法宝心愿修改提交

dev_chengFeng
wangzhenxing 2023-06-06 15:57:53 +08:00
parent 5738e0f178
commit ebfddaad60
30 changed files with 237089 additions and 185 deletions

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@ -12,7 +12,7 @@ GameObject:
- component: {fileID: 908318611478351666}
- component: {fileID: 4149044059350568496}
m_Layer: 0
m_Name: c_0005
m_Name: live2d_c_0005
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@ -65,7 +65,7 @@ MonoBehaviour:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
skeletonDataAsset: {fileID: 11400000, guid: 5dbec28c5a622cc4e9ca93a88a47da40, type: 2}
skeletonDataAsset: {fileID: 11400000, guid: 7ae66be827682924ba7e28d5ea37e188, type: 2}
initialSkinName: default
initialFlipX: 0
initialFlipY: 0

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@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: ccf0d8c8e5303b745982bbfeedd949cb
timeCreated: 1545973056
licenseType: Pro
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 100100000
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: a0d99267dea79264d871de44b1687037
timeCreated: 1557547307
licenseType: Pro
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 100100000
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: 3a1142482c78752498b8d733cc400d7b
timeCreated: 1557545259
licenseType: Pro
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 100100000
userData:
assetBundleName:
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@ -2544,6 +2544,7 @@ GENERAL_POPUP_TYPE={
BuyShanHeSheJiTuGetRewardTimes = 70,
GodPrintUp = 71, --神印升品阶
GiveLikeHotHero = 72,--英雄热度排行
WishEquipDraw = 73, --心愿法宝抽卡
}
--通用信息弹窗类型

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@ -494,6 +494,8 @@ UIName = {
GodWeaponGetInfoPopup=502,--神兵信息弹窗
GodWeaponUpPanel=503, --神兵强化界面
GodWeaponSkillInfoPopup=504, --神兵技能详情界面
WishEquipBuyOnePanel =505, --法宝心愿单抽界面
WishEquipBuyTenPanel = 506, --法宝心愿十连界面
}
SubUIConfig = {
@ -583,4 +585,5 @@ SubUIConfig = {
-- [42] = {name = "GMShuaChongTeQuan",assetName = "GMShuaChongTeQuan",script = "Modules/Operating/GMShuaChongTeQuan"},
[43] = {name = "GMFreeRecharge",assetName = "GMFreeRecharge",script = "Modules/Operating/GMFreeRecharge"},
[44] = {name = "GMTurnTablePanel",assetName = "GMTurnTablePanel",script = "Modules/LuckyTurnTable/GMTurnTablePanel"},
[45] = {name = "RecruitEquipPanelNew",assetName = "RecruitEquipPanelNew",script = "Modules/Recruit/RecruitEquipPanelNew"},--
}

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@ -235,14 +235,6 @@ REPLACEPRUPLEMANSIONSEALRESPONSE = protobuf.Descriptor();
REPLACEPRUPLEMANSIONSEALRESPONSE_SEALLIST_FIELD = protobuf.FieldDescriptor();
PURPLEMANSIONSEALINDICATION = protobuf.Descriptor();
PURPLEMANSIONSEALINDICATION_SEALLIST_FIELD = protobuf.FieldDescriptor();
WISHDRAWCARDINDICATION = protobuf.Descriptor();
WISHDRAWCARDINDICATION_INFOLIST_FIELD = protobuf.FieldDescriptor();
CHOICEWISHHEROREQUEST = protobuf.Descriptor();
CHOICEWISHHEROREQUEST_INFOLIST_FIELD = protobuf.FieldDescriptor();
CHOICEWISHHERORESPONSE = protobuf.Descriptor();
CHOICEWISHHERORESPONSE_INFOLIST_FIELD = protobuf.FieldDescriptor();
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD = protobuf.FieldDescriptor();
CHOICEWISHHERORESPONSE_HEROLIST_FIELD = protobuf.FieldDescriptor();
BEAUTYBAGCARDINDICATION = protobuf.Descriptor();
BEAUTYBAGCARDINDICATION_INFOLIST_FIELD = protobuf.FieldDescriptor();
BEAUTYBAGWISHEQUIPREQUEST = protobuf.Descriptor();
@ -2443,80 +2435,6 @@ PURPLEMANSIONSEALINDICATION.enum_types = {}
PURPLEMANSIONSEALINDICATION.fields = {PURPLEMANSIONSEALINDICATION_SEALLIST_FIELD}
PURPLEMANSIONSEALINDICATION.is_extendable = false
PURPLEMANSIONSEALINDICATION.extensions = {}
WISHDRAWCARDINDICATION_INFOLIST_FIELD.name = "infoList"
WISHDRAWCARDINDICATION_INFOLIST_FIELD.full_name = ".rpc.protocols.wishDrawCardIndication.infoList"
WISHDRAWCARDINDICATION_INFOLIST_FIELD.number = 1
WISHDRAWCARDINDICATION_INFOLIST_FIELD.index = 0
WISHDRAWCARDINDICATION_INFOLIST_FIELD.label = 3
WISHDRAWCARDINDICATION_INFOLIST_FIELD.has_default_value = false
WISHDRAWCARDINDICATION_INFOLIST_FIELD.default_value = {}
WISHDRAWCARDINDICATION_INFOLIST_FIELD.message_type = CommonProto_pb.WISHDRAWCARDINFO
WISHDRAWCARDINDICATION_INFOLIST_FIELD.type = 11
WISHDRAWCARDINDICATION_INFOLIST_FIELD.cpp_type = 10
WISHDRAWCARDINDICATION.name = "wishDrawCardIndication"
WISHDRAWCARDINDICATION.full_name = ".rpc.protocols.wishDrawCardIndication"
WISHDRAWCARDINDICATION.nested_types = {}
WISHDRAWCARDINDICATION.enum_types = {}
WISHDRAWCARDINDICATION.fields = {WISHDRAWCARDINDICATION_INFOLIST_FIELD}
WISHDRAWCARDINDICATION.is_extendable = false
WISHDRAWCARDINDICATION.extensions = {}
CHOICEWISHHEROREQUEST_INFOLIST_FIELD.name = "infoList"
CHOICEWISHHEROREQUEST_INFOLIST_FIELD.full_name = ".rpc.protocols.choiceWishHeroRequest.infoList"
CHOICEWISHHEROREQUEST_INFOLIST_FIELD.number = 1
CHOICEWISHHEROREQUEST_INFOLIST_FIELD.index = 0
CHOICEWISHHEROREQUEST_INFOLIST_FIELD.label = 3
CHOICEWISHHEROREQUEST_INFOLIST_FIELD.has_default_value = false
CHOICEWISHHEROREQUEST_INFOLIST_FIELD.default_value = {}
CHOICEWISHHEROREQUEST_INFOLIST_FIELD.message_type = CommonProto_pb.WISHDRAWCARDINFO
CHOICEWISHHEROREQUEST_INFOLIST_FIELD.type = 11
CHOICEWISHHEROREQUEST_INFOLIST_FIELD.cpp_type = 10
CHOICEWISHHEROREQUEST.name = "choiceWishHeroRequest"
CHOICEWISHHEROREQUEST.full_name = ".rpc.protocols.choiceWishHeroRequest"
CHOICEWISHHEROREQUEST.nested_types = {}
CHOICEWISHHEROREQUEST.enum_types = {}
CHOICEWISHHEROREQUEST.fields = {CHOICEWISHHEROREQUEST_INFOLIST_FIELD}
CHOICEWISHHEROREQUEST.is_extendable = false
CHOICEWISHHEROREQUEST.extensions = {}
CHOICEWISHHERORESPONSE_INFOLIST_FIELD.name = "infoList"
CHOICEWISHHERORESPONSE_INFOLIST_FIELD.full_name = ".rpc.protocols.choiceWishHeroResponse.infoList"
CHOICEWISHHERORESPONSE_INFOLIST_FIELD.number = 1
CHOICEWISHHERORESPONSE_INFOLIST_FIELD.index = 0
CHOICEWISHHERORESPONSE_INFOLIST_FIELD.label = 3
CHOICEWISHHERORESPONSE_INFOLIST_FIELD.has_default_value = false
CHOICEWISHHERORESPONSE_INFOLIST_FIELD.default_value = {}
CHOICEWISHHERORESPONSE_INFOLIST_FIELD.message_type = CommonProto_pb.WISHDRAWCARDINFO
CHOICEWISHHERORESPONSE_INFOLIST_FIELD.type = 11
CHOICEWISHHERORESPONSE_INFOLIST_FIELD.cpp_type = 10
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.name = "serverOpenTime"
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.full_name = ".rpc.protocols.choiceWishHeroResponse.serverOpenTime"
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.number = 2
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.index = 1
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.label = 1
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.has_default_value = false
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.default_value = 0
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.type = 5
CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD.cpp_type = 1
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.name = "heroList"
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.full_name = ".rpc.protocols.choiceWishHeroResponse.heroList"
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.number = 3
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.index = 2
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.label = 3
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.has_default_value = false
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.default_value = {}
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.type = 5
CHOICEWISHHERORESPONSE_HEROLIST_FIELD.cpp_type = 1
CHOICEWISHHERORESPONSE.name = "choiceWishHeroResponse"
CHOICEWISHHERORESPONSE.full_name = ".rpc.protocols.choiceWishHeroResponse"
CHOICEWISHHERORESPONSE.nested_types = {}
CHOICEWISHHERORESPONSE.enum_types = {}
CHOICEWISHHERORESPONSE.fields = {CHOICEWISHHERORESPONSE_INFOLIST_FIELD, CHOICEWISHHERORESPONSE_SERVEROPENTIME_FIELD, CHOICEWISHHERORESPONSE_HEROLIST_FIELD}
CHOICEWISHHERORESPONSE.is_extendable = false
CHOICEWISHHERORESPONSE.extensions = {}
BEAUTYBAGCARDINDICATION_INFOLIST_FIELD.name = "infoList"
BEAUTYBAGCARDINDICATION_INFOLIST_FIELD.full_name = ".rpc.protocols.beautyBagCardIndication.infoList"
BEAUTYBAGCARDINDICATION_INFOLIST_FIELD.number = 1
@ -3527,9 +3445,6 @@ XiuxianLevelUpResponse = protobuf.Message(XIUXIANLEVELUPRESPONSE)
beautyBagCardIndication = protobuf.Message(BEAUTYBAGCARDINDICATION)
beautyBagWishEquipRequest = protobuf.Message(BEAUTYBAGWISHEQUIPREQUEST)
beautyBagWishEquipResponse = protobuf.Message(BEAUTYBAGWISHEQUIPRESPONSE)
choiceWishHeroRequest = protobuf.Message(CHOICEWISHHEROREQUEST)
choiceWishHeroResponse = protobuf.Message(CHOICEWISHHERORESPONSE)
userLikeHeroRankInfoRequest = protobuf.Message(USERLIKEHERORANKINFOREQUEST)
userLikeHeroRankInfoResponse = protobuf.Message(USERLIKEHERORANKINFORESPONSE)
wishDrawCardIndication = protobuf.Message(WISHDRAWCARDINDICATION)

