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Pray = 7, --云梦祈福 + RecruitTreasure = 7, --招募秘宝 TreasureOfSomeBody = 8,--孙龙的宝藏 LuckyCat=9,--招财猫 SevenDayCarnival = 10,--七日狂欢 @@ -1418,6 +1423,8 @@ GoodsTypeDef = { WuJinMiBao=14,--天宫秘宝 -- UpgradePackage=13,--升级限时礼包 QiJieMiBao=40,--天宫秘宝 + RecruiteTreasure = 16, + } --工坊功能类型 diff --git a/Assets/ManagedResources/~Lua/Common/Managers.lua b/Assets/ManagedResources/~Lua/Common/Managers.lua index a01c13bbc2..61c54b18fb 100644 --- a/Assets/ManagedResources/~Lua/Common/Managers.lua +++ b/Assets/ManagedResources/~Lua/Common/Managers.lua @@ -222,6 +222,7 @@ local ManagerNames = { "LingMaiMiJing/LingMaiMiJingManager", --命格 "Gem/GemManager", + "TreasureOfHeaven/RecruitTreasureManager", --!!!!红点管理(尽量放在最后)!!!!-- "Player/RedpotManager", } diff --git a/Assets/ManagedResources/~Lua/Data/ConfigData.lua b/Assets/ManagedResources/~Lua/Data/ConfigData.lua index 1992dd4712..315216af64 100644 --- a/Assets/ManagedResources/~Lua/Data/ConfigData.lua +++ b/Assets/ManagedResources/~Lua/Data/ConfigData.lua @@ -85,7 +85,7 @@ ConfigName = { GuildSetting = "GuildSetting", GuildLevelConfig = "GuildLevelConfig", GuildRewardConfig = "GuildRewardConfig", - ActivityRankingReward = "ActivityRankingReward", + ActivityRankingReward = "ActivityRankingRewardActivityRankingReward", ExchangeActivityConfig = "ExchangeActivityConfig", FloodConfig = "FloodConfig", LoginPosterConfig = "LoginPosterConfig", @@ -244,6 +244,7 @@ ConfigName = { GoodsConfig = "GoodsConfig", ThemeActivityShop = "ThemeActivityShop", GemConfig = "GemConfig", + SummonTreasure = "SummonTreasure", } require "Framework/GameDataBase" diff --git a/Assets/ManagedResources/~Lua/Data/UIData.lua b/Assets/ManagedResources/~Lua/Data/UIData.lua index 4f33452677..04d2594b2c 100644 --- a/Assets/ManagedResources/~Lua/Data/UIData.lua +++ b/Assets/ManagedResources/~Lua/Data/UIData.lua @@ -514,4 +514,5 @@ SubUIConfig = { [34] = {name = "WeekCardPage",assetName = "WeekCardPage",script = "Modules/Operating/WeekCardPage"}, [35] = {name = "page16",assetName = "page16",script = "Modules/TailsManSoul/TailsmanSoulChipLottery"}, [36] = {name = "page17",assetName = "page17",script = "Modules/Incarnation/IncarnationLottery"}, + [37] = {name = "RecruitTreasurePanel",assetName = "RecruitTreasurePanel",script = "Modules/TreasureOfHeaven/RecruitTreasurePanel"}, } \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Logic/GameEvent.lua b/Assets/ManagedResources/~Lua/Logic/GameEvent.lua index dc5dcad65c..c953e44db0 100644 --- a/Assets/ManagedResources/~Lua/Logic/GameEvent.lua +++ b/Assets/ManagedResources/~Lua/Logic/GameEvent.lua @@ -430,6 +430,7 @@ GameEvent = { BuyQinglongSerectLevelSuccess="TreasureOfHeaven.BuyQinglongSerectLevelSuccess", RechargeQinglongSerectSuccess="TreasureOfHeaven.RechargeQinglongSerectSuccess", TaskRefresh = "TreasureOfHeaven.TaskRefresh", + RechargeSuccess = "TreasureOfHeaven.RechargeSuccess", }, CloseUI={ OnClose="CloseUI.OnClose" diff --git a/Assets/ManagedResources/~Lua/Modules/ActivityGift/ActivityGiftManager.lua b/Assets/ManagedResources/~Lua/Modules/ActivityGift/ActivityGiftManager.lua index 5eb3edd560..f0d8c2cb1f 100644 --- a/Assets/ManagedResources/~Lua/Modules/ActivityGift/ActivityGiftManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/ActivityGift/ActivityGiftManager.lua @@ -138,7 +138,6 @@ function this.InitActivityServerData(msg, isUpdate) if GlobalActivity[v.activityId] then this.CheckMoneyProgress(v) this.mission[v.activityId] = v - -- LogYellow("刷新活动数据activityId:" .. v.activityId .. " value:" .. v.value) for n, m in ipairs(v.mission) do -- LogGreen(" 刷新活动数据missionId:" .. m.missionId .. " state:" .. m.state .. " progress:" .. m.progress) @@ -176,12 +175,6 @@ function this.InitActivityServerData(msg, isUpdate) LuckyCatManager.GetRewardProgress(v.mission, v.activityId, v.value) end end - -- if (v.activityId == ActivityTypeDef.SupremeHero) then - -- for n, m in ipairs(v.mission) do - -- LogGreen("v.activityId:"..v.activityId.." m.missionId:"..m.missionId.." m.state:"..m.state) - -- end - -- end - this.CheckActiveIsOpen(v) else LogError("服务器发送了前端不存在的活动ID:"..v.activityId) end @@ -229,18 +222,6 @@ function this.CheckChapterRed() return chapterRed end - ---监测云梦祈福等活动是否开启 并请求数据 -function