礼物红点提交

dev_one_discount
wangzhenxing 2023-09-20 11:28:57 +08:00
parent bb1ea1c7f8
commit f0919b9ce8
9 changed files with 58 additions and 7 deletions

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@ -1035,7 +1035,7 @@ RedPointType = {
--玉虚论道 --玉虚论道
WorldArena_reward = 672, --玉虚论道奖励 WorldArena_reward = 672, --玉虚论道奖励
playerSkill = 673, --主角技能 playerSkill = 673, --主角技能
playerGift = 674, --英雄礼物
LikeabilityRed = 680, LikeabilityRed = 680,
--七界试炼 --七界试炼
QiJieShiLian = 860,--入口 QiJieShiLian = 860,--入口

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@ -120,6 +120,47 @@ function this.GetHeroGiftAddPro(_id)
return data return data
end end
--检测英雄红点
function this.CheckRoleRedPointById(_id)
local isOpen=CheckFunctionOpen(FUNCTION_OPEN_TYPE.Gift)
if isOpen==false then
return false
end
local lv,cur,max=this.GetCollectLvAndNum()
if this.allHeroGifts[_id] then
local list=this.allHeroGifts[_id]
if #list>=cur then
return false
end
local allEquip = BagManager.GetBagItemDataByItemType(ItemBaseType.HeroGift)
for i=1,#allEquip do
if CheckListIsContainValue1(list,allEquip[i].id)==false then
return true
end
end
else
return false
end
return false
end
--检测主角红点
function this.CheckPlayerRedPoint()
local isOpen=CheckFunctionOpen(FUNCTION_OPEN_TYPE.Gift)
if isOpen==false then
return false
end
local allEquip = BagManager.GetBagItemDataByItemType(ItemBaseType.PlayerGift)
for i=1,#allEquip do
if CheckListIsContainValue1(this.playerGifts,allEquip[i].id)==false then
return true
end
end
return false
end
--获取主角礼物增加的属性 --获取主角礼物增加的属性
function this.GetPlayerGiftAddPro() function this.GetPlayerGiftAddPro()

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@ -3375,6 +3375,7 @@ function this.GetFormationHeroRedPoint()
(isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,0) > 0) or (isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,0) > 0) or
HeroManager.CheckIsUpTreasure(curHeroData.jewels[1],0) or HeroManager.CheckIsUpTreasure(curHeroData.jewels[1],0) or
HeroManager.CheckIsUpTreasure(curHeroData.jewels[2],0) or HeroManager.CheckIsUpTreasure(curHeroData.jewels[2],0) or
GiftManager.CheckRoleRedPointById(curHeroData.dynamicId) or
GodSoulManager.CheckRedPointGodSoul(curHeroData) GodSoulManager.CheckRedPointGodSoul(curHeroData)
then then
return true return true
@ -3427,6 +3428,7 @@ function this.GetCurHeroIsShowRedPoint(curHeroData)
HeroManager.CheckIsUpTreasure(curHeroData.jewels[1],0) or HeroManager.CheckIsUpTreasure(curHeroData.jewels[1],0) or
HeroManager.CheckIsUpTreasure(curHeroData.jewels[2],0) or HeroManager.CheckIsUpTreasure(curHeroData.jewels[2],0) or
GodSoulManager.CheckRedPointGodSoul(curHeroData) or GodSoulManager.CheckRedPointGodSoul(curHeroData) or
GiftManager.CheckRoleRedPointById(curHeroData.dynamicId) or
HeroManager.IsShowFlyUpRedPoint(curHeroData) HeroManager.IsShowFlyUpRedPoint(curHeroData)
end end
--获取当前英雄的下一突破 和 升星 静态数据 --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)
HeroPropManager.SetDirtyByType(_roleId, Hero_Prop_Type.Gift) HeroPropManager.SetDirtyByType(_roleId, Hero_Prop_Type.Gift)
--获取新战力 --获取新战力
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL) NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
CheckRedPointStatus(RedPointType.playerGift)
local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL) local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
if oldWarPower ~= tempPower then if oldWarPower ~= tempPower then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower}) UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})