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@ -785,6 +785,19 @@ MAGICSOLDIEREXCHANGEREQUEST = protobuf.Descriptor();
MAGICSOLDIEREXCHANGEREQUEST_ID_FIELD = protobuf.FieldDescriptor();
MAGICSOLDIEREXCHANGEREQUEST_ID2_FIELD = protobuf.FieldDescriptor();
MAGICSOLDIEREXCHANGERESPONSE = protobuf.Descriptor();
DESIREDRAWCARDREQUEST = protobuf.Descriptor();
DESIREDRAWCARDREQUEST_TYPE_FIELD = protobuf.FieldDescriptor();
DESIREDRAWCARDREQUEST_TEMPID_FIELD = protobuf.FieldDescriptor();
DESIREDRAWCARDRESPONSE = protobuf.Descriptor();
DESIREDRAWCARDRESPONSE_TYPE_FIELD = protobuf.FieldDescriptor();
DESIREDRAWCARDRESPONSE_TEMPID_FIELD = protobuf.FieldDescriptor();
CHOICEWISHHEROREQUEST = protobuf.Descriptor();
CHOICEWISHHEROREQUEST_TYPE_FIELD = protobuf.FieldDescriptor();
CHOICEWISHHERORESPONSE = protobuf.Descriptor();
CHOICEWISHHERORESPONSE_DESIREID_FIELD = protobuf.FieldDescriptor();
CHOICEWISHHERORESPONSE_NEWLIST_FIELD = protobuf.FieldDescriptor();
WISHDRAWCARDINDICATION = protobuf.Descriptor();
WISHDRAWCARDINDICATION_INFOLIST_FIELD = protobuf.FieldDescriptor();
ERRORMSGRESPONSE_MSG_FIELD.name = "msg"
ERRORMSGRESPONSE_MSG_FIELD.full_name = ".rpc.protocols.ErrorMsgResponse.msg"
@ -7931,6 +7944,122 @@ MAGICSOLDIEREXCHANGERESPONSE.enum_types = {}
MAGICSOLDIEREXCHANGERESPONSE.fields = {}
MAGICSOLDIEREXCHANGERESPONSE.is_extendable = false
MAGICSOLDIEREXCHANGERESPONSE.extensions = {}
DESIREDRAWCARDREQUEST_TYPE_FIELD.name = "type"
DESIREDRAWCARDREQUEST_TYPE_FIELD.full_name = ".rpc.protocols.DesireDrawCardRequest.type"
DESIREDRAWCARDREQUEST_TYPE_FIELD.number = 1
DESIREDRAWCARDREQUEST_TYPE_FIELD.index = 0
DESIREDRAWCARDREQUEST_TYPE_FIELD.label = 1
DESIREDRAWCARDREQUEST_TYPE_FIELD.has_default_value = false
DESIREDRAWCARDREQUEST_TYPE_FIELD.default_value = 0
DESIREDRAWCARDREQUEST_TYPE_FIELD.type = 5
DESIREDRAWCARDREQUEST_TYPE_FIELD.cpp_type = 1
DESIREDRAWCARDREQUEST_TEMPID_FIELD.name = "tempId"
DESIREDRAWCARDREQUEST_TEMPID_FIELD.full_name = ".rpc.protocols.DesireDrawCardRequest.tempId"
DESIREDRAWCARDREQUEST_TEMPID_FIELD.number = 2
DESIREDRAWCARDREQUEST_TEMPID_FIELD.index = 1
DESIREDRAWCARDREQUEST_TEMPID_FIELD.label = 1
DESIREDRAWCARDREQUEST_TEMPID_FIELD.has_default_value = false
DESIREDRAWCARDREQUEST_TEMPID_FIELD.default_value = 0
DESIREDRAWCARDREQUEST_TEMPID_FIELD.type = 5
DESIREDRAWCARDREQUEST_TEMPID_FIELD.cpp_type = 1
DESIREDRAWCARDREQUEST.name = "DesireDrawCardRequest"
DESIREDRAWCARDREQUEST.full_name = ".rpc.protocols.DesireDrawCardRequest"
DESIREDRAWCARDREQUEST.nested_types = {}
DESIREDRAWCARDREQUEST.enum_types = {}
DESIREDRAWCARDREQUEST.fields = {DESIREDRAWCARDREQUEST_TYPE_FIELD, DESIREDRAWCARDREQUEST_TEMPID_FIELD}
DESIREDRAWCARDREQUEST.is_extendable = false
DESIREDRAWCARDREQUEST.extensions = {}
DESIREDRAWCARDRESPONSE_TYPE_FIELD.name = "type"
DESIREDRAWCARDRESPONSE_TYPE_FIELD.full_name = ".rpc.protocols.DesireDrawCardResponse.type"
DESIREDRAWCARDRESPONSE_TYPE_FIELD.number = 1
DESIREDRAWCARDRESPONSE_TYPE_FIELD.index = 0
DESIREDRAWCARDRESPONSE_TYPE_FIELD.label = 1
DESIREDRAWCARDRESPONSE_TYPE_FIELD.has_default_value = false
DESIREDRAWCARDRESPONSE_TYPE_FIELD.default_value = 0
DESIREDRAWCARDRESPONSE_TYPE_FIELD.type = 5
DESIREDRAWCARDRESPONSE_TYPE_FIELD.cpp_type = 1
DESIREDRAWCARDRESPONSE_TEMPID_FIELD.name = "tempId"
DESIREDRAWCARDRESPONSE_TEMPID_FIELD.full_name = ".rpc.protocols.DesireDrawCardResponse.tempId"
DESIREDRAWCARDRESPONSE_TEMPID_FIELD.number = 2
DESIREDRAWCARDRESPONSE_TEMPID_FIELD.index = 1
DESIREDRAWCARDRESPONSE_TEMPID_FIELD.label = 1
DESIREDRAWCARDRESPONSE_TEMPID_FIELD.has_default_value = false
DESIREDRAWCARDRESPONSE_TEMPID_FIELD.default_value = 0
DESIREDRAWCARDRESPONSE_TEMPID_FIELD.type = 5
DESIREDRAWCARDRESPONSE_TEMPID_FIELD.cpp_type = 1
DESIREDRAWCARDRESPONSE.name = "DesireDrawCardResponse"
DESIREDRAWCARDRESPONSE.full_name = ".rpc.protocols.DesireDrawCardResponse"
DESIREDRAWCARDRESPONSE.nested_types = {}
DESIREDRAWCARDRESPONSE.enum_types = {}
DESIREDRAWCARDRESPONSE.fields = {DESIREDRAWCARDRESPONSE_TYPE_FIELD, DESIREDRAWCARDRESPONSE_TEMPID_FIELD}
DESIREDRAWCARDRESPONSE.is_extendable = false
DESIREDRAWCARDRESPONSE.extensions = {}
CHOICEWISHHEROREQUEST_TYPE_FIELD.name = "type"
CHOICEWISHHEROREQUEST_TYPE_FIELD.full_name = ".rpc.protocols.choiceWishHeroRequest.type"
CHOICEWISHHEROREQUEST_TYPE_FIELD.number = 1
CHOICEWISHHEROREQUEST_TYPE_FIELD.index = 0
CHOICEWISHHEROREQUEST_TYPE_FIELD.label = 1
CHOICEWISHHEROREQUEST_TYPE_FIELD.has_default_value = false
CHOICEWISHHEROREQUEST_TYPE_FIELD.default_value = 0
CHOICEWISHHEROREQUEST_TYPE_FIELD.type = 5
CHOICEWISHHEROREQUEST_TYPE_FIELD.cpp_type = 1
CHOICEWISHHEROREQUEST.name = "choiceWishHeroRequest"
CHOICEWISHHEROREQUEST.full_name = ".rpc.protocols.choiceWishHeroRequest"
CHOICEWISHHEROREQUEST.nested_types = {}
CHOICEWISHHEROREQUEST.enum_types = {}
CHOICEWISHHEROREQUEST.fields = {CHOICEWISHHEROREQUEST_TYPE_FIELD}
CHOICEWISHHEROREQUEST.is_extendable = false
CHOICEWISHHEROREQUEST.extensions = {}
CHOICEWISHHERORESPONSE_DESIREID_FIELD.name = "desireId"
CHOICEWISHHERORESPONSE_DESIREID_FIELD.full_name = ".rpc.protocols.choiceWishHeroResponse.desireId"
CHOICEWISHHERORESPONSE_DESIREID_FIELD.number = 1
CHOICEWISHHERORESPONSE_DESIREID_FIELD.index = 0
CHOICEWISHHERORESPONSE_DESIREID_FIELD.label = 1
CHOICEWISHHERORESPONSE_DESIREID_FIELD.has_default_value = false
CHOICEWISHHERORESPONSE_DESIREID_FIELD.default_value = 0
CHOICEWISHHERORESPONSE_DESIREID_FIELD.type = 5
CHOICEWISHHERORESPONSE_DESIREID_FIELD.cpp_type = 1
CHOICEWISHHERORESPONSE_NEWLIST_FIELD.name = "newList"
CHOICEWISHHERORESPONSE_NEWLIST_FIELD.full_name = ".rpc.protocols.choiceWishHeroResponse.newList"
CHOICEWISHHERORESPONSE_NEWLIST_FIELD.number = 2
CHOICEWISHHERORESPONSE_NEWLIST_FIELD.index = 1
CHOICEWISHHERORESPONSE_NEWLIST_FIELD.label = 3
CHOICEWISHHERORESPONSE_NEWLIST_FIELD.has_default_value = false
CHOICEWISHHERORESPONSE_NEWLIST_FIELD.default_value = {}
CHOICEWISHHERORESPONSE_NEWLIST_FIELD.type = 5
CHOICEWISHHERORESPONSE_NEWLIST_FIELD.cpp_type = 1
CHOICEWISHHERORESPONSE.name = "choiceWishHeroResponse"
CHOICEWISHHERORESPONSE.full_name = ".rpc.protocols.choiceWishHeroResponse"
CHOICEWISHHERORESPONSE.nested_types = {}
CHOICEWISHHERORESPONSE.enum_types = {}
CHOICEWISHHERORESPONSE.fields = {CHOICEWISHHERORESPONSE_DESIREID_FIELD, CHOICEWISHHERORESPONSE_NEWLIST_FIELD}
CHOICEWISHHERORESPONSE.is_extendable = false
CHOICEWISHHERORESPONSE.extensions = {}
WISHDRAWCARDINDICATION_INFOLIST_FIELD.name = "infoList"
WISHDRAWCARDINDICATION_INFOLIST_FIELD.full_name = ".rpc.protocols.wishDrawCardIndication.infoList"
WISHDRAWCARDINDICATION_INFOLIST_FIELD.number = 1
WISHDRAWCARDINDICATION_INFOLIST_FIELD.index = 0
WISHDRAWCARDINDICATION_INFOLIST_FIELD.label = 3
WISHDRAWCARDINDICATION_INFOLIST_FIELD.has_default_value = false
WISHDRAWCARDINDICATION_INFOLIST_FIELD.default_value = {}
WISHDRAWCARDINDICATION_INFOLIST_FIELD.message_type = CommonProto_pb.WISHDRAWCARDINFO
WISHDRAWCARDINDICATION_INFOLIST_FIELD.type = 11
WISHDRAWCARDINDICATION_INFOLIST_FIELD.cpp_type = 10
WISHDRAWCARDINDICATION.name = "wishDrawCardIndication"
WISHDRAWCARDINDICATION.full_name = ".rpc.protocols.wishDrawCardIndication"
WISHDRAWCARDINDICATION.nested_types = {}
WISHDRAWCARDINDICATION.enum_types = {}
WISHDRAWCARDINDICATION.fields = {WISHDRAWCARDINDICATION_INFOLIST_FIELD}
WISHDRAWCARDINDICATION.is_extendable = false
WISHDRAWCARDINDICATION.extensions = {}
ActiveUserMountRequest = protobuf.Message(ACTIVEUSERMOUNTREQUEST)
ActiveUserMountResponse = protobuf.Message(ACTIVEUSERMOUNTRESPONSE)
@ -7967,6 +8096,8 @@ CookFoodResponse = protobuf.Message(COOKFOODRESPONSE)
DailyChallengeRequest = protobuf.Message(DAILYCHALLENGEREQUEST)
DailyChallengeResponse = protobuf.Message(DAILYCHALLENGERESPONSE)
DelFriendRequest = protobuf.Message(DELFRIENDREQUEST)
DesireDrawCardRequest = protobuf.Message(DESIREDRAWCARDREQUEST)
DesireDrawCardResponse = protobuf.Message(DESIREDRAWCARDRESPONSE)
DirectBuyIndication = protobuf.Message(DIRECTBUYINDICATION)
EquipUpLevelRequest = protobuf.Message(EQUIPUPLEVELREQUEST)
EquipUpLevelResponse = protobuf.Message(EQUIPUPLEVELRESPONSE)
@ -8203,9 +8334,12 @@ blessChooseResponse = protobuf.Message(BLESSCHOOSERESPONSE)
blessRefresh = protobuf.Message(BLESSREFRESH)
blessResponse = protobuf.Message(BLESSRESPONSE)
blessSaveRequest = protobuf.Message(BLESSSAVEREQUEST)
choiceWishHeroRequest = protobuf.Message(CHOICEWISHHEROREQUEST)
choiceWishHeroResponse = protobuf.Message(CHOICEWISHHERORESPONSE)
magicSoldierExchangeRequest = protobuf.Message(MAGICSOLDIEREXCHANGEREQUEST)
sendFriendInfoIndication = protobuf.Message(SENDFRIENDINFOINDICATION)
storeUpdateIndication = protobuf.Message(STOREUPDATEINDICATION)
upDataQuestionRequest = protobuf.Message(UPDATAQUESTIONREQUEST)
upDataQuestionResponse = protobuf.Message(UPDATAQUESTIONRESPONSE)
wishDrawCardIndication = protobuf.Message(WISHDRAWCARDINDICATION)