this.CheckActiveIsOpen(data) - local globalActivityData = GlobalActivity[data.activityId] - if globalActivityData then - -- if globalActivityData.Type == ActivityTypeDef.Pray then - -- --云梦活动开启 请求数据 - -- NetManager.InitPrayDataRequest() - -- end - end -end - -------针对首充和累充,成长礼金----------- function this.GetActivityTypeInfo(type) local globalActConfigs = ConfigManager.GetAllConfigsDataByKey(ConfigName.GlobalActivity, "Type", type) @@ -430,7 +411,6 @@ function this.RefreshActivityData(respond) TreasureOfSomebodyManagerV2.SetTreasureLocalData() --CheckRedPointStatus(RedPointType.TreasureOfSl) end - this.CheckActiveIsOpen(respond.activityInfo[i]) Game.GlobalEvent:DispatchEvent(GameEvent.Activity.OnActivityOpenOrClose, { type = this.GetActivityTypeFromId(respond.activityInfo[i].activityId), status = 1 --开启 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua b/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua index 8eb0cf5afd..29e6ce9b0f 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua @@ -175,6 +175,7 @@ end --获取怪物数据(战斗用) function this.GetMonsterData(monsterId) + LogRed("GetMonsterData :"..monsterId) local monsterConfig = MonsterConfig[monsterId] return { roleId = monsterConfig.MonsterId, @@ -676,11 +677,16 @@ function this.GetMonsterDataFromGroup(gId, camp) list[i] = this.PokemonUnitAdapter(mUnit, camp) end end - -- 主角 + -- 技能 local RoleSkills = MonsterGroup[gId].Role if RoleSkills and #RoleSkills > 0 then + -- 主角ID + local CharacterId = MonsterGroup[gId].CharacterId + if not CharacterId or CharacterId == 0 then + CharacterId = 20100 + end local mUnit = { - unitId = 20100, + unitId = CharacterId, position = 100, star = 1, playerSex = NameManager.roleSex, @@ -851,7 +857,7 @@ end -- 是否解锁跳过功能 function this.IsUnlockBattlePass() -- return false - return PrivilegeManager.GetPrivilegeOpenStatus(PRIVILEGE_TYPE.SkipFight), "通关简单3-20或充值任意金额后解锁" + return PrivilegeManager.GetPrivilegeOpenStatus(PRIVILEGE_TYPE.SkipFight), "通关简单3-10或充值任意金额后解锁" end -- 战斗暂停控制 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua index 4124f28ebf..70c966b18b 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua @@ -2814,6 +2814,59 @@ local effectList = { BattleUtil.FinalTreat(caster,target,treat,1,skill) end) end, + --对目标造成神佑状态,造成目标[a]属性[b]%的治疗,持续[c]回合,溢出的治疗量转化为御甲 + --a[int],b[float],c[int] + [144] = function(caster, target, args, interval, skill) + local p1 = args[1] + local v1 = args[2] + local round = args[3] + + BattleLogic.WaitForTrigger(interval, function () + local damage=floor(target:GetRoleData(p1)*v1) + local buff=Buff.Create(caster,BuffName.HOT,round,1,damage) + buff.hotType=2 + target:AddBuff(buff) + end) + end, + --为我方添加反伤盾,护盾类型为[a],护盾值为[b]%,持续[c]回合 + --a[int],b[float],c[int] + [145] = function(caster, target, args, interval, skill) + local type = args[1] + local v1 = args[2] + local r1 = args[3] + BattleLogic.WaitForTrigger(interval, function () + + target:AddBuff(Buff.Create(caster, BuffName.Shield,r1,type,v1)) + end) + end, + --对目标造成自身[a]*[b]%的伤害,目标每减少[c]个伤害增加[d]%, + --a[int],b[int],c[int],d[float] + [146] = function(caster, target, args, interval, skill) + local pro = args[1] + local v1 = args[2] + local i1 = args[3] + local v2 = args[4] + BattleLogic.WaitForTrigger(interval, function () + + local isBoss=BattleUtil.CheckIsBoss(target) + if isBoss then + return + end + -- 改变值 = 技能最大目标数 - 当前目标数 + local maxNum = skill:GetMaxTargetNum() + local curNum = #skill:GetDirectTargets() + local lessNum = max(maxNum - curNum, 0) + local level = math.floor(lessNum/i1) + local extra = BattleUtil.ErrorCorrection(level * v2) + local damage=floor(target:GetRoleData(pro)*(v1+extra)) + BattleUtil.FinalDamageCountShield(nil,caster, target,damage) + end) + end, + [147]=function(caster, target, args, interval, skill) + target.isRealDead=true + target:SetRelive(1, caster) + end, + } diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua index 10bb34986f..996c15825e 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua @@ -3241,16 +3241,16 @@ local passivityList = { if not type then type=0 end - local onBeSkillCastEnd = function(skill) - if type==0 and skill.type~=BattleSkillType.Normal then + local onBeSkillCastEnd = function(atkRole, damage, bCrit, finalDmg, damageType, skill) + if type==0 and (skill.type~=BattleSkillType.Normal and skill.type~=BattleSkillType.ChaosNormal) then return end if type==1 and skill.type~=BattleSkillType.Special and skill.type~=BattleSkillType.Extra and skill.type~=BattleSkillType.DeadSkill then return end - BattleUtil.CalRage(role, skill.owner, i1, CountTypeName.Sub) + BattleUtil.CalRage(role, atkRole, i1, CountTypeName.Sub) end - role.Event:AddEvent(BattleEventName.BeSkillCastEnd, onBeSkillCastEnd,nil,nil,role) + role.Event:AddEvent(BattleEventName.RoleBeHit, onBeSkillCastEnd,nil,nil,role) end, @@ -10259,27 +10259,43 @@ local passivityList = { end role.