礼物红点提交
parent
bb1ea1c7f8
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f0919b9ce8
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@ -1035,7 +1035,7 @@ RedPointType = {
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--玉虚论道
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--玉虚论道
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WorldArena_reward = 672, --玉虚论道奖励
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WorldArena_reward = 672, --玉虚论道奖励
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playerSkill = 673, --主角技能
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playerSkill = 673, --主角技能
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playerGift = 674, --英雄礼物
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LikeabilityRed = 680,
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LikeabilityRed = 680,
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--七界试炼
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--七界试炼
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QiJieShiLian = 860,--入口
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QiJieShiLian = 860,--入口
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@ -120,6 +120,47 @@ function this.GetHeroGiftAddPro(_id)
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return data
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return data
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end
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end
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--检测英雄红点
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function this.CheckRoleRedPointById(_id)
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local isOpen=CheckFunctionOpen(FUNCTION_OPEN_TYPE.Gift)
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if isOpen==false then
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return false
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end
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local lv,cur,max=this.GetCollectLvAndNum()
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if this.allHeroGifts[_id] then
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local list=this.allHeroGifts[_id]
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if #list>=cur then
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return false
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end
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local allEquip = BagManager.GetBagItemDataByItemType(ItemBaseType.HeroGift)
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for i=1,#allEquip do
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if CheckListIsContainValue1(list,allEquip[i].id)==false then
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return true
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end
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end
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else
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return false
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end
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return false
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end
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--检测主角红点
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function this.CheckPlayerRedPoint()
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local isOpen=CheckFunctionOpen(FUNCTION_OPEN_TYPE.Gift)
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if isOpen==false then
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return false
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end
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local allEquip = BagManager.GetBagItemDataByItemType(ItemBaseType.PlayerGift)
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for i=1,#allEquip do
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if CheckListIsContainValue1(this.playerGifts,allEquip[i].id)==false then
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return true
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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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--获取主角礼物增加的属性
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--获取主角礼物增加的属性
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function this.GetPlayerGiftAddPro()
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function this.GetPlayerGiftAddPro()
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@ -3375,6 +3375,7 @@ function this.GetFormationHeroRedPoint()
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(isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,0) > 0) or
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(isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,0) > 0) or
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HeroManager.CheckIsUpTreasure(curHeroData.jewels[1],0) or
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HeroManager.CheckIsUpTreasure(curHeroData.jewels[1],0) or
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HeroManager.CheckIsUpTreasure(curHeroData.jewels[2],0) or
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HeroManager.CheckIsUpTreasure(curHeroData.jewels[2],0) or
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GiftManager.CheckRoleRedPointById(curHeroData.dynamicId) or
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GodSoulManager.CheckRedPointGodSoul(curHeroData)
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GodSoulManager.CheckRedPointGodSoul(curHeroData)
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then
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then
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return true
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return true
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@ -3427,6 +3428,7 @@ function this.GetCurHeroIsShowRedPoint(curHeroData)
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HeroManager.CheckIsUpTreasure(curHeroData.jewels[1],0) or
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HeroManager.CheckIsUpTreasure(curHeroData.jewels[1],0) or
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HeroManager.CheckIsUpTreasure(curHeroData.jewels[2],0) or
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HeroManager.CheckIsUpTreasure(curHeroData.jewels[2],0) or