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@ -135,7 +135,7 @@ function this.GetActivityRewardRequest(type, index)
end
end)
Game.GlobalEvent:DispatchEvent(GameEvent.Activity.GetRewardRefresh, this.chapterGiftData)
elseif type==11701 then
elseif type==11701 or type==11901 then
Game.GlobalEvent:DispatchEvent(GameEvent.Recruit.OnRecruitRefreshData)
end
--CheckRedPointStatus(RedPointType.SecretTer)

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@ -49,6 +49,7 @@ local contentScripts = {
[GENERAL_POPUP_TYPE.GodPrintUp ] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_GodPrintUp"), panelName = "GeneralBigPopup_GodPrintUp"},
--英雄热度排行榜
[GENERAL_POPUP_TYPE.GiveLikeHotHero ] = {view = require("Modules/Popup/View/GeneralBigPopup_GiveLikeHotHero"), panelName = "GeneralBigPopup_GiveLikeHotHero"},
[GENERAL_POPUP_TYPE.WishEquipDraw] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_WishEquipDraw"), panelName = "GeneralBigPopup_WishEquipDraw"},
}
--子模块预设
local contentPrefabs={}

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@ -91,14 +91,14 @@ function this:OnShow(_parent,_Data)
self.parent=_parent
self.sortingOrder = _parent.sortingOrder
local args = _Data
NetManager.ChoiceWishHeroRequest(nil,function ()
--NetManager.ChoiceWishHeroRequest(nil,function ()
if args[1] then
self.curSelect = args[1]
else
self.curSelect = RecruitManager.CheckIndex()
end
this:Refresh(true,false)
end)
--end)
end
function this:Refresh(isTop,isAni)

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@ -0,0 +1,227 @@
----- 心愿抽卡弹窗 -----
local this = {}
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
function this:InitComponent(gameObject)
self.spLoader = SpriteLoader.New()
self.okBtn = Util.GetGameObject(gameObject,"okBtn")
self.helpBtn = Util.GetGameObject(gameObject, "helpBtn")
self.scroll = Util.GetGameObject(gameObject,"selectList")
self.itemPre = Util.GetGameObject(gameObject,"itemPre")
-- 设置循环滚动,万一内容不停地加
local rootHight = self.scroll.transform.rect.height
local width = self.scroll.transform.rect.width
self.infoTxt=Util.GetGameObject(gameObject,"Bg/tiao1/Text (1)"):GetComponent("Text")
self.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scroll.transform,
self.itemPre, nil, Vector2.New(width, rootHight), 1, 5, Vector2.New(20, 45))
self.scrollView.moveTween.MomentumAmount = 1
self.scrollView.moveTween.Strength = 2
self.itemList = {}
self.maskList = {}
--wishList
self.wishListObj = {}
self.bgObjlist = {}
for i = 1, 3 do
self.wishListObj[i] = Util.GetGameObject(gameObject,"wishList/hero ("..i..")")
self.bgObjlist[i] = Util.GetGameObject(gameObject,"Bg/bglist/obj"..i)
Util.GetGameObject(self.bgObjlist[i], "frame"):GetComponent("Image").sprite = self.spLoader:LoadSprite("r_characterbg_goden")
--心愿神将现在只显示一个
if i>1 then
self.wishListObj[i]:SetActive(false)
self.bgObjlist[i]:SetActive(false)
else
self.wishListObj[i]:SetActive(true)
self.bgObjlist[i]:SetActive(true)
end
end
--tabList
self.tabListObj = {}
self.selectBtn = Util.GetGameObject(gameObject,"Tabs/grid/selectBtn")
for j = 1, 4 do
self.maskList[j] = {}
self.itemList[j] = {}
self.tabListObj[j] = Util.GetGameObject(gameObject,"Tabs/grid/Btn"..j)
end
Util.GetGameObject(gameObject,"Tabs"):SetActive(false)
self.helpPosition = self.helpBtn:GetComponent("RectTransform").localPosition
end
function this:BindEvent()
for i = 1, 4 do
Util.AddOnceClick(self.tabListObj[i],function ()
self.curSelect = i
this:Refresh(true,false)
end)
end
for i = 1, 3 do
Util.AddOnceClick(self.bgObjlist[i],function ()
--心愿只能选一个神将
if i>1 then
return
end
self.curSelect = RecruitManager.CheckIndex()
this:Refresh(true,false)
end)
end
Util.AddOnceClick(self.okBtn,function ()
LogError("点击确定按钮")
self.parent:ClosePanel()
end)
--帮助按钮
Util.AddClick(self.helpBtn, function()
LogError("点击帮助按钮")
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.WishCard,self.helpPosition.x,self.helpPosition.y)
end)
end
function this:AddListener()
end
function this:RemoveListener()
end
function this:OnShow(_parent,_Data)
self.parent=_parent
self.sortingOrder = _parent.sortingOrder
local args = _Data
--NetManager.ChoiceWishHeroRequest(nil,function ()
if args[1] then
self.curSelect = args[1]
else
self.curSelect = RecruitManager.CheckIndex()
end
this:Refresh(true,false)
--end)
end
function this:Refresh(isTop,isAni)
local data = tonumber(specialConfig[119].Value)
if not RecruitManager.drawTimes[1] or RecruitManager.drawTimes[1] < data then
self.parent:ClosePanel()
end
local aaa=string.format("抽到<size=35><color=#31FF00>5星</color></size>神将法宝时,有<size=35><color=#31FF00>%s%s</color></size>几率转化为<size=35><color=#31FF00>心愿法宝!</color></size>",RecruitManager.GetWishPro(),"%")
self.infoTxt.text=aaa
self.selectBtn:SetActive(false)
--self.selectBtn:GetComponent("RectTransform").localPosition = self.tabListObj[self.curSelect]:GetComponent("RectTransform").localPosition
this:SetHeroList(isTop,isAni)
this:SetUpHero()
end
function this:SetUpHero()
for i = 1, 1 do
local go = self.wishListObj[i]
local frame = Util.GetGameObject(go, "frame"):GetComponent("Image")
local icon = Util.GetGameObject(go, "icon"):GetComponent("Image")
local proIcon = Util.GetGameObject(go, "proIcon"):GetComponent("Image")
local starGrid = Util.GetGameObject(go, "star")
local choosed = Util.GetGameObject(go, "choosed")
local heroId = RecruitManager.WishCardData[i].heroTid
choosed:SetActive(false)
if heroId > 0 then
go:SetActive(true)
local heroData = itemConfig[heroId]
frame.sprite = self.spLoader:LoadSprite(GetBgByHeroNatural(heroData.Quantity))
icon.sprite = self.spLoader:LoadSprite(GetResourcePath(heroData.ResourceID))
proIcon.gameObject:SetActive(false)
--proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.Name))
--SetHeroStars(self.spLoader,starGrid, heroData.Star)
choosed:SetActive(RecruitManager.WishCardData[i].status == 1)
Util.AddOnceClick(go,function ()
if RecruitManager.WishCardData[i].status == 1 then
PopupTipPanel.ShowTip("同系神将每日只可选择一位获取一次概率提升~")
elseif RecruitManager.WishCardData[i].status == 0 then
RecruitManager.ChangeHero(2,heroId,function ()
this:Refresh(false,false)
end)--英雄变更1增加、2卸下
end
end)
else
go:SetActive(false)
end
LogError("i==================="..i)
if i>1 then
self.wishListObj[i]:SetActive(false)
LogError("false false")
end
Util.AddLongPressClick(go,function ()
UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, heroId, 5)
end,0.5)
end
end
function this:SetHeroList(isTop,isAni)
local heroList = RecruitManager.GetCurHeroTalismanaList(0)
self.scrollView:SetData(heroList, function (index, item)
this:ShowSingleHero(item, heroList[index],index)
end,not isTop,not isAni)
end
function this:ShowSingleHero(go,data,index)
local heroData = itemConfig[data]
self.itemList[self.curSelect][index] = go
Util.GetGameObject(go, "frame"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetBgByHeroNatural(heroData.Quantity))
Util.GetGameObject(go, "icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetResourcePath(heroData.ResourceID))
--Util.GetGameObject(go, "proIcon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.PropertyName))
Util.GetGameObject(go, "proIcon"):SetActive(false)
Util.GetGameObject(go, "name"):GetComponent("Text").text = heroData.Name
local starGrid = Util.GetGameObject(go, "star")
-- SetHeroStars(self.spLoader,starGrid, heroData.Star)
self.maskList[self.curSelect][index] = Util.GetGameObject(go, "choosed")
self.maskList[self.curSelect][index]:SetActive(false)
Util.SetGray(self.itemList[self.curSelect][index],false)
local value = RecruitManager.CheckCurTalismanaState(data)
if value == 0 then--上方存在相同阵营
Util.SetGray(self.itemList[self.curSelect][index],true)
Util.AddOnceClick(go,function ()
PopupTipPanel.ShowTip("同系法宝只可选择一位~")
end)
elseif value == 2 then--上方选满
Util.SetGray(self.itemList[self.curSelect][index],true)
Util.AddOnceClick(go,function ()
PopupTipPanel.ShowTip("心愿法宝已满~")
end)
elseif value == 1 then--上方存在自己
self.maskList[self.curSelect][index]:SetActive(true)
Util.AddOnceClick(go,function ()
RecruitManager.ChangeHero(2,data,function ()
this:Refresh(false,false)
end)--英雄变更1增加、2卸下
end)
elseif value == 4 then--上方存在自己,但已经出过该英雄了
self.maskList[self.curSelect][index]:SetActive(true)
Util.AddOnceClick(go,function ()
PopupTipPanel.ShowTip("同系神将每日只可选择一位获取一次概率提升~")
end)
elseif value == 3 then--可选
Util.AddOnceClick(go,function ()
RecruitManager.ChangeHero(1,data,function ()
this:Refresh(false,false)
end)--英雄变更1增加、2卸下
end)
end
Util.AddLongPressClick(go,function ()
UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, data, 5)
end,0.5)
end
function this:OnClose()
end
function this:OnDestroy()
self.itemList = {}
self.maskList = {}
self.wishListObj = {}
self.tabListObj = {}
self.spLoader:Destroy()
end
return this