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillEnd,nil,nil,role) end, - --敌方处于[a]类型[b]状态的单位死亡,自身立即获得全场[c]状态[d]类型buff层数*[e]的怒气 - --a[int],b[int],c[int],d[int],e[float] + --敌方处于[a]类型[b]状态的单位死亡,自身立即获得全场[c]状态[d]类型buff层数*[e]的怒气,每回合触发[f]次 + --a[int],b[int],c[int],d[int],e[float],f[int] [405]=function(role,args,id,judge) local t1=args[1] local t2=args[2] local t3=args[3] local t4=args[4] local v1=args[5] + local time=args[6] + if args[6]==nil then + time=1 + end + local triggerTime=0 local onRoleDead=function(defRole, atkRole) if defRole and defRole.camp==role.camp then return end + if BattleUtil.CheckIsNoDead(defRole) then + return + end if BattleLogic.BuffMgr:HasBuff(defRole, t1, function (buff) return buff.damageType == t2 end ) then + if triggerTime>=time then + return + end local list=BattleLogic.BuffMgr:GetAllBuffByFunc(function(buff) return buff.type==t1 and buff.damageType==t2 end) local len=BattleUtil.LengthOfTable(list) local num= floor(v1*len) BattleUtil.CalRage(role,role,num,CountTypeName.Add) + triggerTime=triggerTime+1 end end BattleLogic.Event:AddEvent(BattleEventName.BattleRoleDead,onRoleDead,nil,nil,role) + local onRoundChange=function() + triggerTime=0 + end + BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange,onRoundChange,nil,nil,role) end, --第[a]回合必定命中 --a[int] @@ -10351,11 +10367,11 @@ local passivityList = { local addDMGFac=function(func) if BattleLogic.BuffMgr:HasBuff(role,t1, function (buff) return buff.signType==t2 end ) then if func then - func(v2,CountTypeName.Add) + func(v2,CountTypeName.Sub) end end end - role.Event:AddEvent(BattleEventName.PassiveChangeAddDMGFac,addDMGFac,nil,nil,role) + role.Event:AddEvent(BattleEventName.PassiveChangeDefDMGReFac,addDMGFac,nil,nil,role) end, --被自身添加[a]类型[b]效果的目标,己方[c]系神将对其暴击率改变[d][e]%,命中改变[f][g]% --a[int],b[int],c[int],d[int],e[float],f[float] @@ -10413,7 +10429,7 @@ local passivityList = { if len>0 then local list=RoleManager.Query(function(target) - if not BattleLogic.BuffMgr:HasBuff(target, t1, function (buff) return buff.ctrlType==t2 end) then + if not BattleLogic.BuffMgr:HasBuff(target, t1, function (buff) return buff.ctrlType==t2 end) and target.camp~=role.camp then return true end end) @@ -10452,7 +10468,7 @@ local passivityList = { end) if #list>0 then for i = 1, #list do - local list2=BattleLogic.BuffMgr:GetAllBuffByFunc(function(buff) return buff.type==t2 and buff.signType==t3 end) + local list2=BattleLogic.BuffMgr:GetAllBuffByFunc(function(buff) return buff.type==t2 and buff.signType==t3 and buff.target==list[i] end) local len=BattleUtil.LengthOfTable(list2) if len0 then arr=RoleManager.GetNeighbor(list[1], chooseType) end - elseif chooseWeight ==15 then --敌方 - -- body + elseif chooseWeight ==15 then --我方阵亡 + + local aaa=RoleManager.GetDeadRole(role.camp) + if aaa~=nil then + --LogError(aaa.position) + end + aaa.isRealDead=false + table.insert(arr,aaa) + -- return aaa end local finalArr = {} if num == 0 then @@ -617,6 +624,9 @@ end -- 计算真实伤害 function BattleUtil.ApplyDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType,isDirect) + if defRole==nil then + return + end -- 灵兽无效 if defRole.type == BattleUnitType.Monster or defRole.type == BattleUnitType.Player then return @@ -992,13 +1002,18 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i ignoreDef = 1 - (ignoreDef or 0) -- 基础伤害 = 攻击力 - 防御力 baseDamage = max(attack - BattleUtil.FP_Mul(2,defence, ignoreDef), 0) - -- 基础伤害增加系数 - local addDamageFactor = 1 + atkRole:GetRoleData(RoleDataName.DamageBocusFactor) - defRole:GetRoleData(RoleDataName.DamageReduceFactor) - local addDMGFac=function(v1,ct) - addDamageFactor=BattleUtil.CountValue(addDamageFactor,v1,ct) + + local