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@ -354,6 +354,7 @@ function this.InitRedPointAllRelate()
RPData:SetParent(RedPointType.Gem,RedPointType.Practice_main) RPData:SetParent(RedPointType.Gem,RedPointType.Practice_main)
RPData:SetParent(RedPointType.Gem_1,RedPointType.Gem) RPData:SetParent(RedPointType.Gem_1,RedPointType.Gem)
RPData:SetParent(RedPointType.Gem_2,RedPointType.Gem) RPData:SetParent(RedPointType.Gem_2,RedPointType.Gem)
RPData:SetParent(RedPointType.playerGift,RedPointType.Practice_main)
RPData:SetParent(RedPointType.TimeLimitWish,RedPointType.Recruit) RPData:SetParent(RedPointType.TimeLimitWish,RedPointType.Recruit)
-- RPData:SetParent(RedPointType.TimeLimitWishStore,RedPointType.TimeLimitWish)--奇珍宝阁相关红点屏蔽 -- RPData:SetParent(RedPointType.TimeLimitWishStore,RedPointType.TimeLimitWish)--奇珍宝阁相关红点屏蔽
--战力冲刺 --战力冲刺
@ -684,7 +685,7 @@ function this.RegisterRedCheckFunc()
RPData:AddCheckFunc(RedPointType.Gem_1,GemNewManager.CheckGemRed) RPData:AddCheckFunc(RedPointType.Gem_1,GemNewManager.CheckGemRed)
RPData:AddCheckFunc(RedPointType.Gem_2,GemNewManager.CheckSuperGemRed) RPData:AddCheckFunc(RedPointType.Gem_2,GemNewManager.CheckSuperGemRed)
RPData:AddCheckFunc(RedPointType.ExploreFunc,ExploreManager.CheckRedPoint) RPData:AddCheckFunc(RedPointType.ExploreFunc,ExploreManager.CheckRedPoint)
RPData:AddCheckFunc(RedPointType.playerGift,GiftManager.CheckPlayerRedPoint)
RPData:AddCheckFunc(RedPointType.chaozhifanli,DynamicActivityManager.CheckRedPointPremium) RPData:AddCheckFunc(RedPointType.chaozhifanli,DynamicActivityManager.CheckRedPointPremium)
RPData:AddCheckFunc(RedPointType.chaozhifanli6,DynamicActivityManager.CheckRedPointPremiumSingle) RPData:AddCheckFunc(RedPointType.chaozhifanli6,DynamicActivityManager.CheckRedPointPremiumSingle)
RPData:AddCheckFunc(RedPointType.chaozhifanli30,DynamicActivityManager.CheckRedPointPremiumSingle) RPData:AddCheckFunc(RedPointType.chaozhifanli30,DynamicActivityManager.CheckRedPointPremiumSingle)

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@ -208,6 +208,7 @@ function Practice:BindEvent()
BindRedPointObject(RedPointType.incarnation,self.incarnationBtnRed) BindRedPointObject(RedPointType.incarnation,self.incarnationBtnRed)
BindRedPointObject(RedPointType.Practice,self.practice_tab) BindRedPointObject(RedPointType.Practice,self.practice_tab)
BindRedPointObject(RedPointType.Gem,self.gemRedPoint) BindRedPointObject(RedPointType.Gem,self.gemRedPoint)
BindRedPointObject(RedPointType.playerGift,self.giftRedPoint)
end end
function Practice:BtnClickEvent() function Practice:BtnClickEvent()
NetManager.UpPracticeLevelRequest(function () NetManager.UpPracticeLevelRequest(function ()
@ -349,6 +350,7 @@ function Practice:OnShow()
CheckRedPointStatus(RedPointType.Gem) CheckRedPointStatus(RedPointType.Gem)
CheckRedPointStatus(RedPointType.Gem_1) CheckRedPointStatus(RedPointType.Gem_1)
CheckRedPointStatus(RedPointType.Gem_2) CheckRedPointStatus(RedPointType.Gem_2)
CheckRedPointStatus(RedPointType.playerGift)
FormationManager.RefreshMainFormationPower() FormationManager.RefreshMainFormationPower()
self.curLevelConfig = PracticeManager.GetCurConfigData() self.curLevelConfig = PracticeManager.GetCurConfigData()
oldPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL) oldPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
@ -546,6 +548,7 @@ function Practice:OnDestroy()
ClearRedPointObject(RedPointType.incarnation,self.incarnationBtnRed) ClearRedPointObject(RedPointType.incarnation,self.incarnationBtnRed)
ClearRedPointObject(RedPointType.Practice,self.practice_tab) ClearRedPointObject(RedPointType.Practice,self.practice_tab)
ClearRedPointObject(RedPointType.Gem,self.gemRedPoint) ClearRedPointObject(RedPointType.Gem,self.gemRedPoint)
ClearRedPointObject(RedPointType.playerGift,self.giftRedPoint)
for i = 1, 4 do for i = 1, 4 do
ClearRedPointObject(500+i*100,Util.GetGameObject(self.Practice, "SkillObj/skill"..i.."/red")) ClearRedPointObject(500+i*100,Util.GetGameObject(self.Practice, "SkillObj/skill"..i.."/red"))
end end