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 24e206c79bae3d44ca6ec622cf1f22e1
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -5804,28 +5804,62 @@ function NetManager.ChoiceDrawCardRequest(actID,_type,func)
end
--心愿抽卡神将选择请求(无data为请求心愿抽卡信息)
function NetManager.ChoiceWishHeroRequest(_data,func)
local data = HeroInfoProto_pb.choiceWishHeroRequest()
if _data then
for i = 1, #_data do
local info = data.infoList:add()
info.id = _data[i].id
info.heroTid = _data[i].heroTid
end
end
function NetManager.ChoiceWishHeroRequest(_type,func)
local data = PlayerInfoProto_pb.choiceWishHeroRequest()
-- if _data then
-- for i = 1, #_data do
-- local info = data.infoList:add()
-- info.id = _data[i].id
-- info.heroTid = _data[i].heroTid
-- end
-- end
data.type=_type
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.choiceWishHeroRequest, MessageTypeProto_pb.choiceWishHeroResponse, msg, function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.choiceWishHeroResponse()
local msg = PlayerInfoProto_pb.choiceWishHeroResponse()
msg:ParseFromString(data)
RecruitManager.GetWishCardData(msg.infoList)
RecruitManager.newWishList = msg.heroList--新增的心愿神将list
RecruitManager.openTime = msg.serverOpenTime--开服时间戳或是0用于判断心愿神将是否加入卡池
--RecruitManager.SetWishId(msg.desireId)
local wishData={}
LogError("msg.desireId======"..msg.desireId)
wishData.heroTid=msg.desireId
wishData.status=0
wishData.id=1
local list={}
table.insert(list,wishData)
RecruitManager.GetWishCardData(list)
RecruitManager.newWishList = msg.newList--新增的心愿神将list
--RecruitManager.openTime = msg.serverOpenTime--开服时间戳或是0用于判断心愿神将是否加入卡池
if func then
func(msg)
end
end)
end
--设置心愿抽卡神将
function NetManager.DesireDrawCardRequest(_type,_id,func)
local data = PlayerInfoProto_pb.DesireDrawCardRequest()
data.type=_type
data.tempId=_id
LogError("_type==============".._type.." _id==".._id)
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.DESIRE_DRAW_CARD_REQUEST, MessageTypeProto_pb.DESIRE_DRAW_CARD_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.DesireDrawCardResponse()
LogError("设置心愿抽卡神将成功----------")
msg:ParseFromString(data)
-- RecruitManager.GetWishCardData(msg.infoList)
-- RecruitManager.newWishList = msg.heroList--新增的心愿神将list
-- RecruitManager.openTime = msg.serverOpenTime--开服时间戳或是0用于判断心愿神将是否加入卡池
if func then
func(msg)
end
end)
end
function NetManager.QiMenDunJiaHitListRequest(actID,func)
local data=ActivityProto_pb.qiMenDunJiaHitListRequest()
data.activityId = actID

View File

@ -0,0 +1,213 @@
----- 试练副本奖励弹窗 -----
require("Base/BasePanel")
local TrialRewardPopup = Inherit(BasePanel)
local this = TrialRewardPopup
local rewardConfig
local itemList={} --预设容器
local sortingOrder=0
local getFunc = {}
local pres = {}
local curType = 0
local scrollView = nil
function TrialRewardPopup:InitComponent()
this.spLoader = SpriteLoader.New()
this.panel=Util.GetGameObject(this.gameObject,"Panel")
this.backBtn=Util.GetGameObject(this.panel,"BackBtn")
this.maskBtn=Util.GetGameObject(this.gameObject,"Mask")
this.title = Util.GetGameObject(this.panel,"Title"):GetComponent("Text")
this.scroll=Util.GetGameObject(this.panel,"Scroll")
pres[1]=Util.GetGameObject(this.panel,"Scroll/Pre")
pres[2]=Util.GetGameObject(this.panel,"Scroll/Pre3")
pres[4]=Util.GetGameObject(this.panel,"Scroll/Pre4")
pres[5]=Util.GetGameObject(this.panel,"Scroll/Pre3")
scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scroll.transform,pres[MonsterCampManager.preType], nil,
Vector2.New(this.scroll.transform.rect.width,this.scroll.transform.rect.height),1,1,Vector2.New(0,5))
scrollView.gameObject:GetComponent("RectTransform").anchoredPosition= Vector2.New(0,0)
scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
scrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
scrollView.moveTween.MomentumAmount = 1
scrollView.moveTween.Strength = 2
scrollView.elastic = false
end
function TrialRewardPopup:BindEvent()
Util.AddClick(this.backBtn,function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
Util.AddClick(this.maskBtn,function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
end
function TrialRewardPopup:AddListener()
end
function TrialRewardPopup:RemoveListener()
end
function TrialRewardPopup:OnSortingOrderChange()
sortingOrder = self.sortingOrder
end
function TrialRewardPopup:OnOpen(...)
local arg = {...}
rewardConfig = arg[1]
getFunc = arg[2]
curType = arg[3]
end
function TrialRewardPopup:OnShow()
this.RefreshPanel(true,true)
sortingOrder = self.sortingOrder
end
function TrialRewardPopup:OnClose()
end
function TrialRewardPopup:OnDestroy()
this.spLoader:Destroy()
scrollView=nil
itemList = {}
end
--0 已经领取1 可领取2不能领取·
local sortIndex = {
[0] = 0,
[1] = 2,
[2] = 1,
}
--刷新
function this.RefreshPanel(isTop,isAni)
if curType ~= 4 then
table.sort(rewardConfig,function(a,b)
if sortIndex[a.state] == sortIndex[b.state] then
return a.Id < b.Id
end
return sortIndex[a.state] > sortIndex[b.state]
end)
scrollView:SetData(rewardConfig,function(index,root)
this.SetScrollPre(root,rewardConfig[index])
end,not isTop,not isAni)
else--踏碎凌霄-仅供展示
scrollView:SetData(rewardConfig,function(index,root)
this.SetScrollPre2(root,rewardConfig[index])
end,not isTop,not isAni)
end
this.title.text = "奖 励"
if curType == 5 then
this.title.text = "任 务"
end
end
--设置每条数据
function this.SetScrollPre(root,data)
local info=Util.GetGameObject(root,"Title/Info"):GetComponent("Text")
local grid=Util.GetGameObject(root,"Grid")
local goBtn=Util.GetGameObject(root,"GoBtn")
local getBtn=Util.GetGameObject(root,"GetBtn")
local mask=Util.GetGameObject(root,"mask")
local pregress = Util.GetGameObject(root,"getRewardProgress")
if pregress then
if curType == 2 then
pregress.gameObject:SetActive(true)
pregress:GetComponent("Text").text = "("..(MonsterCampManager.monsterWave - 1).."/"..data.Id..")"
else
pregress.gameObject:SetActive(false)
end
end
info.text=data.info --string.format( Language[11483],data.Count,MapTrialManager.GetKilCount(),data.Count)
--ResetItemView(root,grid.transform,itemList,#data.BoxReward,0.9,sortingOrder,false,data.BoxReward)
if not itemList[root] then
itemList[root] = {}
end
for k,v in ipairs(itemList[root]) do
v.gameObject:SetActive(false)
end
for i = 1 , #data.BoxReward do
if not itemList[root][i] then
itemList[root][i] = SubUIManager.Open(SubUIConfig.ItemView,grid.transform)
itemList[root][i].gameObject:SetActive(false)
end
itemList[root][i]:OnOpen(false, data.BoxReward[i], 0.9,false,false,false,sortingOrder)
itemList[root][i].gameObject:SetActive(true)
end
if data.state==0 then
-- goText.text="已领取"
mask:GetComponent("Image").sprite = this.spLoader:LoadSprite("s_slbz_yilingqu_zh")
mask:SetActive(true)
goBtn:SetActive(false)
getBtn:SetActive(false)
elseif data.state==1 then
-- goText.text="领取"
mask:SetActive(false)
goBtn:SetActive(false)
getBtn:SetActive(true)
elseif data.state==2 then
-- goText.text="前往"
mask:SetActive(false)
goBtn:SetActive(true)
getBtn:SetActive(false)
end
Util.AddOnceClick(goBtn,function()
this:ClosePanel()
if data.jump and data.jump > 0 then
JumpManager.GoJump(data.jump)
end
end)
Util.AddOnceClick(getBtn,function()
if getFunc then
getFunc(data.Id,function()
mask:SetActive(true)
getBtn:SetActive(false)
this.ChangeState(data.Id)
this.RefreshPanel(false,false)
end)
end
end)
end
--设置每条数据
function this.SetScrollPre2(root,data)
local info=Util.GetGameObject(root,"Title/Info"):GetComponent("Text")
local grid=Util.GetGameObject(root,"Grid")
local mask=Util.GetGameObject(root,"mask")
info.text = string.format(Language[12309],data.otherData.Sort,data.otherData.Values[1][1])
if not itemList[root] then
itemList[root] = {}
end
for k,v in ipairs(itemList[root]) do
v.gameObject:SetActive(false)
end
for i = 1 , #data.otherData.Reward do
if not itemList[root][i] then
itemList[root][i] = SubUIManager.Open(SubUIConfig.ItemView,grid.transform)
itemList[root][i].gameObject:SetActive(false)
end
itemList[root][i]:OnOpen(false, data.otherData.Reward[i], 0.9,false,false,false,sortingOrder)
itemList[root][i].gameObject:SetActive(true)
end
mask:SetActive(true)
if data.state==0 then
mask:GetComponent("Image").sprite = this.spLoader:LoadSprite("g_ghhb_weidacheng_zh")
elseif data.state==1 then
mask:GetComponent("Image").sprite = this.spLoader:LoadSprite("g_ghhb_yidacheng_zh")
end
end
function this.ChangeState(id)
for k,v in ipairs(rewardConfig) do
if v.Id == id then
v.state = 0
return
end
end
end
return TrialRewardPopup

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 3bcc9652b790ebc40a6ae7f7e4ae66ca
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -179,21 +179,40 @@ function this.SwitchView(index)
local sixData={}
local sevenData={}
for index, v in ipairs(RecruitManager.GetRewardPreviewData(dataType[curIndex])) do
if itemConfig[v.Reward[1]].HeroQuantity==1 then
table.insert(oneData,v)
elseif itemConfig[v.Reward[1]].HeroQuantity==2 then
table.insert(twoData,v)
elseif itemConfig[v.Reward[1]].HeroQuantity==3 then
table.insert(threeData,v)
elseif itemConfig[v.Reward[1]].HeroQuantity==4 then
table.insert(fourData,v)
elseif itemConfig[v.Reward[1]].HeroQuantity==5 then
table.insert(fiveData,v)
elseif itemConfig[v.Reward[1]].HeroQuantity==6 then
table.insert(sixData,v)
elseif itemConfig[v.Reward[1]].HeroQuantity==7 then
table.insert(sevenData,v)
if curIndex==2 then
if itemConfig[v.Reward[1]].Quantity==1 then
table.insert(oneData,v)
elseif itemConfig[v.Reward[1]].Quantity==2 then
table.insert(twoData,v)
elseif itemConfig[v.Reward[1]].Quantity==3 then
table.insert(threeData,v)
elseif itemConfig[v.Reward[1]].Quantity==4 then
table.insert(fourData,v)
elseif itemConfig[v.Reward[1]].Quantity==5 then
table.insert(fiveData,v)
elseif itemConfig[v.Reward[1]].Quantity==6 then
table.insert(sixData,v)
elseif itemConfig[v.Reward[1]].Quantity==7 then
table.insert(sevenData,v)
end
else
if itemConfig[v.Reward[1]].HeroQuantity==1 then
table.insert(oneData,v)
elseif itemConfig[v.Reward[1]].HeroQuantity==2 then
table.insert(twoData,v)
elseif itemConfig[v.Reward[1]].HeroQuantity==3 then
table.insert(threeData,v)
elseif itemConfig[v.Reward[1]].HeroQuantity==4 then
table.insert(fourData,v)
elseif itemConfig[v.Reward[1]].HeroQuantity==5 then
table.insert(fiveData,v)
elseif itemConfig[v.Reward[1]].HeroQuantity==6 then
table.insert(sixData,v)
elseif itemConfig[v.Reward[1]].HeroQuantity==7 then
table.insert(sevenData,v)
end
end
end
if index == 3 then
for i = 1, #oneData do