defDMGRef=defRole:GetRoleData(RoleDataName.DamageReduceFactor) + local changeDefDMGFac=function(v1,ct) + if ct== CountTypeName.Sub and defDMGRef==0 then + return + end + defDMGRef=BattleUtil.CountValue(defDMGRef,v1,ct) end + atkRole.Event:DispatchEvent(BattleEventName.PassiveChangeDefDMGReFac,changeDefDMGFac) + -- 基础伤害增加系数 + local addDamageFactor = 1 + atkRole:GetRoleData(RoleDataName.DamageBocusFactor) - defDMGRef - atkRole.Event:DispatchEvent(BattleEventName.PassiveChangeAddDMGFac,addDMGFac) -- 计算暴伤害系数 local critDamageFactor = 1 local critDamageReduceFactor = 0 -- 暴击伤害减免 @@ -1092,6 +1107,9 @@ end --没有暴击得治疗 function BattleUtil.CalTreatNoCrit(castRole, targetRole, value, baseFactor,skill) -- 灵兽无效 + if targetRole==nil then + return + end if targetRole.type == BattleUnitType.Monster or targetRole.type == BattleUnitType.Player then return end diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleManager.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleManager.lua index 0e6442b73a..8ae289047b 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleManager.lua @@ -7,6 +7,10 @@ local _DeadRoleList = {} local _ReliveRoleList = {} -- 所有角色 local PosList = {} + + +local RealDeadList={} + -- 删除节点 local removeObjList = BattleList.New() -- 角色对象池 @@ -83,6 +87,16 @@ end function this.AddDeadRole(role) _DeadRoleList[role.position + role.camp * 6] = role end +function this.GetDeadRole(type) + if RealDeadList and #RealDeadList>0 then + for i = 1, #RealDeadList do + if RealDeadList[i].camp==type then + return RealDeadList[i] + end + end + end +end + function this.RemoveDeadRole(role) if _DeadRoleList[role.position + role.camp * 6] then @@ -101,8 +115,10 @@ function this.CheckDead() end end for _, pos in ipairs(removePos) do + table.insert(RealDeadList,_DeadRoleList[pos]) _DeadRoleList[pos] = nil end + return isDeadFrame end @@ -411,6 +427,7 @@ function this.Clear() _DeadRoleList = {} _ReliveRoleList = {} + RealDeadList = {} end -- 多波 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua index 2962089003..5c425f5c30 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua @@ -50,18 +50,19 @@ local UpdateBtnGMFunc = { -- [BATTLE_TYPE.DAILY_CHALLENGE] = function() -- return SKIP_STATE.NOUSE, "日常副本战斗无法跳过!" -- end, - -- [BATTLE_TYPE.STORY_FIGHT] = function() - -- if not BattleManager.IsUnlockBattlePass() then - -- return SKIP_STATE.LOCK, "25级或充值任意金额后解锁" - -- end - -- -- if FightPointPassManager.GetCurOpenFightIdIsBoss() then - -- -- return SKIP_STATE.NOUSE, "首领关卡无法跳过!" - -- -- end - -- -- if this.curRound <= _NO_JUMP_ROUND then - -- -- return SKIP_STATE.NOUSE, "第二回合结束后可以跳过" - -- -- end - -- return SKIP_STATE.UNLOCK - -- end, + [BATTLE_TYPE.STORY_FIGHT] = function() + local isUnlock, tip = BattleManager.IsUnlockBattlePass() + if not isUnlock then + return SKIP_STATE.LOCK, tip + end + if FightPointPassManager.GetCurOpenFightIdIsBoss() then + if this.curRound <= _NO_JUMP_ROUND then + return SKIP_STATE.NOUSE, "首领关卡第二回合结束后可以跳过" + end + -- return SKIP_STATE.NOUSE, "首领关卡无法跳过!" + end + return SKIP_STATE.UNLOCK + end, -- [BATTLE_TYPE.DAILY_CHALLENGE] = function() -- -- if not BattleManager.IsUnlockBattlePass() then -- -- return SKIP_STATE.LOCK, "25级或充值任意金额后解锁" @@ -773,7 +774,7 @@ function this.OnRoundChanged(round) this.roundText.text = string.format(Language[10211], curRound, maxRound) -- 设置跳过按钮的状态 - -- this.SetJumpBtnState() + this.SetJumpBtnState() end -- 角色轮转回调 function this.RoleTurnChange(role) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/MonsterView.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/MonsterView.lua index 7065cc0c0f..65d700bb97 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/MonsterView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/MonsterView.lua @@ -29,26 +29,37 @@ function MonsterView:onCreate(go, role, position, root) self.icon = Util.GetGameObject(go, "icon"):GetComponent("Image") self.turnEffect=role.camp == 0 and self.RootPanel.lingshouDownEffect or self.RootPanel.lingshouUpEffect -- 获取数据 - local live=0 + self.livePath = nil if position==100 then - if role.sex==ROLE_SEX.BOY then - self.livePath="live2d_npc_boy" - else - self.livePath="live2d_npc_girl" - end - --self.livePath="live2d_npc_girl" - role.roleData.id=20100 - else - self.livePath = GetResourcePath(SpiritAnimal[role.roleData.id].Live) - self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(SpiritAnimal[role.roleData.id].Icon)) + if not role.roleData.id or role.roleData.id == 0 then + role.roleData.id = 20100 + end + if role.roleData.id == 20100 then + if role.sex == ROLE_SEX.BOY then + self.livePath = "live2d_npc_boy" + else + self.livePath = "live2d_npc_girl" + end + -- 确定是主角 + self.isMainPlayer = true + end end - self.play_liveScale = SpiritAnimal[role.roleData.id].play_liveScale - self.enemy_liveScale = SpiritAnimal[role.roleData.id].enemy_liveScale - self.offset = SpiritAnimal[role.roleData.id].offset - self.outOffset = SpiritAnimal[role.roleData.id].enemy_offset - self.spAtkTime = SpiritAnimal[role.roleData.id].CastingSkills/1000 - self.atkSoundTime = SpiritAnimal[role.roleData.id].CastingAudio/1000 - self.attackSound = SpiritAnimal[role.roleData.id].sond + -- 配置表数据 + self.config = SpiritAnimal[role.roleData.id] + + -- 如果不是男女主角 + if not self.livePath then + self.livePath = GetResourcePath(self.config.Live) + self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(self.config.Icon)) + end + + self.play_liveScale = self.config.play_liveScale + self.enemy_liveScale = self.config.enemy_liveScale + self.offset = self.config.offset + self.outOffset = self.config.enemy_offset + self.spAtkTime = self.config.CastingSkills/1000 + self.atkSoundTime = self.config.CastingAudio/1000 + self.attackSound = self.config.sond -- 人物立绘 @@ -139,12 +150,7 @@ function MonsterView:PlaySpineAnim(gog, time, name, isLoop) local _complete = nil _complete = function(state) gog.AnimationState.Complete = gog.AnimationState.Complete - _complete - if self.role.roleData.id==20100 then - gog.AnimationState:SetAnimation(0, "idle", true) - else - gog.AnimationState:SetAnimation(0, "attack", true) - end - + gog.AnimationState:SetAnimation(0, "idle", true) end gog.AnimationState:ClearTracks() -- 清除上一个动画的影响(修复概率攻击动画播放错误的问题) gog.AnimationState:SetAnimation(time, name, isLoop) @@ -182,7 +188,7 @@ function MonsterView:OnSkillCastStart(skill) self.RoleLiveGO3.transform:SetParent(self.skillCastRoot.gameObject.transform) self.RoleLiveGO3.transform:SetSiblingIndex(0) --self.RoleLiveGO3.transform.position=Vector3.zero - local offset = self.camp == 0 and SpiritAnimal[20100].offset or SpiritAnimal[20100].enemy_offset + local offset = self.camp == 0 and self.config.offset or self.config.enemy_offset local add=roleConfig.enemy_offset if self.camp==1 then self.RoleLiveGO3.transform.rotation=Vector3.New(0,180,0) @@ -219,10 +225,6 @@ function MonsterView:OnSkillCastingStart(skill) -- 提前进入下一阶段 self.turnEffect:SetActive(false) self.RoleLiveGO2:SetActive(true) - local animName="attack" - if self.role.roleData.id==20100 then - animName="idle" - end self.RoleLiveGO2:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 0, 0)) if self.RoleLiveGO3 then if (self.camp==0 and heroConfig and heroConfig.Toward==1) or (self.camp==1 and heroConfig and heroConfig.Toward==2) then @@ -245,16 +247,15 @@ function MonsterView:OnSkillCastingStart(skill) self.RoleLiveGO3.transform:DORotate(Vector3.New(0,0, 0),0.5) end self.castingNameNode:GetComponent("Image").sprite = self.spLoader:LoadSprite(self.combat.skillname) - animName="attack" - self:PlaySpineAnim(self.RoleLiveGOGraphic3, 0,animName , false) - coroutine.wait(1.5) + self:PlaySpineAnim(self.RoleLiveGOGraphic3, 0, "attack" , false) + -- coroutine.wait(1.5) --self.turnEffect:SetActive(false) end) coroutine.wait(0.1) self.turnEffect:SetActive(true) end) else - self:PlaySpineAnim(self.RoleLiveGOGraphic2, 0,animName , false) + self:PlaySpineAnim(self.RoleLiveGOGraphic2, 0, "attack" , false) end diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua index 15217264d8..9187ca9d6d 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua @@ -387,6 +387,9 @@ end -- 播放动画 function PlayerView:PlaySpineAnim(gog, time, name, isLoop) + if startWith(gog.gameObject.name, "live2d_npc") then + return + end if isLoop then self.currAniName=name gog.AnimationState:SetAnimation(time, name, isLoop) diff --git a/Assets/ManagedResources/~Lua/Modules/Main/MainPanel.lua b/Assets/ManagedResources/~Lua/Modules/Main/MainPanel.lua index 5f074fa23d..0af46b85fe 100644 --- a/Assets/ManagedResources/~Lua/Modules/Main/MainPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Main/MainPanel.lua @@ -480,9 +480,9 @@ function this:BindEvent() UIManager.OpenPanel(UIName.EliteMonsterPanel, 1) end) - Util.AddClick(this.paryGift, function() - UIManager.OpenPanel(UIName.PrayMainPanel) - end) + -- Util.AddClick(this.paryGift, function() + -- UIManager.OpenPanel(UIName.PrayMainPanel) + -- end) --群英招募 Util.AddClick(this.btnRecruit, function() @@ -1010,8 +1010,6 @@ function this:TabBtnAction(id,actType,data) UIManager.OpenPanel(UIName.WarPowerSortPanel) elseif id == ActivityTypeDef.DailyRecharge then UIManager.OpenPanel(UIName.DailyRechargePanel) - elseif id == ActivityTypeDef.Pray then - UIManager.OpenPanel(UIName.PrayMainPanel) elseif id == ActivityTypeDef.DemonSlayer then UIManager.OpenPanel(UIName.DemonSlayerPanel) elseif id == ActivityTypeDef.DemonSlayerNew then diff --git a/Assets/ManagedResources/~Lua/Modules/Player/JumpManager.lua b/Assets/ManagedResources/~Lua/Modules/Player/JumpManager.lua index 89814c5e33..7a2cfff598 100644 --- a/Assets/ManagedResources/~Lua/Modules/Player/JumpManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Player/JumpManager.lua @@ -303,12 +303,7 @@ local jumpDic = { UIManager.OpenPanel(UIName.RecruitMainPanel,TableRecruitType.Siyuanzhen) end, [JumpType.Pray] = function(data)--云梦 - if ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.Pray) then - UIManager.OpenPanel(UIName.PrayMainPanel) - else - PopupTipPanel.ShowTip(Language[11396]) - this.isOpen = false - end + end, [JumpType.recharge] = function(data)--充值 this.JumpActivity(JumpType.recharge,data[1]) diff --git a/Assets/ManagedResources/~Lua/Modules/Player/RedpotManager.lua b/Assets/ManagedResources/~Lua/Modules/Player/RedpotManager.lua index c185b0d9c1..72c1916757 100644 --- a/Assets/ManagedResources/~Lua/Modules/Player/RedpotManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Player/RedpotManager.lua @@ -636,6 +636,9 @@ function this.RegisterRedCheckFunc() RPData:AddCheckFunc(RedPointType.incarnation_taoist,IncarnationManager.CheckRedData) RPData:AddCheckFunc(RedPointType.tiandihonglu,OperatingManager.GetTianDiHongLuRedPointStatus) + RPData:AddCheckFunc(RedPointType.recruitTreasure_one,RecruitTreasureManager.GetRedPointStatus) + RPData:AddCheckFunc(RedPointType.recruitTreasure_two,RecruitTreasureManager.GetRedPointStatus) + RPData:AddCheckFunc(RedPointType.recruitTreasure_three,RecruitTreasureManager.GetRedPointStatus) end -- 向红点绑定物体 diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_HeavenUnlockExtraRewardPanel.lua b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_HeavenUnlockExtraRewardPanel.lua index a6d35803e7..7b7698a2ff 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_HeavenUnlockExtraRewardPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_HeavenUnlockExtraRewardPanel.lua @@ -17,6 +17,9 @@ local type = { [2] = {name=Language[11316],id = 5001,goodsType = GoodsTypeDef.FindBaby}, [3] = {name="无尽秘宝",id = 107,goodsType = GoodsTypeDef.WuJinMiBao}, [4] = {name="七界秘宝",id = 108,goodsType = GoodsTypeDef.QiJieMiBao}, + [5] = {name="招募秘宝",id = 109,goodsType = GoodsTypeDef.RecruiteTreasure}, + [6] = {name="招募秘宝",id = 110,goodsType = GoodsTypeDef.RecruiteTreasure}, + [7] = {name="招募秘宝",id = 111,goodsType = GoodsTypeDef.RecruiteTreasure}, } --初始化组件(用于子类重写) @@ -44,9 +47,22 @@ function this:BindEvent() parent:ClosePanel() end) Util.AddOnceClick(this.dealBtn,function() - PayManager.Pay(type[curType].id, function(id) - this.RechargeSuccessFunc() - end) + local isBuy = true + if type[curType].goodsType == GoodsTypeDef.RecruiteTreasure and curType > 5 then + for i = 5,curType - 1 do + if not RecruitTreasureManager.CheckIsBuyTreasureByGoodsId(type[i].id) then + isBuy = false + end + end + end + if isBuy then + PayManager.Pay(type[curType].id, function(id) + this.RechargeSuccessFunc() + end) + elseif type[curType].goodsType == GoodsTypeDef.RecruiteTreasure then + PopupTipPanel.ShowTip("需购买上一档秘宝!") + return + end end) end @@ -60,6 +76,7 @@ function this:OnShow(_parent,...) parent.BG:SetActive(false) local temp = {...