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@ -307,7 +307,8 @@ function this.SingleItemDataShow(_go, _itemData)
this.equipPreList[_go] = SubUIManager.Open(SubUIConfig.ItemView,_go.transform) this.equipPreList[_go] = SubUIManager.Open(SubUIConfig.ItemView,_go.transform)
end end
local redPoint = Util.GetGameObject(_go.transform, "redPoint") local redPoint = Util.GetGameObject(_go.transform, "redPoint")
redPoint:SetActive(false) local isHave=CheckListIsContainValue1(allUpIds,_itemData.id)
redPoint:SetActive(isHave==false)
this.equipPreList[_go].gameObject:SetActive(true) this.equipPreList[_go].gameObject:SetActive(true)
this.equipPreList[_go].transform:SetAsFirstSibling() this.equipPreList[_go].transform:SetAsFirstSibling()
if itemConfig[_itemData.id].ItemType == ItemType.Equip then if itemConfig[_itemData.id].ItemType == ItemType.Equip then
@ -316,7 +317,7 @@ function this.SingleItemDataShow(_go, _itemData)
--宝物界面 --宝物界面
Util.AddOnceClick(Util.GetGameObject(_go.transform, "mask"),function() Util.AddOnceClick(Util.GetGameObject(_go.transform, "mask"),function()
BagManager.isBagPanel=true BagManager.isBagPanel=true
if CheckListIsContainValue1(allUpIds,_itemData.id) then if isHave then
UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,0,false,nil,curHeroData,4) UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,0,false,nil,curHeroData,4)
else else
UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,3,false,nil,curHeroData,4) UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,3,false,nil,curHeroData,4)

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@ -351,7 +351,6 @@ function this:SetItemData(_itemDatas)
end end
function this.SingleItemDataShow(_go, _itemData) function this.SingleItemDataShow(_go, _itemData)
if not itemConfig[_itemData.id] then if not itemConfig[_itemData.id] then
return return
end end
@ -359,7 +358,8 @@ function this.SingleItemDataShow(_go, _itemData)
this.equipPreList[_go] = SubUIManager.Open(SubUIConfig.ItemView,_go.transform) this.equipPreList[_go] = SubUIManager.Open(SubUIConfig.ItemView,_go.transform)
end end
local redPoint = Util.GetGameObject(_go.transform, "redPoint") local redPoint = Util.GetGameObject(_go.transform, "redPoint")
redPoint:SetActive(false) local isHave=CheckListIsContainValue1(allUpIds,_itemData.id)
redPoint:SetActive(isHave==false and curNum>#allUpIds)
this.equipPreList[_go].gameObject:SetActive(true) this.equipPreList[_go].gameObject:SetActive(true)
this.equipPreList[_go].transform:SetAsFirstSibling() this.equipPreList[_go].transform:SetAsFirstSibling()
if itemConfig[_itemData.id].ItemType == ItemType.Equip then if itemConfig[_itemData.id].ItemType == ItemType.Equip then
@ -368,7 +368,7 @@ function this.SingleItemDataShow(_go, _itemData)
--宝物界面 --宝物界面
Util.AddOnceClick(Util.GetGameObject(_go.transform, "mask"),function() Util.AddOnceClick(Util.GetGameObject(_go.transform, "mask"),function()
BagManager.isBagPanel=true BagManager.isBagPanel=true
if CheckListIsContainValue1(allUpIds,_itemData.id) then if isHave then
UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,0,false,nil,curHeroData,4) UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,0,false,nil,curHeroData,4)
else else
UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,3,false,nil,curHeroData,4) UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,3,false,nil,curHeroData,4)

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@ -770,6 +770,7 @@ function this:UpdateHeroInfoData()
FaXiangManager.CheckIsShowRed(curHeroData.faxiang[1],0) or FaXiangManager.CheckIsShowRed(curHeroData.faxiang[1],0) or
FaXiangManager.CheckIsShowRed(curHeroData.faxiang[2],0) ) FaXiangManager.CheckIsShowRed(curHeroData.faxiang[2],0) )
this.talismanBtnRedPoint:SetActive(HeroManager.GetIsShowTalismanRedPoint(curHeroData)) this.talismanBtnRedPoint:SetActive(HeroManager.GetIsShowTalismanRedPoint(curHeroData))
this.giftRedPoint:SetActive(GiftManager.CheckRoleRedPointById(curHeroData.dynamicId))
this.soulPrintBtnRedPoint:SetActive(HeroManager.GetIsShowSoulPrintRedPoint(curHeroData)) this.soulPrintBtnRedPoint:SetActive(HeroManager.GetIsShowSoulPrintRedPoint(curHeroData))
this.godPrintBtnRedPoint:SetActive(HeroManager.GetIsShowGodPrintRedPoint(curHeroData)) this.godPrintBtnRedPoint:SetActive(HeroManager.GetIsShowGodPrintRedPoint(curHeroData))
else else
@ -778,6 +779,7 @@ function this:UpdateHeroInfoData()
this.talismanBtnRedPoint:SetActive(false) this.talismanBtnRedPoint:SetActive(false)
this.soulPrintBtnRedPoint:SetActive(false) this.soulPrintBtnRedPoint:SetActive(false)
this.godPrintBtnRedPoint:SetActive(false) this.godPrintBtnRedPoint:SetActive(false)
this.this.giftRedPoint:SetActive(false)
end end
--法宝按钮逻辑 --法宝按钮逻辑