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@ -0,0 +1,440 @@
RecruitEquipPanelNew = {}
function RecruitEquipPanelNew:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = RecruitEquipPanelNew })
return b
end
local gameSetting = ConfigManager.GetConfig(ConfigName.GameSetting)
local AllActSetConfig = ConfigManager.GetConfig(ConfigName.GlobalSystemConfig)
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
local artResourcesConfig =ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local lotterySetting=ConfigManager.GetConfig(ConfigName.LotterySetting)
local privilegeConfig=ConfigManager.GetConfig(ConfigName.PrivilegeTypeConfig)
local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
local wishConfig=ConfigManager.GetConfig(ConfigName.WishConfig)
local getId=0
function RecruitEquipPanelNew:InitComponent()
self.spLoader = SpriteLoader.New()
self.panel = Util.GetGameObject(self.gameObject,"Panel")
self.bg1 = Util.GetGameObject(self.gameObject,"Bg/Bg1"):GetComponent("Image")
self.bg2 = Util.GetGameObject(self.gameObject,"Bg/Bg2"):GetComponent("Image")
self.bg3 = Util.GetGameObject(self.gameObject,"Bg/Bg3"):GetComponent("Image")
self.title=Util.GetGameObject(self.panel,"title"):GetComponent("Image")
self.root=Util.GetGameObject(self.panel,"root")
self.rewardBox = Util.GetGameObject(self.panel, "btngroup/rewardBox")
self.boxIcon = Util.GetGameObject(self.rewardBox, "boxIcon")
self.slider = Util.GetGameObject(self.rewardBox,"Bg/Slider"):GetComponent("Image")
self.sliderText = Util.GetGameObject(self.rewardBox, "progress/Text"):GetComponent("Text")
self.boxNameText = Util.GetGameObject(self.rewardBox, "di/Text"):GetComponent("Text")
self.boxNameText.text="等级宝箱"
self.boxBtn=Util.GetGameObject(self.rewardBox,"Btn")
self.UI_effect_RecruitPanel_box_normal = Util.GetGameObject(self.rewardBox,"UI_effect_RecruitPanel_box_normal")
effectAdapte(Util.GetGameObject(self.UI_effect_RecruitPanel_box_normal, "quan01"))
self.UI_effect_RecruitPanel_box_open = Util.GetGameObject(self.rewardBox,"UI_effect_RecruitPanel_box_open")
effectAdapte(Util.GetGameObject(self.UI_effect_RecruitPanel_box_open, "quan01"))
effectAdapte(Util.GetGameObject(self.UI_effect_RecruitPanel_box_open, "quan02"))
self.UI_effect_RecruitPanel_particle = Util.GetGameObject(self.gameObject,"UI_effect_RecruitPanel_particle")
self.previewBtn = Util.GetGameObject(self.panel, "PreviewBtn")
self.helpBtn = Util.GetGameObject(self.panel, "helpBtn")
self.helpPosition = self.helpBtn:GetComponent("RectTransform").localPosition
self.wish = Util.GetGameObject(self.panel,"wishBtn")
self.wishNoOpen = Util.GetGameObject(self.wish,"noOpen")
self.wishBtn = Util.GetGameObject(self.wishNoOpen,"Img")
self.wishTextImg = Util.GetGameObject(self.wishNoOpen,"ImgText")
self.wishText = Util.GetGameObject(self.wishTextImg,"Text"):GetComponent("Text")
self.wishTipIma = Util.GetGameObject(self.wishNoOpen,"tip"):GetComponent("Text")
self.wishOpen = Util.GetGameObject(self.wish,"upHeroGrid")
self.wishPre = Util.GetGameObject(self.wish,"upHeroPre")
-- self.tip = Util.GetGameObject(self.panel, "tip/text"):GetComponent("Text")
self.tenTip = Util.GetGameObject(self.panel, "TenTip")
self.tenTipText = Util.GetGameObject(self.tenTip, "scroll/Text"):GetComponent("Text")
self.upper = Util.GetGameObject(self.panel,"Upper/Num"):GetComponent("Text")--"今日召唤上限:"
if not self.upHeroPreList then
self.upHeroPreList = {}
end
for i = 1,3 do
self.upHeroPreList[i] = {}
self.upHeroPreList[i].go = Util.GetGameObject(self.wishOpen,"upHeroPre"..i)
self.upHeroPreList[i].pos = Util.GetGameObject(self.upHeroPreList[i].go,"di")
self.upHeroPreList[i].itempos = Util.GetGameObject(self.upHeroPreList[i].go,"itempos")
self.upHeroPreList[i].item = SubUIManager.Open(SubUIConfig.ItemView,self.upHeroPreList[i].itempos.transform)
self.upHeroPreList[i].item.gameObject:SetActive(false)
self.upHeroPreList[i].item.transform:SetSiblingIndex(0)
self.upHeroPreList[i].choosed = Util.GetGameObject(self.upHeroPreList[i].go,"state")
--心愿神将现在只显示一个
if i>1 then
self.upHeroPreList[i].go:SetActive(false)
else
self.upHeroPreList[i].go:SetActive(true)
end
end
self.btns = {}
for i = 1,2 do
self.btns[i] = {}
self.btns[i].btn = Util.GetGameObject(self.gameObject,"btngroup/btn"..i)
self.btns[i].layoutDi = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/di"):GetComponent("Image")
self.btns[i].red = Util.GetGameObject(self.btns[i].btn.gameObject,"redPoint")
self.btns[i].info = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/Text"):GetComponent("Text")
self.btns[i].icon = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/icon"):GetComponent("Image")
self.btns[i].num = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/num"):GetComponent("Text")
self.btns[i].time = Util.GetGameObject(self.btns[i].btn.gameObject,"time"):GetComponent("Text")
end
end
function RecruitEquipPanelNew:BindEvent()
--帮助按钮
Util.AddClick(self.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,self.config.HelpId,self.helpPosition.x,self.helpPosition.y)
end)
--宝箱按钮
Util.AddClick(self.boxBtn,function()
--UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitBox)
--self.UI_effect_RecruitPanel_box_normal:SetActive(true)
if RecruitManager.isCanOpenBox then
LogError("getid=========="..getId)
ActivityGiftManager.GetActivityRewardRequest(11901,getId)
end
end)
--奖池预览按钮
Util.AddClick(self.previewBtn, function()
UIManager.OpenPanel(UIName.HeroPreviewNewPanel,true,true,self.config.ShopData[4][1])
end)
end
function RecruitEquipPanelNew:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Recruit.OnRecruitRefreshData, self.UpdataPanel,self)
end
function RecruitEquipPanelNew:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Recruit.OnRecruitRefreshData, self.UpdataPanel,self)
end
function RecruitEquipPanelNew:OnSortingOrderChange(sortingOrder)
self.sortingOrder = sortingOrder
Util.SetParticleSortLayer(self.UI_effect_RecruitPanel_box_normal, self.sortingOrder + 1)
Util.SetParticleSortLayer(self.UI_effect_RecruitPanel_box_open, self.sortingOrder + 1)
Util.SetParticleSortLayer(self.UI_effect_RecruitPanel_particle, self.sortingOrder + 1)
end
--界面打开时调用(用于子类重写)
function RecruitEquipPanelNew:OnOpen(_Config,_index, parent)
self.config = _Config
self.parent = parent
self.gameObject.name = "RecruitEquipPanelNew"..self.config.Id
end
function RecruitEquipPanelNew:OnShow(sortingOrder)
self.sortingOrder = sortingOrder
self:OnSortingOrderChange(sortingOrder)
self.gameObject:SetActive(true)
self.singleConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"LotteryType",self.config.ShopData[1][1],"PerCount",1)
self.tenConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"LotteryType",self.config.ShopData[1][1],"PerCount",10)
self.XianZhaoConfig = ConfigManager.GetConfigDataByKey(ConfigName.LotterySetting,"LotteryType",TableRecruitType.xianyuan)
self:UpdataPanel()
SoundManager.PlayMusic(SoundConfig.BGM_Recruit)
if self.liveNode then
poolManager:UnLoadLive(self.liveNode.name, self.liveNode)
end
if self.config.ShopData[2][1] == 1 then
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig,self.config.ShopData[2][2])
local name = GetResourcePath(heroConfig.Live)
self.liveNode = poolManager:LoadLive(name, self.root.transform, Vector3.one *heroConfig.Scale, Vector3.New(heroConfig.Position[1], heroConfig.Position[2], 0))
self.liveNode.name = name
SetHEeroLiveToward(self.liveNode,heroConfig.Toward)
local SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic")
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
end
end
local progresss=0
local wishLv=0
function RecruitEquipPanelNew:UpdataPanel()
self.bg1.sprite = self.spLoader:LoadSprite(self.config.Icon[3])
self.bg2.sprite = self.spLoader:LoadSprite(self.config.Icon[4])
self.bg3.sprite = self.spLoader:LoadSprite(self.config.Icon[8])
self.title.sprite = self.spLoader:LoadSprite(self.config.Icon[5])
--宝箱活动数据
local actconfigs=ActivityGiftManager.GetActivityInfoByType(11901)
if actconfigs then
for i = 1,#actconfigs.mission do
progresss=actconfigs.mission[i].progress
end
end
LogError("progress==============="..progresss)
for i, v in ConfigPairs(wishConfig) do
if RecruitManager.drawTimes[4] and RecruitManager.drawTimes[4]>= v.DrawCardNumber and v.LotteryType==4 then
wishLv=v.Level
RecruitManager.SetWishPro(v.Weight/10000*100)
end
end
self.boxNameText.text="宝箱等级:"..wishLv
self.title:SetNativeSize()
for i = 1,2 do
self.btns[i].layoutDi.sprite = self.spLoader:LoadSprite(self.config.Icon[6])
end
self.parent.mask2.sprite = self.spLoader:LoadSprite(self.config.Icon[7])
self.parent.mask1.sprite = self.spLoader:LoadSprite(self.config.Icon[7])
-- self.tip.text = self.config.TitleText
self:UpdataWishPanel()
self:UpdataBoxReward()
local num=PrivilegeManager.GetPrivilegeRemainValue(self.singleConfig.MoneyTimes)
self.upper.text=string.format(self.config.TitleText,PrivilegeManager.GetPrivilegeUsedTimes(self.singleConfig.MaxTimes),privilegeConfig[self.singleConfig.MaxTimes].Condition[1][2].." 剩余妖晶召唤次数:"..num) --特权上限
self:UpdatePanelData()
self:TimeCountDown()
end
function RecruitEquipPanelNew:UpdataWishPanel()
self.tenTip.gameObject:SetActive(false)
--如果没有达到150抽按钮置灰
local data = tonumber(specialConfig[119].Value)
RecruitManager.curWishType=self.config.ShopData[1][1]
NetManager.ChoiceWishHeroRequest(self.config.ShopData[1][1],function ()
if RecruitManager.drawTimes[4] then
LogError(" RecruitManager.drawTimes[4]===".. RecruitManager.drawTimes[4])
if wishLv < data then
self.wishNoOpen.gameObject:SetActive(true)
self.wishOpen.gameObject:SetActive(false)
Util.SetGray(self.wishBtn,true)
self.wishText.text = string.format("%s/%s",wishLv,data)
self.wishTipIma.text = "宝箱等级"..data.."级后开启心愿功能,\n将有更高概率获得心愿法宝~"
else
self.wishNoOpen.gameObject:SetActive(false)
self.wishOpen.gameObject:SetActive(true)
for i = 1,1 do
local data = RecruitManager.WishCardData[i]
local id = data.heroTid
if id > 0 then
self.upHeroPreList[i].item.gameObject:SetActive(true)
self.upHeroPreList[i].item:OnOpen(false, {id,0},1, false, false, false, self.sortingOrder)
self.upHeroPreList[i].item.frame.sprite = self.spLoader:LoadSprite(GetBgByHeroNatural(ConfigManager.GetConfigData(ConfigName.ItemConfig,id).Quantity))
self.upHeroPreList[i].choosed:SetActive(data.status == 1)
else
self.upHeroPreList[i].item.gameObject:SetActive(false)
self.upHeroPreList[i].choosed.gameObject:SetActive(false)
end
Util.AddOnceClick(self.upHeroPreList[i].pos,function()
local tempdata = tonumber(specialConfig[119].Value)
if RecruitManager.drawTimes[4] then
if RecruitManager.drawTimes[4] >= tempdata then
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.WishEquipDraw)
else
PopupTipPanel.ShowTip(string.format("%s次神将召唤后开启心愿抽卡",tempdata - RecruitManager.drawTimes[4]))
end
else
PopupTipPanel.ShowTip(string.format("%s次神将召唤后开启心愿抽卡",tempdata))
end
end)
end
end
else
self.wishNoOpen.gameObject:SetActive(true)
self.wishOpen.gameObject:SetActive(false)
Util.SetGray(self.wishBtn,true)
self.wishText.text = string.format("%s/%s",0,data)
self.wishTipIma.text = "开启心愿功能,将有更高概率获得心愿神将~"
end
self:CheckNewWishHero()
end)
if RecruitManager.isTenRecruit == 0 then
self.tenTipText.text = "<color=#FFB83B><size=30>每次十连</size><color=#FEDA90><size=30>必得</size></color></color><color=#FFB83B><size=30>五星</size></color><color=#FEDA90><size=30>神将</size></color>"
else
self.tenTipText.text = string.format("剩余<color=#31ff00>%s次</color>必得五星神将",RecruitManager.GetRecruit3MustCount())
end
end
function RecruitEquipPanelNew:UpdataBoxReward()
--local num = BagManager.GetItemCountById(self.XianZhaoConfig.CostItem[1][1])
LogError("更新宝箱显示s")
local actconfigs=ActivityGiftManager.GetActivityInfoByType(11901)
RecruitManager.isCanOpenBox=false
if actconfigs then
for i = 1,#actconfigs.mission do
local config=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.WishConfig,"Level",actconfigs.mission[i].missionId,"LotteryType",4)
if config and actconfigs.mission[i].state==0 and RecruitManager.drawTimes[4] and RecruitManager.drawTimes[4]>=config.DrawCardNumber then
RecruitManager.isCanOpenBox=true
getId=actconfigs.mission[i].missionId
break
end
end
end
self.boxIcon:GetComponent("Animator").enabled = RecruitManager.isCanOpenBox
local wishData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.WishConfig,"Level",wishLv+1,"LotteryType",4)
if wishData then
self.sliderText.text = string.format("%s/%s", RecruitManager.drawTimes[4] or 0,wishData.DrawCardNumber )
if RecruitManager.drawTimes[4] then
self.slider.fillAmount = RecruitManager.drawTimes[4]/wishData.DrawCardNumber
else
self.slider.fillAmount = 0 /wishData.DrawCardNumber
end
else
self.slider.fillAmount = 1
self.sliderText.text ="宝箱已达最大等级"
end
end
function RecruitEquipPanelNew:OnClose()
self.gameObject:SetActive(false)
if self.timer then
self.timer:Stop()
self.timer = nil
end
end
function RecruitEquipPanelNew:OnDestroy()
self.spLoader:Destroy()
if self.timer then
self.timer:Stop()
self.timer = nil
end
for i = 1,3 do
if self.upHeroPreList[i] then
SubUIManager.Close(self.upHeroPreList[i].item)
end
end
self.upHeroPreList = {}
if self.liveNode then
poolManager:UnLoadLive(self.liveNode.name, self.liveNode)
self.liveNode = nil
end
end
--刷新剩余次数
function RecruitEquipPanelNew:UpdatePanelData()
local freeTime = 0
if self.singleConfig.FreeTimes and self.singleConfig.FreeTimes > 0 then
freeTime = PrivilegeManager.GetPrivilegeRemainValue(self.singleConfig.FreeTimes)
RecruitManager.freeUseTimeList[self.singleConfig.FreeTimes] = freeTime
end
--按钮赋值
for n, m in ipairs(self.btns) do
--存在免费次数 并且 免费>=1 并且是1按钮
local isFree = freeTime >= 1 and n == 1
m.icon.gameObject:SetActive(not isFree)
m.num.gameObject:SetActive(not isFree)
local itemId=0
local itemNum=0
local type = 0
if n == 1 then
type = self.singleConfig.Id
m.info.text = "1次"
m.time.gameObject:SetActive(true)
m.red.gameObject:SetActive(RecruitManager.GetRecruitBtnRedpoint1(PreConfigure[RevertPreConfigure[self.config.ShopData[3][1]]]))
else
m.time.gameObject:SetActive(false)
type = self.tenConfig.Id
m.info.text = "10次"
m.red.gameObject:SetActive(RecruitManager.GetRecruitBtnRedpoint1(PreConfigure[RevertPreConfigure[self.config.ShopData[3][2]]]))
end
if self.config.ShopData[1][1] == TableRecruitType.Youqing then
m.time.gameObject:SetActive(false)
end
local d = {}
if (isFree) then
m.time.gameObject:SetActive(false)
m.info.text="免费召唤"
else
local d = RecruitManager.GetExpendData(type)
itemId=d[1]
itemNum=d[2]
m.icon.sprite=self.spLoader:LoadSprite(artResourcesConfig[itemConfig[itemId].ResourceID].Name)
m.num.text= PrintWanNum2(itemNum)
end
Util.AddOnceClick(m.btn,function()
if not isFree then
if BagManager.GetItemCountById(itemId)<itemNum then
PopupTipPanel.ShowTip(itemConfig[itemId].Name.."数量不足!")
return
end
end
local state = PlayerPrefs.GetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..self.config.ShopData[3][2])
LogGreen("self.config.ShopData[3][2]:"..self.config.ShopData[3][2].." state:"..state)
local recrutId = n == 1 and self.singleConfig.Id or self.tenConfig.Id
local recrutNum = n == 1 and 1 or 10
if state==0 and itemId == 16 and not isFree then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitConfirm,recrutId,function()
self:Recruit(recrutNum,recrutId,n,itemId)
end)
else
self:Recruit(recrutNum,recrutId,n,itemId)
end
end)
end
end
function RecruitEquipPanelNew:Recruit(recrutType,recrutId,bType,itemId)
if PrivilegeManager.GetPrivilegeUsedTimes(self.singleConfig.MaxTimes)+recrutType>privilegeConfig[self.singleConfig.MaxTimes].Condition[1][2] then
PopupTipPanel.ShowTip("无法超出每日召唤次数上限!")
return
end
if itemId==16 and PrivilegeManager.GetPrivilegeRemainValue(self.singleConfig.MaxTimes)<recrutType then
PopupTipPanel.ShowTip("无法超出每日妖晶召唤次数上限!")
return
end
RecruitManager.RecruitRequest(recrutId, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(self.singleConfig.MaxTimes,recrutType)--记录抽卡次数
if itemId==16 then
PrivilegeManager.RefreshPrivilegeUsedTimes(self.singleConfig.MoneyTimes,recrutType)
end
if bType == 1 then
UIManager.OpenPanel(UIName.WishEquipBuyOnePanel,msg.drop,recrutId,{self.config.ShopData[3][1],self.config.ShopData[3][2]})
else
RecruitManager.isTenRecruit = 1
UIManager.OpenPanel(UIName.WishEquipBuyTenPanel,msg.drop,recrutId,{self.config.ShopData[3][1],self.config.ShopData[3][2]})
end
CheckRedPointStatus(self.config.RpType)
end,self.singleConfig.FreeTimes)
end
function RecruitEquipPanelNew:TimeCountDown()
if self.timer then
self.timer:Stop()
self.timer = nil
end
local timeDown=CalculateSecondsNowTo_N_OClock(0)
self.btns[1].time.text = Language[10023]..TimeToHMS(timeDown)
self.timer = Timer.New(function()
if timeDown < 1 then
self.timer:Stop()
self.timer = nil
return
end
timeDown = timeDown - 1
self.btns[1].time.text = Language[10023]..TimeToHMS(timeDown)
end, 1, -1, true)
self.timer:Start()
end
--检查是否有新开放的心愿英雄
function RecruitEquipPanelNew:CheckNewWishHero()
if #RecruitManager.newWishList > 0 and #RecruitManager.newWishList<10 then
if not GuideManager.IsFunctionGuideExist() and not GuideManager.IsInMainGuide() then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.NewAddWishHero)
end
end
end
return RecruitEquipPanelNew

