【限时升星】显示优化,红点添加,条件屏蔽添加
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@ -991,6 +991,7 @@ RedPointType = {
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wujinTreasure = 8501,
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wujinBianDui = 8502,
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chaofanrushengRed = 8503,
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UpStarGift = 8504,
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jijin128 = 78,
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jijin328 = 79,
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@ -1187,6 +1187,24 @@ function this.CheckRedPointChaofanRuSheng()
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end
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return false
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end
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--限时升星红点检查
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function this.CheckRedPointUpStarGift()
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if not ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.UpStarGift) then
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return false
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end
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local data = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.UpStarGift)
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if data and data.mission and #data.mission > 0 then
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if not data.value or data.value == 0 then
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return true
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end
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for i = 1, #data.mission do
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if data.mission[i].state == 1 then
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return true
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end
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end
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end
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return false
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end
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--右侧伸缩条大小检测
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function this.CheckRightUpArenaSize()
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@ -61,7 +61,7 @@ function UpStarGift:BindEvent()
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UIManager.OpenPanel(UIName.HelpPopup,self.actConfig.HelpId,self.helpPosition.x,self.helpPosition.y)
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end)
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Util.AddClick(self.btnAdd,function()
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local choose, isTemp = self:GetCurChooseHero()
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local choose, isTemp = self:GetCurChooseHero()
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if not isTemp then
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PopupTipPanel.ShowTip("当前已处于锁定状态")
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return
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@ -71,8 +71,6 @@ function UpStarGift:BindEvent()
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PopupTipPanel.ShowTip("未找到本期活动的神将信息")
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return
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end
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LogRedTable(heroList)
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LogRed(choose)
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-- 打开选择界面
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.ChooseUpHero, heroList, choose, function(chooseId)
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self.tempChoose = chooseId
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@ -105,6 +103,10 @@ function UpStarGift:BindEvent()
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end)
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Util.AddClick(self.btnLock,function()
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local choose, isTemp = self:GetCurChooseHero()
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if not choose or choose == 0 then
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PopupTipPanel.ShowTip("请先选择一个神将")
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return
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end
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if not isTemp then
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PopupTipPanel.ShowTip("当前已处于锁定状态")
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return
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@ -208,6 +210,12 @@ function UpStarGift:RefreshData(isUpdata,isTop,isAni)
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if self.actConfig.RpType > 0 then
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CheckRedPointStatus(self.actConfig.RpType)
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end
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-- 按钮显示
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local choose, isTemp = self:GetCurChooseHero()
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self.btnAdd:SetActive(choose == 0 and isTemp)
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self.btnChoose:SetActive(isTemp)
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self.btnLock:SetActive(isTemp)
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self:RefreshActData(isTop,isAni)
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self:RefreshTime()
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@ -231,7 +239,7 @@ end
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-- 获取当前选择的人(临时/锁定)
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function UpStarGift:GetCurChooseHero()
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local choose = 0
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local isTemp = false
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local isTemp = true
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if self.ActData.value and self.ActData.value ~= 0 then
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choose = self.ActData.value
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isTemp = false
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@ -240,19 +248,20 @@ function UpStarGift:GetCurChooseHero()
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choose = self.tempChoose
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isTemp = true
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end
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-- 没有的话就选第一个人作为默认显示的奖励
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if choose == 0 then
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choose = self.ActData.rewards[1].targetId
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isTemp = true
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end
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return choose, isTemp
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end
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-- 获取奖励列表
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function UpStarGift:GetRewardDataList()
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local choose = self:GetCurChooseHero()
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local dataList = {}