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GodSoulManager.CheckRedPointGodSoul(curHeroData) or
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GodSoulManager.CheckRedPointGodSoul(curHeroData) or
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GiftManager.CheckRoleRedPointById(curHeroData.dynamicId) or
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HeroManager.IsShowFlyUpRedPoint(curHeroData)
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HeroManager.IsShowFlyUpRedPoint(curHeroData)
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end
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end
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--获取当前英雄的下一突破 和 升星 静态数据
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--获取当前英雄的下一突破 和 升星 静态数据
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@ -7338,6 +7338,7 @@ function NetManager.GiftEquipWearRequest(_type,_roleId,_ids,_func)
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HeroPropManager.SetDirtyByType(_roleId, Hero_Prop_Type.Gift)
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HeroPropManager.SetDirtyByType(_roleId, Hero_Prop_Type.Gift)
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--获取新战力
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--获取新战力
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NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
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NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
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CheckRedPointStatus(RedPointType.playerGift)
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local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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if oldWarPower ~= tempPower then
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if oldWarPower ~= tempPower then
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
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@ -354,6 +354,7 @@ function this.InitRedPointAllRelate()
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RPData:SetParent(RedPointType.Gem,RedPointType.Practice_main)
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RPData:SetParent(RedPointType.Gem,RedPointType.Practice_main)
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RPData:SetParent(RedPointType.Gem_1,RedPointType.Gem)
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RPData:SetParent(RedPointType.Gem_1,RedPointType.Gem)
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RPData:SetParent(RedPointType.Gem_2,RedPointType.Gem)
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RPData:SetParent(RedPointType.Gem_2,RedPointType.Gem)
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RPData:SetParent(RedPointType.playerGift,RedPointType.Practice_main)
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RPData:SetParent(RedPointType.TimeLimitWish,RedPointType.Recruit)
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RPData:SetParent(RedPointType.TimeLimitWish,RedPointType.Recruit)
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-- RPData:SetParent(RedPointType.TimeLimitWishStore,RedPointType.TimeLimitWish)--奇珍宝阁相关红点屏蔽
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-- RPData:SetParent(RedPointType.TimeLimitWishStore,RedPointType.TimeLimitWish)--奇珍宝阁相关红点屏蔽
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--战力冲刺
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--战力冲刺
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@ -684,7 +685,7 @@ function this.RegisterRedCheckFunc()
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RPData:AddCheckFunc(RedPointType.Gem_1,GemNewManager.CheckGemRed)
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RPData:AddCheckFunc(RedPointType.Gem_1,GemNewManager.CheckGemRed)
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RPData:AddCheckFunc(RedPointType.Gem_2,GemNewManager.CheckSuperGemRed)
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RPData:AddCheckFunc(RedPointType.Gem_2,GemNewManager.CheckSuperGemRed)
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RPData:AddCheckFunc(RedPointType.ExploreFunc,ExploreManager.CheckRedPoint)
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RPData:AddCheckFunc(RedPointType.ExploreFunc,ExploreManager.CheckRedPoint)
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RPData:AddCheckFunc(RedPointType.playerGift,GiftManager.CheckPlayerRedPoint)
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RPData:AddCheckFunc(RedPointType.chaozhifanli,DynamicActivityManager.CheckRedPointPremium)
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RPData:AddCheckFunc(RedPointType.chaozhifanli,DynamicActivityManager.CheckRedPointPremium)
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RPData:AddCheckFunc(RedPointType.chaozhifanli6,DynamicActivityManager.CheckRedPointPremiumSingle)
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RPData:AddCheckFunc(RedPointType.chaozhifanli6,DynamicActivityManager.CheckRedPointPremiumSingle)
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RPData:AddCheckFunc(RedPointType.chaozhifanli30,DynamicActivityManager.CheckRedPointPremiumSingle)
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RPData:AddCheckFunc(RedPointType.chaozhifanli30,DynamicActivityManager.CheckRedPointPremiumSingle)
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@ -208,6 +208,7 @@ function Practice:BindEvent()
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BindRedPointObject(RedPointType.incarnation,self.incarnationBtnRed)
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BindRedPointObject(RedPointType.incarnation,self.incarnationBtnRed)
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BindRedPointObject(RedPointType.Practice,self.practice_tab)
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BindRedPointObject(RedPointType.Practice,self.practice_tab)
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BindRedPointObject(RedPointType.Gem,self.gemRedPoint)
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BindRedPointObject(RedPointType.Gem,self.gemRedPoint)
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BindRedPointObject(RedPointType.playerGift,self.giftRedPoint)
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end
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end
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function Practice:BtnClickEvent()
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function Practice:BtnClickEvent()