View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 5fc02f4839fe0f94bb008a974c181b71
timeCreated: 1545976476
licenseType: Pro
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -33,12 +33,23 @@ function this.Initialize()
this.wishSoulData={}
this.isFirstEnterElementScroll=true
this.isFirstEnterHeroScroll=true
this.wishHeroId=0
this.wishEquipId=0
this.curWishType=0
this.InitPreData()
this.newWishList = {}--心愿抽新增的神将
this.openTime = 0--开服时间戳或是0用于判断心愿神将是否加入卡池
this.openTime = PlayerManager.GetServerOpenTime() --开服时间戳或是0用于判断心愿神将是否加入卡池
this.wishTailsManSoulChips = {}
end
function this.SetWishId(count)
this.wishHeroId = count
end
function this.GetWishId()
return this.wishHeroId
end
function this.SetWishTailsManSoulChips(_datas)
this.wishTailsManSoulChips = {}
for k,v in pairs(_datas) do
@ -55,7 +66,6 @@ function this.GetWishTailsManSoulChips()
end
local wishPro=20
function this.SetWishPro(pro)
LogError("pro==========="..pro)
wishPro=pro
end
@ -521,7 +531,7 @@ function this.GetWishCardData(infoList)
this.WishCardData[i].heroTid = infoList[i].heroTid
this.WishCardData[i].status = infoList[i].status
-- LogPink("Id:"..tostring(infoList[i].id).." heroIid:"..tostring(infoList[i].heroTid).." status:"..tostring(infoList[i].status))
this.WishCardData[i].PropertyName = infoList[i].heroTid > 0 and heroConfig[infoList[i].heroTid].PropertyName or nil
this.WishCardData[i].PropertyName = infoList[i].heroTid > 0 and heroConfig[infoList[i].heroTid] and heroConfig[infoList[i].heroTid].PropertyName or nil
end
end
@ -564,6 +574,23 @@ function this.GetCurHeroList(curIndex)
end
return heroList
end
--获取当前神将法宝
function this.GetCurHeroTalismanaList(curIndex)
local heroList = {}
local time = (GetTimeStamp() - RecruitManager.openTime)/(60*60*24)--开服时间戳或是0用于判断心愿神将是否加入卡池
for index, v in ipairs(RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.RECRUIT)) do
if heroConfig[v.Reward[1]].Star == 5
and (curIndex==0 or heroConfig[v.Reward[1]].PropertyName == curIndex)
and heroConfig[v.Reward[1]].Weight > 0
and time > heroConfig[v.Reward[1]].JoinWishDay
and HeroManager.InVersion(v.Reward[1]) -- 判断神将是否加入版本
then
table.insert(heroList,heroConfig[v.Reward[1]].EquipTalismana[2])
end
end
return heroList
end
--检测当前英雄状态
function this.CheckCurHeroState(_heroTid)
@ -597,12 +624,44 @@ function this.CheckCurHeroState(_heroTid)
--都没有就亮着
return 3
end
--检测当前法宝状态
function this.CheckCurTalismanaState(_heroTid)
for i = 1, #this.WishCardData do
if this.WishCardData[i].heroTid == _heroTid then
--如果上方存在自己就✔
if this.WishCardData[i].status == 0 then
return 1
elseif this.WishCardData[i].status == 1 then
return 4
end
end
end
for i = 1, #this.WishCardData do
if this.WishCardData[i].heroTid > 0 then
--如果上方存在和当前英雄相同阵营的就置灰
return 0
end
end
local num = 0
for i = 1, #this.WishCardData do
if this.WishCardData[i].heroTid > 0 then
num = num + 1
end
end
if num == 1 then
--如果上方神将满则其他全部置灰
return 2
end
--都没有就亮着
return 3
end
--添加和卸下神将
function this.ChangeHero(type,_heroTid,func)
if type == 1 then --增加神将
for i = 1, #this.WishCardData do
if this.WishCardData[i].heroTid == 0 then
LogError("111111111111111111111111111111111")
this.WishCardData[i].heroTid = _heroTid
break
end
@ -611,11 +670,13 @@ function this.ChangeHero(type,_heroTid,func)
for i = 1, #this.WishCardData do
if this.WishCardData[i].heroTid == _heroTid then
this.WishCardData[i].heroTid = 0
_heroTid=0
break
end
end
end
NetManager.ChoiceWishHeroRequest(this.WishCardData,function ()
LogError("RecruitManager.curWishType=="..RecruitManager.curWishType.." _heroid==".._heroTid)
NetManager.DesireDrawCardRequest(RecruitManager.curWishType,_heroTid,function ()
Game.GlobalEvent:DispatchEvent(GameEvent.Recruit.OnRecruitRefreshData)
if func then
func()

