【限时升星】显示优化,红点添加,条件屏蔽添加

dev_chengFeng
gaoxin 2022-01-10 11:43:53 +08:00
parent dfb04baf75
commit ee60ae6c9a
7 changed files with 193 additions and 22 deletions

View File

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View File

@ -991,6 +991,7 @@ RedPointType = {
wujinTreasure = 8501,
wujinBianDui = 8502,
chaofanrushengRed = 8503,
UpStarGift = 8504,
jijin128 = 78,
jijin328 = 79,

View File

@ -1187,6 +1187,24 @@ function this.CheckRedPointChaofanRuSheng()
end
return false
end
--限时升星红点检查
function this.CheckRedPointUpStarGift()
if not ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.UpStarGift) then
return false
end
local data = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.UpStarGift)
if data and data.mission and #data.mission > 0 then
if not data.value or data.value == 0 then
return true
end
for i = 1, #data.mission do
if data.mission[i].state == 1 then
return true
end
end
end
return false
end
--右侧伸缩条大小检测
function this.CheckRightUpArenaSize()

View File

@ -61,7 +61,7 @@ function UpStarGift:BindEvent()
UIManager.OpenPanel(UIName.HelpPopup,self.actConfig.HelpId,self.helpPosition.x,self.helpPosition.y)
end)
Util.AddClick(self.btnAdd,function()
local choose, isTemp = self:GetCurChooseHero()
local choose, isTemp = self:GetCurChooseHero()
if not isTemp then
PopupTipPanel.ShowTip("当前已处于锁定状态")
return
@ -71,8 +71,6 @@ function UpStarGift:BindEvent()
PopupTipPanel.ShowTip("未找到本期活动的神将信息")
return
end
LogRedTable(heroList)
LogRed(choose)
-- 打开选择界面
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.ChooseUpHero, heroList, choose, function(chooseId)
self.tempChoose = chooseId
@ -105,6 +103,10 @@ function UpStarGift:BindEvent()
end)
Util.AddClick(self.btnLock,function()
local choose, isTemp = self:GetCurChooseHero()
if not choose or choose == 0 then
PopupTipPanel.ShowTip("请先选择一个神将")
return
end
if not isTemp then
PopupTipPanel.ShowTip("当前已处于锁定状态")
return
@ -208,6 +210,12 @@ function UpStarGift:RefreshData(isUpdata,isTop,isAni)
if self.actConfig.RpType > 0 then
CheckRedPointStatus(self.actConfig.RpType)
end
-- 按钮显示
local choose, isTemp = self:GetCurChooseHero()
self.btnAdd:SetActive(choose == 0 and isTemp)
self.btnChoose:SetActive(isTemp)
self.btnLock:SetActive(isTemp)
self:RefreshActData(isTop,isAni)
self:RefreshTime()
@ -231,7 +239,7 @@ end
-- 获取当前选择的人(临时/锁定)
function UpStarGift:GetCurChooseHero()
local choose = 0
local isTemp = false
local isTemp = true
if self.ActData.value and self.ActData.value ~= 0 then
choose = self.ActData.value
isTemp = false
@ -240,19 +248,20 @@ function UpStarGift:GetCurChooseHero()
choose = self.tempChoose
isTemp = true
end
-- 没有的话就选第一个人作为默认显示的奖励
if choose == 0 then
choose = self.ActData.rewards[1].targetId
isTemp = true
end
return choose, isTemp
end
-- 获取奖励列表
function UpStarGift:GetRewardDataList()
local choose = self:GetCurChooseHero()
local dataList = {}
-- 没有的话就选第一个人作为默认显示的奖励
if choose == 0 then
choose = self.ActData.rewards[1].targetId
end
-- 显示列表
local dataList = {}
for k, v in ipairs(self.ActData.rewards) do
if v.targetId == choose then
table.insert(dataList, v)
@ -335,6 +344,7 @@ function UpStarGift:RefreshLive()
local live = poolManager:LoadLive(GetResourcePath(data.Live), self.liveRoot.transform,
Vector3.one * data.Scale, Vector3.New(data.Position[1], data.Position[2], 0))
live:GetComponent("SkeletonGraphic").AnimationState:SetAnimation(0, "idle", true)
live.transform.sizeDelta = Vector2.New(10000, 10000)
end
end

View File

@ -601,6 +601,7 @@ function this.RegisterRedCheckFunc()
RPData:AddCheckFunc(RedPointType.Practice_fourQua,PracticeManager.CheckFourQuadrantRed,FUNCTION_OPEN_TYPE.PRACTICE)
RPData:AddCheckFunc(RedPointType.Practice_Cultivation,PracticeManager.CheckPlayerCultivetionRed,FUNCTION_OPEN_TYPE.PRACTICE)
RPData:AddCheckFunc(RedPointType.chaofanrushengRed,ActivityGiftManager.CheckRedPointChaofanRuSheng)
RPData:AddCheckFunc(RedPointType.UpStarGift,ActivityGiftManager.CheckRedPointUpStarGift)
--山河试炼
RPData:AddCheckFunc(RedPointType.FightLevelTrial,FightLevelManager.CheckTrialRedPoint)

View File

@ -31,6 +31,10 @@ end
--绑定事件(用于子类重写)
function UpStarPre:BindEvent()
Util.AddOnceClick(self.btnBuy.gameObject, function()
if self.isTemp then
PopupTipPanel.ShowTip("请先选择一个神将")
return
end
if self.data.state == 0 then
PopupTipPanel.ShowTip("神将达指定星级后解锁")
return
@ -42,6 +46,10 @@ function UpStarPre:BindEvent()
end)
Util.AddOnceClick(self.GetBtn, function()
if self.isTemp then
PopupTipPanel.ShowTip("请先选择一个神将")
return
end
NetManager.GetActivityRewardRequest(self.data.missionId,self.actData.activityId,function(msg)
UIManager.OpenPanel(UIName.RewardItemPopup,msg,1)
self.data.state = 2
@ -104,6 +112,29 @@ function UpStarPre:SetShows(key,shows,parent)
end
self.itemList[key][i].go.gameObject:SetActive(true)
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)
-- 定制显示
if self.parent.GetCurChooseHero then
self.choose, self.isTemp = self.parent:GetCurChooseHero()
-- 临时状态不再显示锁头
if self.isTemp then
self.itemList[key][i].lock.gameObject:SetActive(false)
end
-- 未选择时角色和角色碎片显示问号
if self.choose == 0 then
local con = itemConfig[shows[i][1]]
if con and (con.ItemType == ItemType.Hero or con.ItemType == ItemType.HeroDebris) then
-- 不显示阵营
self.itemList[key][i].item.proImage.gameObject:SetActive(false)
self.itemList[key][i].item.fragmentIcon.gameObject:SetActive(false)
-- 显示问号
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)

View File

@ -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)