPanel.ShowTip("播放一些开门的特效")
self:RefreshTreasureMaskByType(1,false)
curTurnPos = 1
self:SetTableTurnEffect(TableTurnType.Expedite,1,idList[2],function()
self:RefreshTreasureMaskByType(1,true)
x(true)
end)
else
x(false)
end
end)
end
self:SetTableTurnEffect(TableTurnType.Expedite,2,idList[1],function()
if idList[2] and idList[2] > 0 then
PopupTipPanel.ShowTip("播放一些开门的特效")
self:RefreshTreasureMaskByType(1,false)
self:SetTableTurnEffect(TableTurnType.Expedite,1,idList[2],function()
self:RefreshTreasureMaskByType(1,true)
x(true)
end)
else
x(false)
end
end)
end)
end
@ -165,8 +174,9 @@ function LingLongBaoJingPanel:OnShow(_sortingOrder)
self.turnEffect = Timer.New()
self:RefreshTreasureType()
self:DelayMaskWithTime(1.5)
self:SetPropShow()
end
--赋值
function LingLongBaoJingPanel:RefreshTreasureType()
data = LingLongBaoJingManager.GetRewardList()
for k,v in pairs(data) do
@ -177,8 +187,7 @@ function LingLongBaoJingPanel:RefreshTreasureType()
self:RefreshTreasureMaskByType(1,true)
self:RefreshTreasureMaskByType(2,false)
end
---切换探宝类型
--刷新状态
function LingLongBaoJingPanel:RefreshTreasureTypeState(typeIndex,_data)
--只重置_data
local tempData = {}
@ -190,14 +199,16 @@ function LingLongBaoJingPanel:RefreshTreasureTypeState(typeIndex,_data)
tempData = data
end
for k,v in pairs(tempData) do
if v.state == 0 and v.typeIndex == typeIndex then
self.itemList[v.typeIndex][v.address].get.gameObject:SetActive(false)
else
self.itemList[v.typeIndex][v.address].get.gameObject:SetActive(true)
if (v.typeIndex == typeIndex) or typeIndex == 0 then
if v.state == 0 then
self.itemList[v.typeIndex][v.address].get.gameObject:SetActive(false)
else
self.itemList[v.typeIndex][v.address].get.gameObject:SetActive(true)
end
end
end
end
--外圈遮罩设置
function LingLongBaoJingPanel:RefreshTreasureMaskByType(typeIndex,value)
for k,v in pairs(data) do
if v.typeIndex == typeIndex then
@ -238,12 +249,11 @@ function LingLongBaoJingPanel:SetTableTurnEffect(turnType,treasureType,pos,func)
self.turnEffect:Start()
elseif turnType==TableTurnType.Expedite then --抽奖旋转 至指定位置
self:DelayMaskWithBool(true)
self:TurnEffectReset(0.05,treasureType)
self.turnEffect:Start()
self.thread = coroutine.start(function()
coroutine.wait(1)--2
self:TurnEffectReset(0.05,treasureType)
coroutine.wait(2)--2
self:TurnEffectReset(0.2,treasureType)
coroutine.wait(0.4)--0.8
coroutine.wait(0.8)--0.8
self:TurnEffectReset(0.4,treasureType,true,pos,function()--当效果播放完毕后 从管理器取得数据
local timer=Timer.New(function()
self:DelayMaskWithBool(false)
@ -260,17 +270,20 @@ end
---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
function LingLongBaoJingPanel:TurnEffectReset(turnSpeed,treasureType,isStop,pos,func)
self.turnEffect:Reset(function()
if curTurnPos > #self.itemList[treasureType] then
curTurnPos = 1
end
if treasureType == 2 then
if curTurnPos == 1 or curTurnPos == 2 then
self.itemList[treasureType][#self.itemList[treasureType]].selectKuang.gameObject:SetActive(false)
self.itemList[treasureType][1]:SetActive(true)
self.itemList[treasureType][2]:SetActive(true)
self.itemList[treasureType][1].selectKuang.gameObject:SetActive(true)
self.itemList[treasureType][2].selectKuang.gameObject:SetActive(true)
else
self.itemList[treasureType][curTurnPos - 1].selectKuang.gameObject:SetActive(false)
if curTurnPos == 3 then
self.itemList[treasureType][curTurnPos - 2].selectKuang.gameObject:SetActive(false)
end
self.itemList[treasureType][curTurnPos]:SetActive(true)
self.itemList[treasureType][curTurnPos].selectKuang.gameObject:SetActive(true)
end
else
if curTurnPos == 1 then
@ -278,13 +291,8 @@ function LingLongBaoJingPanel:TurnEffectReset(turnSpeed,treasureType,isStop,pos,
else
self.itemList[treasureType][curTurnPos - 1].selectKuang.gameObject:SetActive(false)
end
self.itemList[treasureType][curTurnPos]:SetActive(true)
self.itemList[treasureType][curTurnPos].selectKuang.gameObject:SetActive(true)
end
if curTurnPos >= #self.itemList[treasureType] then
curTurnPos = 1
end
if isStop then
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
self.turnEffect:Stop()--暂停跑马灯
@ -299,11 +307,13 @@ function LingLongBaoJingPanel:TurnEffectReset(turnSpeed,treasureType,isStop,pos,
curTurnPos = curTurnPos + 1
end
end,turnSpeed,-1,true)
self.turnEffect:Start()
end
---设置道具拥有显示 1道具id 2探宝类型
function LingLongBaoJingPanel:SetPropShow(itemId,treasureType)
function LingLongBaoJingPanel:SetPropShow()
self.propImage.SpriteLoader = self.spLoader.LoadSprite(GetSpriteNameByItemId(self.costId))
self.propText.text = BagManager.GetItemCountById(self.costId)
end
---刷新幸运值