View File

@ -185,8 +185,8 @@ function RecruitPanelNew:UpdataPanel()
LogError("progress==============="..progresss)
for i, v in ConfigPairs(wishConfig) do
if RecruitManager.drawTimes[1] and RecruitManager.drawTimes[1]>= v.DrawCardNumber then
wishLv=v.Id
if RecruitManager.drawTimes[1] and RecruitManager.drawTimes[1]>= v.DrawCardNumber and v.LotteryType==1 then
wishLv=v.Level
RecruitManager.SetWishPro(v.Weight/10000*100)
end
end
@ -215,9 +215,11 @@ function RecruitPanelNew:UpdataWishPanel()
end
--如果没有达到150抽按钮置灰
local data = tonumber(specialConfig[119].Value)
NetManager.ChoiceWishHeroRequest(nil,function ()
--LogError(" RecruitManager.drawTimes[1]===".. RecruitManager.drawTimes[1])
RecruitManager.curWishType=self.config.ShopData[1][1]
NetManager.ChoiceWishHeroRequest(self.config.ShopData[1][1],function ()
if RecruitManager.drawTimes[1] then
LogError(" RecruitManager.drawTimes[1]===".. RecruitManager.drawTimes[1])
if wishLv < data then
self.wishNoOpen.gameObject:SetActive(true)
self.wishOpen.gameObject:SetActive(false)
@ -227,7 +229,7 @@ function RecruitPanelNew:UpdataWishPanel()
else
self.wishNoOpen.gameObject:SetActive(false)
self.wishOpen.gameObject:SetActive(true)
for i = 1,3 do
for i = 1,1 do
local data = RecruitManager.WishCardData[i]
local id = data.heroTid
if id > 0 then
@ -281,7 +283,7 @@ function RecruitPanelNew:UpdataBoxReward()
local actconfigs=ActivityGiftManager.GetActivityInfoByType(11701)
RecruitManager.isCanOpenBox=false
for i = 1,#actconfigs.mission do
local config=ConfigManager.TryGetConfigData(ConfigName.WishConfig,actconfigs.mission[i].missionId)
local config=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.WishConfig,"Level",actconfigs.mission[i].missionId,"LotteryType",1)
-- if config then
-- LogError("actconfigs.mission[i].state=="..actconfigs.mission[i].state.." RecruitManager.drawTimes[1]=="..RecruitManager.drawTimes[1].." config.DrawCardNumber== "..config.DrawCardNumber)
-- end
@ -293,7 +295,7 @@ function RecruitPanelNew:UpdataBoxReward()
end
end
self.boxIcon:GetComponent("Animator").enabled = RecruitManager.isCanOpenBox
local wishData=ConfigManager.TryGetConfigData(ConfigName.WishConfig,wishLv+1)
local wishData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.WishConfig,"Level",wishLv+1,"LotteryType",1)
if wishData then
--self.XianZhaoConfig.CostItem[1][2]
-- = RecruitManager.drawTimes[1]>= wishData.DrawCardNumber
@ -453,8 +455,8 @@ end
--检查是否有新开放的心愿英雄
function RecruitPanelNew:CheckNewWishHero()
if #RecruitManager.newWishList > 0 then
if not GuideManager.IsFunctionGuideExist() and not GuideManager.IsInMainGuide() then
if #RecruitManager.newWishList > 0 and #RecruitManager.newWishList<10 then
if not GuideManager.IsFunctionGuideExist() and not GuideManager.IsInMainGuide() then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.NewAddWishHero)
end
end

View File

@ -0,0 +1,214 @@
require("Base/BasePanel")
WishEquipBuyOnePanel = Inherit(BasePanel)
local this=WishEquipBuyOnePanel
local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local gameSetting=ConfigManager.GetConfig(ConfigName.GameSetting)
local lotterySetting = ConfigManager.GetConfig(ConfigName.LotterySetting)
local privilegeConfig=ConfigManager.GetConfig(ConfigName.PrivilegeTypeConfig)
local artResourcesConfig =ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local activityConfig=ConfigManager.GetConfigData(ConfigName.ActivityGroups,203)
local itemNum=0 --抽卡小号道具数量
local isFree=false
local itemId = 0
local RecruitMaxtimesId = 0
local freeTimesId = 0
local recType = {}
local orginLayer
--初始化组件(用于子类重写)
function WishEquipBuyOnePanel:InitComponent()
this.spLoader = SpriteLoader.New()
orginLayer = 10
self.bg = Util.GetGameObject(self.gameObject, "effect")
-- self.dibiao = Util.GetGameObject(self.bg, "dibiao")
-- self.dibiao.gameObject:SetActive(false)
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft, panelType = PanelType.ElementDrawCard })
screenAdapte(self.bg)
this.btnBack=Util.GetGameObject(self.gameObject, "bottom/backButton")
this.content=Util.GetGameObject(self.gameObject, "content")
this.openOneAgainButton=Util.GetGameObject(self.gameObject, "bottom/openOneAgainButton")
this.detailImage=Util.GetGameObject(self.gameObject, "Tip")
this.detailText = Util.GetGameObject(this.detailImage, "Text"):GetComponent("Text")
this.detailImage:SetActive(false)
this.content3=Util.GetGameObject(self.gameObject,"bottom/openOneAgainButton/Content3")
this.content3:SetActive(true)
this.itemIcon3=Util.GetGameObject(this.content3, "icon"):GetComponent("Image")
this.itemTip3=Util.GetGameObject(this.content3, "icon/Tip")
this.itemTip3:SetActive(false)
this.itemNum3=Util.GetGameObject(this.content3, "num"):GetComponent("Text")
this.itemInfo3=Util.GetGameObject(this.content3, "info"):GetComponent("Text")
this.itemInfo3.text="单次"
end
--绑定事件(用于子类重写)
function WishEquipBuyOnePanel:BindEvent()
Util.AddClick(this.btnBack, function ()
self:ClosePanel()
end)
Util.AddClick(this.openOneAgainButton, function ()
Log(tostring(this.recruitType))
if PrivilegeManager.GetPrivilegeUsedTimes(self.singleConfig.MaxTimes)+this.recruitType>privilegeConfig[self.singleConfig.MaxTimes].Condition[1][2] then
PopupTipPanel.ShowTip("无法超出每日召唤次数上限!")
return
end
if itemId==16 and PrivilegeManager.GetPrivilegeRemainValue(self.singleConfig.MaxTimes)<this.recruitType then
PopupTipPanel.ShowTip("无法超出每日妖晶召唤次数上限!")
return
end
RecruitManager.RecruitRequest(self.singleConfig.Id, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(self.singleConfig.MaxTimes,this.recruitType)--记录抽卡次数
if itemId==16 then
PrivilegeManager.RefreshPrivilegeUsedTimes(self.singleConfig.MoneyTimes,this.recruitType)
end
UIManager.OpenPanel(UIName.WishEquipBuyOnePanel,msg.drop,self.singleConfig.Id,{activityConfig.ShopData[3][1],activityConfig.ShopData[3][2]})
CheckRedPointStatus(activityConfig.RpType)
end,self.singleConfig.FreeTimes)
end)
end
--添加事件监听(用于子类重写)
function WishEquipBuyOnePanel:AddListener()
end
--移除事件监听(用于子类重写)
function WishEquipBuyOnePanel:RemoveListener()
end
function WishEquipBuyOnePanel:OnSortingOrderChange()
Util.AddParticleSortLayer(self.bg, self.sortingOrder - orginLayer)
orginLayer = self.sortingOrder
if this.view then
this.view:OnOpen(true,this.itemDataList[1],1.4,true,false,false,self.sortingOrder)
end
end
function WishEquipBuyOnePanel:GetSendStr()
local str = ""
if lotterySetting[this.recruitType] and lotterySetting[this.recruitType].TenTimesMustGetItem and #lotterySetting[this.recruitType].TenTimesMustGetItem > 0 then
for k,v in ipairs(lotterySetting[this.recruitType].TenTimesMustGetItem) do
if str == "" then
str = str.."赠送"
else
str = str..""
end
str = str..v[2]..""..ItemConfig[v[1]].Name
end
end
return str
end
--界面打开时调用(用于子类重写)
function WishEquipBuyOnePanel:OnOpen(...)
self.bg.gameObject:SetActive(false)
self.bg.gameObject:SetActive(true)
SoundManager.PlaySound(SoundConfig.UI_Siyuanzhen)
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.ElementDrawCard })
local args = { ... }
this.drop=args[1]
this.recruitType=args[2]
recType = args[3]
self.singleConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"LotteryType",TableRecruitType.Youqing,"PerCount",1)
--获取免费次数
local currLottery= ConfigManager.GetConfigData(ConfigName.LotterySetting,RecruitType.FriendSingle)
freeTimesId=currLottery.FreeTimes
RecruitMaxtimesId = currLottery.MaxTimes
local freeTime=0
if freeTimesId>0 then
freeTime= PrivilegeManager.GetPrivilegeRemainValue(freeTimesId)
RecruitManager.freeUseTimeList[freeTimesId] = freeTime
end
isFree=freeTime and freeTime >= 1
if isFree then
itemId=0
this.itemNum3.gameObject:SetActive(false)
this.itemIcon3.gameObject:SetActive(false)
this.itemInfo3.text=Language[10489]
this.tipText.gameObject:SetActive(false)
else
this.itemNum3.gameObject:SetActive(true)
this.itemIcon3.gameObject:SetActive(true)
this.itemInfo3.text="单次"
itemId=0
local d = RecruitManager.GetExpendData(this.recruitType)
itemId = d[1]
itemNum = d[2]
--是否激活特权
-- local isActive = PrivilegeManager.GetPrivilegeOpenStatusById(3004)
-- if itemId == 16 and isActive then
-- local currPrivilege = privilegeConfig[3004]
-- local curShenzunLv=GetShenzunLv()
-- local conditionIndex=curShenzunLv+1
-- itemNum = itemNum * (1+currPrivilege.Condition[conditionIndex][2]/10000)
-- end
-- if itemId ==16 then
-- this.tipText.gameObject:SetActive(true)
-- this.tipText.text=string.format(Language[11424],PrivilegeManager.GetPrivilegeRemainValue(YaojingCallPrivilegeId), PrivilegeManager.GetPrivilegeNumber(YaojingCallPrivilegeId))
-- else
-- this.tipText.gameObject:SetActive(false)
-- end
this.itemIcon3.sprite=this.spLoader:LoadSprite(artResourcesConfig[ItemConfig[itemId].ResourceID].Name)
this.itemNum3.text= "×"..itemNum
end
Util.ClearChild(Util.GetTransform(this.content, "itemContent1"))
this.itemDataList={}
this.itemDataList=BagManager.GetTableByBackDropData(this.drop)
this.view = SubUIManager.Open(SubUIConfig.ItemView,Util.GetTransform(this.content, "itemContent1"))
this.view:OnOpen(true,this.itemDataList[1],1.4,true,false,false,self.sortingOrder)
this.openOneAgainButton:GetComponent("Button").enabled=false
local time = Timer.New(function ()
this.openOneAgainButton:GetComponent("Button").enabled=true
local itemDataList=BagManager.GetTableByBackDropData(this.drop)
if itemDataList and #itemDataList>0 then
local singleItemConfigData=itemDataList[1].configData
if singleItemConfigData and singleItemConfigData.ItemType==4 and singleItemConfigData.Quantity>=gameSetting[1].IfVersion then
UIManager.OpenPanel(UIName.SecretBoxShowPokemonPanel,singleItemConfigData.Id)
end
end
end, 0.5)
time:Start()
end
--界面关闭时调用(用于子类重写)
function WishEquipBuyOnePanel:OnClose()
end
--界面销毁时调用(用于子类重写)
function WishEquipBuyOnePanel:OnDestroy()
this.spLoader:Destroy()
SubUIManager.Close(this.UpView)
this.view = nil
if this.timer then
this.timer:Stop()
this.timer = nil
end
end
---寻仙倒计时(活动结束切换表现)
function this.FindFairyCountDown(timeDown)
if this.timer then
this.timer:Stop()
this.timer = nil
end
this.timer = Timer.New(function()
if timeDown < 1 then
this.timer:Stop()
this.timer = nil
this.btnBack:GetComponent("RectTransform"):DOAnchorPosX(0, 0, true)
this.openOneAgainButton:SetActive(false)
PopupTipPanel.ShowTip(Language[11842])
return
end
timeDown = timeDown - 1
end, 1, -1, true)
this.timer:Start()
end
return WishEquipBuyOnePanel