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NetManager.UpPracticeLevelRequest(function ()
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NetManager.UpPracticeLevelRequest(function ()
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@ -349,6 +350,7 @@ function Practice:OnShow()
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CheckRedPointStatus(RedPointType.Gem)
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CheckRedPointStatus(RedPointType.Gem)
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CheckRedPointStatus(RedPointType.Gem_1)
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CheckRedPointStatus(RedPointType.Gem_1)
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CheckRedPointStatus(RedPointType.Gem_2)
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CheckRedPointStatus(RedPointType.Gem_2)
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CheckRedPointStatus(RedPointType.playerGift)
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FormationManager.RefreshMainFormationPower()
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FormationManager.RefreshMainFormationPower()
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self.curLevelConfig = PracticeManager.GetCurConfigData()
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self.curLevelConfig = PracticeManager.GetCurConfigData()
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oldPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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oldPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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@ -546,6 +548,7 @@ function Practice:OnDestroy()
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ClearRedPointObject(RedPointType.incarnation,self.incarnationBtnRed)
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ClearRedPointObject(RedPointType.incarnation,self.incarnationBtnRed)
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ClearRedPointObject(RedPointType.Practice,self.practice_tab)
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ClearRedPointObject(RedPointType.Practice,self.practice_tab)
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ClearRedPointObject(RedPointType.Gem,self.gemRedPoint)
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ClearRedPointObject(RedPointType.Gem,self.gemRedPoint)
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ClearRedPointObject(RedPointType.playerGift,self.giftRedPoint)
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for i = 1, 4 do
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for i = 1, 4 do
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ClearRedPointObject(500+i*100,Util.GetGameObject(self.Practice, "SkillObj/skill"..i.."/red"))
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ClearRedPointObject(500+i*100,Util.GetGameObject(self.Practice, "SkillObj/skill"..i.."/red"))
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end
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end
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@ -307,7 +307,8 @@ function this.SingleItemDataShow(_go, _itemData)
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this.equipPreList[_go] = SubUIManager.Open(SubUIConfig.ItemView,_go.transform)
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this.equipPreList[_go] = SubUIManager.Open(SubUIConfig.ItemView,_go.transform)
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end
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end
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local redPoint = Util.GetGameObject(_go.transform, "redPoint")
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local redPoint = Util.GetGameObject(_go.transform, "redPoint")
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redPoint:SetActive(false)
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local isHave=CheckListIsContainValue1(allUpIds,_itemData.id)
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redPoint:SetActive(isHave==false)
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this.equipPreList[_go].gameObject:SetActive(true)
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this.equipPreList[_go].gameObject:SetActive(true)
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this.equipPreList[_go].transform:SetAsFirstSibling()
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this.equipPreList[_go].transform:SetAsFirstSibling()
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if itemConfig[_itemData.id].ItemType == ItemType.Equip then
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if itemConfig[_itemData.id].ItemType == ItemType.Equip then
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@ -316,7 +317,7 @@ function this.SingleItemDataShow(_go, _itemData)
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--宝物界面
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--宝物界面
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Util.AddOnceClick(Util.GetGameObject(_go.transform, "mask"),function()
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Util.AddOnceClick(Util.GetGameObject(_go.transform, "mask"),function()
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BagManager.isBagPanel=true
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BagManager.isBagPanel=true
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if CheckListIsContainValue1(allUpIds,_itemData.id) then
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if isHave then
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UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,0,false,nil,curHeroData,4)
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UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,0,false,nil,curHeroData,4)
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else
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else
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UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,3,false,nil,curHeroData,4)
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UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,3,false,nil,curHeroData,4)
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@ -351,7 +351,6 @@ function this:SetItemData(_itemDatas)
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end
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end