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-- 没有的话就选第一个人作为默认显示的奖励
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if choose == 0 then
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choose = self.ActData.rewards[1].targetId
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end
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-- 显示列表
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local dataList = {}
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for k, v in ipairs(self.ActData.rewards) do
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if v.targetId == choose then
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table.insert(dataList, v)
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@ -335,6 +344,7 @@ function UpStarGift:RefreshLive()
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local live = poolManager:LoadLive(GetResourcePath(data.Live), self.liveRoot.transform,
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Vector3.one * data.Scale, Vector3.New(data.Position[1], data.Position[2], 0))
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live:GetComponent("SkeletonGraphic").AnimationState:SetAnimation(0, "idle", true)
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live.transform.sizeDelta = Vector2.New(10000, 10000)
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end
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end
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@ -601,6 +601,7 @@ function this.RegisterRedCheckFunc()
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RPData:AddCheckFunc(RedPointType.Practice_fourQua,PracticeManager.CheckFourQuadrantRed,FUNCTION_OPEN_TYPE.PRACTICE)
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RPData:AddCheckFunc(RedPointType.Practice_Cultivation,PracticeManager.CheckPlayerCultivetionRed,FUNCTION_OPEN_TYPE.PRACTICE)
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RPData:AddCheckFunc(RedPointType.chaofanrushengRed,ActivityGiftManager.CheckRedPointChaofanRuSheng)
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RPData:AddCheckFunc(RedPointType.UpStarGift,ActivityGiftManager.CheckRedPointUpStarGift)
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--山河试炼
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RPData:AddCheckFunc(RedPointType.FightLevelTrial,FightLevelManager.CheckTrialRedPoint)
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@ -31,6 +31,10 @@ end
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--绑定事件(用于子类重写)
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function UpStarPre:BindEvent()
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Util.AddOnceClick(self.btnBuy.gameObject, function()
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if self.isTemp then
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PopupTipPanel.ShowTip("请先选择一个神将")
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return
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end
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if self.data.state == 0 then
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PopupTipPanel.ShowTip("神将达指定星级后解锁")
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return
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@ -42,6 +46,10 @@ function UpStarPre:BindEvent()
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end)
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Util.AddOnceClick(self.GetBtn, function()
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if self.isTemp then
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PopupTipPanel.ShowTip("请先选择一个神将")
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return
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end
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NetManager.GetActivityRewardRequest(self.data.missionId,self.actData.activityId,function(msg)
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UIManager.OpenPanel(UIName.RewardItemPopup,msg,1)
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self.data.state = 2
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@ -104,6 +112,29 @@ function UpStarPre:SetShows(key,shows,parent)
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end
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self.itemList[key][i].go.gameObject:SetActive(true)
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self.itemList[key][i].item:OnOpen(false, {shows[i][1],shows[i][2],shows[i][3],shows[i][4]}, 0.85,false,false,false,self.sortingOrder)
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-- 定制显示
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if self.parent.GetCurChooseHero then
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self.choose, self.isTemp = self.parent:GetCurChooseHero()
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-- 临时状态不再显示锁头
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if self.isTemp then
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self.itemList[key][i].lock.gameObject:SetActive(false)
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end
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-- 未选择时角色和角色碎片显示问号
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if self.choose == 0 then
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local con = itemConfig[shows[i][1]]
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if con and (con.ItemType == ItemType.Hero or con.ItemType == ItemType.HeroDebris) then
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-- 不显示阵营
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self.itemList[key][i].item.proImage.gameObject:SetActive(false)
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self.itemList[key][i].item.fragmentIcon.gameObject:SetActive(false)
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-- 显示问号
|
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self.itemList[key][i].item.icon.sprite = self.spLoader:LoadSprite("y_yosr_wenhao")
|
||||
self.itemList[key][i].item.icon:SetNativeSize()
|
||||
-- 屏蔽按钮事件
|
||||
Util.AddOnceClick(self.itemList[key][i].item.frameBtn, function() end)
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
@ -116,7 +147,8 @@ function UpStarPre:SetBtn1()
|
|||
self.itemList[2][i].Get.gameObject:SetActive(false)
|
||||
end
|
||||
end
|
||||
if self.data.state == 1 then
|
||||
-- 只有在锁定状态才显示可领取
|
||||
if self.data.state == 1 and not self.isTemp then
|
||||
self.GetBtn.gameObject:SetActive(true)
|
||||
self.redPoint.gameObject:SetActive(true)
|
||||
else
|
||||
|
|
@ -145,7 +177,8 @@ function UpStarPre:SetBtn()
|
|||
self.btnBuy.enabled = false
|
||||
self.btnBuy:GetComponent("Image").sprite = self.spLoader:LoadSprite(State[2].sprte)
|
||||
else
|
||||
if self.data.state == 0 then
|
||||
-- 未选择神将时显示未购买
|
||||
if self.data.state == 0 or self.isTemp then
|
||||
self.btnBuy:GetComponent("Image").sprite = self.spLoader:LoadSprite(State[0].sprte)
|
||||
else
|
||||
self.btnBuy:GetComponent("Image").sprite = self.spLoader:LoadSprite(State[1].sprte)
|
||||
|
|
|
|||
|
|
@ -112,6 +112,8 @@ function ItemView:OnOpen(isGet, itemDatas, _scale, isShowName, isShowAddImage, i
|
|||
elseif isGet == false and itemDatas then
|
||||
self:NoGetRewardShow(itemDatas, effectLayer, isShowAddImage)
|
||||
end
|
||||
-- 重置icon大小
|
||||
self.icon.transform.sizeDelta = Vector2.New(120, 120)
|
||||
end
|
||||
function ItemView:GetRewardShow(_itemData, effectLayer)
|
||||
self.rightUplv.gameObject:SetActive(false)
|
||||
|
|
|
|||
Loading…
Reference in New Issue