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m_RootOrder: 0 + m_RootOrder: 1 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5} diff --git a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua index 94928daf48..dd44bc517b 100644 --- a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua +++ b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua @@ -991,6 +991,7 @@ RedPointType = { wujinTreasure = 8501, wujinBianDui = 8502, chaofanrushengRed = 8503, + UpStarGift = 8504, jijin128 = 78, jijin328 = 79, diff --git a/Assets/ManagedResources/~Lua/Modules/ActivityGift/ActivityGiftManager.lua b/Assets/ManagedResources/~Lua/Modules/ActivityGift/ActivityGiftManager.lua index 209354cfc2..89f9f58417 100644 --- a/Assets/ManagedResources/~Lua/Modules/ActivityGift/ActivityGiftManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/ActivityGift/ActivityGiftManager.lua @@ -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() diff --git a/Assets/ManagedResources/~Lua/Modules/DynamicActivity/UpStarGift.lua b/Assets/ManagedResources/~Lua/Modules/DynamicActivity/UpStarGift.lua index 6ca1496bd7..3ef6b96754 100644 --- a/Assets/ManagedResources/~Lua/Modules/DynamicActivity/UpStarGift.lua +++ b/Assets/ManagedResources/~Lua/Modules/DynamicActivity/UpStarGift.lua @@ -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 diff --git a/Assets/ManagedResources/~Lua/Modules/Player/RedpotManager.lua b/Assets/ManagedResources/~Lua/Modules/Player/RedpotManager.lua index 566a922a38..ace7802f15 100644 --- a/Assets/ManagedResources/~Lua/Modules/Player/RedpotManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Player/RedpotManager.lua @@ -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) diff --git a/Assets/ManagedResources/~Lua/Modules/UpStar/UpStarPre.lua b/Assets/ManagedResources/~Lua/Modules/UpStar/UpStarPre.lua index 63f9f7db29..ab88080226 100644 --- a/Assets/ManagedResources/~Lua/Modules/UpStar/UpStarPre.lua +++ b/Assets/ManagedResources/~Lua/Modules/UpStar/UpStarPre.lua @@ -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) diff --git a/Assets/ManagedResources/~Lua/View/ItemView.lua b/Assets/ManagedResources/~Lua/View/ItemView.lua index 66cc8040fe..4f35651699 100644 --- a/Assets/ManagedResources/~Lua/View/ItemView.lua +++ b/Assets/ManagedResources/~Lua/View/ItemView.lua @@ -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)