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function this.SingleItemDataShow(_go, _itemData)
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function this.SingleItemDataShow(_go, _itemData)
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if not itemConfig[_itemData.id] then
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if not itemConfig[_itemData.id] then
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return
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return
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end
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end
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@ -359,7 +358,8 @@ function this.SingleItemDataShow(_go, _itemData)
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this.equipPreList[_go] = SubUIManager.Open(SubUIConfig.ItemView,_go.transform)
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this.equipPreList[_go] = SubUIManager.Open(SubUIConfig.ItemView,_go.transform)
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end
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end
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local redPoint = Util.GetGameObject(_go.transform, "redPoint")
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local redPoint = Util.GetGameObject(_go.transform, "redPoint")
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redPoint:SetActive(false)
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local isHave=CheckListIsContainValue1(allUpIds,_itemData.id)
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redPoint:SetActive(isHave==false and curNum>#allUpIds)
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this.equipPreList[_go].gameObject:SetActive(true)
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this.equipPreList[_go].gameObject:SetActive(true)
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this.equipPreList[_go].transform:SetAsFirstSibling()
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this.equipPreList[_go].transform:SetAsFirstSibling()
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if itemConfig[_itemData.id].ItemType == ItemType.Equip then
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if itemConfig[_itemData.id].ItemType == ItemType.Equip then
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@ -368,7 +368,7 @@ function this.SingleItemDataShow(_go, _itemData)
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--宝物界面
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--宝物界面
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Util.AddOnceClick(Util.GetGameObject(_go.transform, "mask"),function()
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Util.AddOnceClick(Util.GetGameObject(_go.transform, "mask"),function()
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BagManager.isBagPanel=true
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BagManager.isBagPanel=true
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if CheckListIsContainValue1(allUpIds,_itemData.id) then
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if isHave then
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UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,0,false,nil,curHeroData,4)
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UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,0,false,nil,curHeroData,4)
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else
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else
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UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,3,false,nil,curHeroData,4)
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UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,3,false,nil,curHeroData,4)
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@ -770,6 +770,7 @@ function this:UpdateHeroInfoData()
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FaXiangManager.CheckIsShowRed(curHeroData.faxiang[1],0) or
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FaXiangManager.CheckIsShowRed(curHeroData.faxiang[1],0) or
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FaXiangManager.CheckIsShowRed(curHeroData.faxiang[2],0) )
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FaXiangManager.CheckIsShowRed(curHeroData.faxiang[2],0) )
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this.talismanBtnRedPoint:SetActive(HeroManager.GetIsShowTalismanRedPoint(curHeroData))
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this.talismanBtnRedPoint:SetActive(HeroManager.GetIsShowTalismanRedPoint(curHeroData))
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this.giftRedPoint:SetActive(GiftManager.CheckRoleRedPointById(curHeroData.dynamicId))
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this.soulPrintBtnRedPoint:SetActive(HeroManager.GetIsShowSoulPrintRedPoint(curHeroData))
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this.soulPrintBtnRedPoint:SetActive(HeroManager.GetIsShowSoulPrintRedPoint(curHeroData))
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this.godPrintBtnRedPoint:SetActive(HeroManager.GetIsShowGodPrintRedPoint(curHeroData))
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this.godPrintBtnRedPoint:SetActive(HeroManager.GetIsShowGodPrintRedPoint(curHeroData))
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else
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else
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@ -778,6 +779,7 @@ function this:UpdateHeroInfoData()
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this.talismanBtnRedPoint:SetActive(false)
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this.talismanBtnRedPoint:SetActive(false)
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this.soulPrintBtnRedPoint:SetActive(false)
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this.soulPrintBtnRedPoint:SetActive(false)
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this.godPrintBtnRedPoint:SetActive(false)
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this.godPrintBtnRedPoint:SetActive(false)
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this.this.giftRedPoint:SetActive(false)
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end
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end
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--法宝按钮逻辑
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--法宝按钮逻辑
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