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fileFormatVersion: 2
guid: f64b8d5f9b18d3c4e9aa0f59ebdc26e5
timeCreated: 1557545762
licenseType: Pro
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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require("Base/BasePanel")
require("Base/Stack")
WishEquipBuyTenPanel = Inherit(BasePanel)
local this=WishEquipBuyTenPanel
local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local gameSetting=ConfigManager.GetConfig(ConfigName.GameSetting)
local artResourcesConfig=ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local YaojingCallPrivilegeId = 2006
local itemId=0
local itemNum=0 --抽卡小号道具数量
local lotterySetting = ConfigManager.GetConfig(ConfigName.LotterySetting)
local callList = Stack.New()
local recType={}
this.contentList={}
this.contentListParent={}
this.isElementDrawPanel=false
local orginLayer
--初始化组件(用于子类重写)
function WishEquipBuyTenPanel:InitComponent()
this.spLoader = SpriteLoader.New()
orginLayer = 0
self.bg = Util.GetGameObject(self.gameObject, "effect")
screenAdapte(self.bg)
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft, panelType = PanelType.ElementDrawCard })
this.btnBack=Util.GetGameObject(self.gameObject, "bottom/backButton")
this.openTenAgainButton=Util.GetGameObject(self.gameObject, "bottom/openTenAgainButton")
this.costImage=Util.GetGameObject(self.gameObject, "bottom/openTenAgainButton/Image")
this.detailImage=Util.GetGameObject(self.gameObject, "Tip")
this.detailText = Util.GetGameObject(this.detailImage, "Text"):GetComponent("Text")
this.detailImage:SetActive(false)
this.content3=Util.GetGameObject(self.gameObject,"bottom/openTenAgainButton/Content3")
this.content3:SetActive(true)
this.itemIcon3=Util.GetGameObject(this.content3, "icon"):GetComponent("Image")
this.itemTip3=Util.GetGameObject(this.content3, "icon/Tip")
this.itemTip3:SetActive(false)
this.itemNum3=Util.GetGameObject(this.content3, "num"):GetComponent("Text")
this.itemInfo3=Util.GetGameObject(this.content3, "info"):GetComponent("Text")
--this.tipText=Util.GetGameObject(this.openOneAgainButton, "Text"):GetComponent("Text")
for i = 1, 10 do
this.contentList[i]=Util.GetGameObject(self.gameObject, "content/itemAnimEffect"..i.."/image/Kuang/itemName/itemContent")
this.contentListParent[i]=Util.GetGameObject(self.gameObject, "content/itemAnimEffect"..i)
end
end
--绑定事件(用于子类重写)
function WishEquipBuyTenPanel:BindEvent()
Util.AddClick(this.btnBack, function ()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
Util.AddClick(this.openTenAgainButton, function ()
local maxTimesId = lotterySetting[RecruitType.FriendTen].MaxTimes
local freeTimesId = lotterySetting[RecruitType.FriendTen].FreeTimes
--是否超过每日最大上限
local d=RecruitManager.GetExpendData(this.recruitType)
if PrivilegeManager.GetPrivilegeRemainValue(maxTimesId) < 10 then
--LogGreen("maxTimesId:"..maxTimesId.." times"..PrivilegeManager.GetPrivilegeRemainValue(maxTimesId))
PopupTipPanel.ShowTip(Language[10485])
return
end
--是否妖晶,是否超过每日妖晶最大上限
if itemId == 16 then
if PrivilegeManager.GetPrivilegeRemainValue(YaojingCallPrivilegeId) < 10 then
PopupTipPanel.ShowTip(Language[11423])
return
end
end
if BagManager.GetItemCountById(itemId) < itemNum then
PopupTipPanel.ShowTip(GetLanguageStrById(ItemConfig[itemId].Name)..Language[10486])
return
end
local recruitTen = function()
RecruitManager.RecruitRequest(this.recruitType, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(maxTimesId,10)--记录抽卡次数
if itemId == 16 then
PrivilegeManager.RefreshPrivilegeUsedTimes(YaojingCallPrivilegeId,10)--记录妖晶抽卡次数
end
UIManager.OpenPanel(UIName.WishEquipBuyTenPanel,msg.drop,this.recruitType,recType)
--CheckRedPointStatus(RedPointType.QianKunBox)
end,freeTimesId,itemId,itemNum)
end
local state = PlayerPrefs.GetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..recType[2])
if state==0 and d[1] == 16 then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitConfirm,this.recruitType,recruitTen,itemNum)
else
recruitTen()
end
end)
end
--添加事件监听(用于子类重写)
function WishEquipBuyTenPanel:AddListener()
end
--移除事件监听(用于子类重写)
function WishEquipBuyTenPanel:RemoveListener()
end
function WishEquipBuyTenPanel:OnSortingOrderChange()
Util.AddParticleSortLayer(self.bg, self.sortingOrder - orginLayer)
for i = 1, 10 do
Util.AddParticleSortLayer(this.contentListParent[i], self.sortingOrder - orginLayer)
end
orginLayer = self.sortingOrder
if this.views and this.itemDataList then
for index, view in pairs(this.views) do
view:OnOpen(true,this.itemDataList[index],1.4,true,false,false,self.sortingOrder)
end
end
end
function WishEquipBuyTenPanel:GetSendStr()
local str = ""
if lotterySetting[this.recruitType] and lotterySetting[this.recruitType].TenTimesMustGetItem and #lotterySetting[this.recruitType].TenTimesMustGetItem > 0 then
for k,v in ipairs(lotterySetting[this.recruitType].TenTimesMustGetItem) do
if str == "" then
str = str.."赠送"
else
str = str..""
end
str = str..v[2]..""..ItemConfig[v[1]].Name
end
end
return str
end
--界面打开时调用(用于子类重写)
function WishEquipBuyTenPanel:OnOpen(...)
SoundManager.PlaySound(SoundConfig.UI_Siyuanzhen)
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.ElementDrawCard })
-- this.itemIcon1.sprite=this.spLoader:LoadSprite(GetResourcePath(ItemConfig[SecretBoxManager.MainCost[2][1][1]].ResourceID))
local args = { ... }
this.drop=args[1]
this.recruitType=args[2]
recType=args[3]
local d
d = RecruitManager.GetExpendData(this.recruitType)
itemId = d[1]
itemNum = d[2]
this.itemIcon3.sprite=this.spLoader:LoadSprite(artResourcesConfig[ItemConfig[itemId].ResourceID].Name)
local itemDataList={}
itemDataList=BagManager.GetTableByBackDropData(this.drop)
this.openTenAgainButton:GetComponent("Button").enabled=false
this.btnBack:GetComponent("Button").enabled=false
callList:Clear()
callList:Push(function ()
Log("结束了!!!")
this.openTenAgainButton:GetComponent("Button").enabled=true
this.btnBack:GetComponent("Button").enabled=true
end)
this.views = {}
this.itemDataList = itemDataList
local dataNum = #itemDataList > 10 and 10 or #itemDataList
for i = dataNum, 1, -1 do
Util.ClearChild(this.contentList[i].transform)
this.views[i] = SubUIManager.Open(SubUIConfig.ItemView,this.contentList[i].transform)
local curItemData=itemDataList[i]
local contentGO = this.contentListParent[i]
this.views[i]:OnOpen(true,curItemData,1.4,true,false,false,self.sortingOrder)
contentGO:SetActive(false)
callList:Push(function ()
if curItemData.configData and curItemData.configData.ItemType==4 and curItemData.configData.Quantity>=gameSetting[1].IfVersion then
UIManager.OpenPanel(UIName.SecretBoxShowPokemonPanel,curItemData.configData.Id, function ()
Timer.New(function ()
contentGO:SetActive(true)
callList:Pop()()
end, 0.2):Start()
end)
else
Timer.New(function ()
contentGO:SetActive(true)
callList:Pop()()
end, 0.2):Start()
end
end)
end
callList:Pop()()
end
--界面关闭时调用(用于子类重写)
function WishEquipBuyTenPanel:OnClose()
end
--界面销毁时调用(用于子类重写)
function WishEquipBuyTenPanel:OnDestroy()
this.spLoader:Destroy()
SubUIManager.Close(this.UpView)
this.views = nil
if this.timer then
this.timer:Stop()
this.timer = nil
end
end
---寻仙倒计时(活动结束切换表现)
function this.FindFairyCountDown(timeDown)
if this.timer then
this.timer:Stop()
this.timer = nil
end
this.timer = Timer.New(function()
if timeDown < 1 then
this.timer:Stop()
this.timer = nil
this.btnBack:GetComponent("RectTransform"):DOAnchorPosX(0, 0, true)
this.openTenAgainButton:SetActive(false)
PopupTipPanel.ShowTip(Language[11842])
return
end
timeDown = timeDown - 1
end, 1, -1, true)
this.timer:Start()
end
return WishEquipBuyTenPanel

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fileFormatVersion: 2
guid: 050599a569dbbd2409403b3723de4051
timeCreated: 1557545771
licenseType: Pro
DefaultImporter:
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