} curType = temp[1] + local extraType = temp[2] if curType == 1 then rewardStateData = TreasureOfHeavenManger.rewardStateData rewardData = TreasureOfHeavenManger.GetAllRewardData() @@ -77,7 +94,6 @@ function this:OnShow(_parent,...) elseif curType == 3 then rewardData,rewardData1 = EndLessMapManager.GetAllRewardData() this:showRewardWuJin(rewardData,rewardData1) - -- this.tip.text = "解锁秘宝,激活进阶专属奖励+2000积分,可获取1280妖晶" this.tip.text = "·获得2000积分\n·获取1280妖晶,激活进阶专属奖励\n 妖晶奖励通过邮件发送" this.dealBtnIma.gameObject:SetActive(false) this.dealBtnText.gameObject:SetActive(true) @@ -86,12 +102,35 @@ function this:OnShow(_parent,...) elseif curType == 4 then --七界秘宝 rewardData,rewardData1 = GeneralTreasureMangaer.GetAllRewardData() this:SetItem(rewardData,rewardData1) - -- this.tip.text = "解锁秘宝,激活进阶专属奖励+1500积分,可获取1980妖晶" this.tip.text = "·获得1500积分\n·获取1980妖晶,激活进阶专属奖励\n 妖晶奖励通过邮件发送" this.dealBtnIma.gameObject:SetActive(false) this.dealBtnText.gameObject:SetActive(true) local config = ConfigManager.GetConfigData(ConfigName.RechargeCommodityConfig,type[curType].id) this.dealBtnText.text = MoneyUtil.GetMoneyUnitNameWithMoney(config.Price) + elseif curType == 5 then -- + rewardData,rewardData1 = RecruitTreasureManager.GetAllRewardData(extraType,type[curType].id) + this:showRewardWuJin(rewardData,rewardData1) + this.tip.text = "·获取980妖晶,激活进阶专属奖励\n 妖晶奖励通过邮件发送" + this.dealBtnIma.gameObject:SetActive(false) + this.dealBtnText.gameObject:SetActive(true) + local config = ConfigManager.GetConfigData(ConfigName.RechargeCommodityConfig,type[curType].id) + this.dealBtnText.text = MoneyUtil.GetMoneyUnitNameWithMoney(config.Price) + elseif curType == 6 then -- + rewardData,rewardData1 = RecruitTreasureManager.GetAllRewardData(extraType,type[curType].id) + this:showRewardWuJin(rewardData,rewardData1) + this.tip.text = "·获取980妖晶,激活进阶专属奖励\n 妖晶奖励通过邮件发送" + this.dealBtnIma.gameObject:SetActive(false) + this.dealBtnText.gameObject:SetActive(true) + local config = ConfigManager.GetConfigData(ConfigName.RechargeCommodityConfig,type[curType].id) + this.dealBtnText.text = MoneyUtil.GetMoneyUnitNameWithMoney(config.Price) + elseif curType == 7 then -- + rewardData,rewardData1 = RecruitTreasureManager.GetAllRewardData(extraType,type[curType].id) + this:showRewardWuJin(rewardData,rewardData1) + this.tip.text = "·获取980妖晶,激活进阶专属奖励\n 妖晶奖励通过邮件发送" + this.dealBtnIma.gameObject:SetActive(false) + this.dealBtnText.gameObject:SetActive(true) + local config = ConfigManager.GetConfigData(ConfigName.RechargeCommodityConfig,type[curType].id) + this.dealBtnText.text = MoneyUtil.GetMoneyUnitNameWithMoney(config.Price) end end @@ -111,6 +150,12 @@ function this:RechargeSuccessFunc() Game.GlobalEvent:DispatchEvent(GameEvent.EndLess.RechargeQinglongSerectSuccess,false,false) elseif curType == 4 then Game.GlobalEvent:DispatchEvent(GameEvent.SerectTreasure.RechargeSuccess,false,false) + elseif curType == 5 then + Game.GlobalEvent:DispatchEvent(GameEvent.TreasureOfHeaven.RechargeSuccess,false,false) + elseif curType == 6 then + Game.GlobalEvent:DispatchEvent(GameEvent.TreasureOfHeaven.RechargeSuccess,false,false) + elseif curType == 7 then + Game.GlobalEvent:DispatchEvent(GameEvent.TreasureOfHeaven.RechargeSuccess,false,false) end parent:ClosePanel() end diff --git a/Assets/ManagedResources/~Lua/Modules/Pray/PrayMainPanel.lua b/Assets/ManagedResources/~Lua/Modules/Pray/PrayMainPanel.lua index 22f1378d8f..c0c7382637 100644 --- a/Assets/ManagedResources/~Lua/Modules/Pray/PrayMainPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Pray/PrayMainPanel.lua @@ -1,461 +1,461 @@ -require("Base/BasePanel") -PrayMainPanel = Inherit(BasePanel) -local this = PrayMainPanel -local blessingConfig = ConfigManager.GetConfig(ConfigName.BlessingConfig) ---16个祈福奖励 -local RewardParentGrid = {} -local RewardItemGrid = {} ---16个祈福奖励预览 -local yunLanRewardParentGrid = {} -local yunLanRewardItemGrid = {} ---当前祈福完成的个数 -local allGetFinishRewardNum = 0 -local allGetRewardNum = 0 +-- require("Base/BasePanel") +-- PrayMainPanel = Inherit(BasePanel) +-- local this = PrayMainPanel +-- local blessingConfig = ConfigManager.GetConfig(ConfigName.BlessingConfig) +-- --16个祈福奖励 +-- local RewardParentGrid = {} +-- local RewardItemGrid = {} +-- --16个祈福奖励预览 +-- local yunLanRewardParentGrid = {} +-- local yunLanRewardItemGrid = {} +-- --当前祈福完成的个数 +-- local allGetFinishRewardNum = 0 +-- local allGetRewardNum = 0 -local blessingConFigData = {} -local itemId = 0 -local itemNum = 0 -local itemData = {} +-- local blessingConFigData = {} +-- local itemId = 0 +-- local itemNum = 0 +-- local itemData = {} ---累计奖励 -local extraRewardParentGrid = {} -local extraRewardItemGrid = {} ---是否在刷新时间范围内 -local isRefresh = true +-- --累计奖励 +-- local extraRewardParentGrid = {} +-- local extraRewardItemGrid = {} +-- --是否在刷新时间范围内 +-- local isRefresh = true -local orginLayer = 0 ---初始化组件(用于子类重写) -function PrayMainPanel:InitComponent() - this.spLoader = SpriteLoader.New() - orginLayer = 0 - self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft }) - self.BtnBack = Util.GetGameObject(self.transform, "btnBack") - self.bg = Util.GetGameObject(self.transform, "bg") - screenAdapte(self.bg) +-- local orginLayer = 0 +-- --初始化组件(用于子类重写) +-- function PrayMainPanel:InitComponent() +-- this.spLoader = SpriteLoader.New() +-- orginLayer = 0 +-- self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft }) +-- self.BtnBack = Util.GetGameObject(self.transform, "btnBack") +-- self.bg = Util.GetGameObject(self.transform, "bg") +-- screenAdapte(self.bg) - self.tishiText = Util.GetGameObject(self.gameObject, "downGo/name/tishiText") - self.tishiText2 = Util.GetGameObject(self.gameObject, "downGo/name/tishiText2") - self.tishiText3 = Util.GetGameObject(self.gameObject, "downGo/name/tishiText3") - self.tishiText2Text = Util.GetGameObject(self.gameObject, "downGo/name/tishiText2/tishiText1"):GetComponent("Text") - self.tishiText2Image = Util.GetGameObject(self.gameObject, "downGo/name/tishiText2/itemImage"):GetComponent("Image") - self.refreshBtn = Util.GetGameObject(self.gameObject, "upGo/refreshBtn") - self.yulanBtn = Util.GetGameObject(self.gameObject, "upGo/yulanBtn") - self.extraRewardGo = Util.GetGameObject(self.gameObject, "upGo/extraRewardPre") - self.extraRewardParent = Util.GetGameObject(self.gameObject, "upGo/extraRewardPre/parent") - self.allPrayNum = Util.GetGameObject(self.gameObject, "upGo/extraRewardPre/getNumText"):GetComponent("Text") - self.extraRewardExp = Util.GetGameObject(self.transform, "upGo/extraRewardPre/exp"):GetComponent("Slider") - self.extraRewardExpText = Util.GetGameObject(self.gameObject, "upGo/extraRewardPre/exp/Text"):GetComponent("Text") - self.extraRewardNameText = Util.GetGameObject(self.gameObject, "upGo/extraRewardPre/nameText"):GetComponent("Text") - this.RewardGrid = Util.GetGameObject(self.gameObject, "downGo/RewardGrid") - for i = 1, 16 do - RewardParentGrid[i] = Util.GetGameObject(self.gameObject, "downGo/RewardGrid/ItemView ("..i..")") - RewardItemGrid[i] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(RewardParentGrid[i].transform, "itemParent").transform) - yunLanRewardParentGrid[i] = Util.GetGameObject(self.gameObject, "previewRewardLayout/RewardGrid/ItemView ("..i..")") - yunLanRewardItemGrid[i] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(yunLanRewardParentGrid[i].transform, "itemParent").transform) - end +-- self.tishiText = Util.GetGameObject(self.gameObject, "downGo/name/tishiText") +-- self.tishiText2 = Util.GetGameObject(self.gameObject, "downGo/name/tishiText2") +-- self.tishiText3 = Util.GetGameObject(self.gameObject, "downGo/name/tishiText3") +-- self.tishiText2Text = Util.GetGameObject(self.gameObject, "downGo/name/tishiText2/tishiText1"):GetComponent("Text") +-- self.tishiText2Image = Util.GetGameObject(self.gameObject, "downGo/name/tishiText2/itemImage"):GetComponent("Image") +-- self.refreshBtn = Util.GetGameObject(self.gameObject, "upGo/refreshBtn") +-- self.yulanBtn = Util.GetGameObject(self.gameObject, "upGo/yulanBtn") +-- self.extraRewardGo = Util.GetGameObject(self.gameObject, "upGo/extraRewardPre") +-- self.extraRewardParent = Util.GetGameObject(self.gameObject, "upGo/extraRewardPre/parent") +-- self.allPrayNum = Util.GetGameObject(self.gameObject, "upGo/extraRewardPre/getNumText"):GetComponent("Text") +-- self.extraRewardExp = Util.GetGameObject(self.transform, "upGo/extraRewardPre/exp"):GetComponent("Slider") +-- self.extraRewardExpText = Util.GetGameObject(self.gameObject, "upGo/extraRewardPre/exp/Text"):GetComponent("Text") +-- self.extraRewardNameText = Util.GetGameObject(self.gameObject, "upGo/extraRewardPre/nameText"):GetComponent("Text") +-- this.RewardGrid = Util.GetGameObject(self.gameObject, "downGo/RewardGrid") +-- for i = 1, 16 do +-- RewardParentGrid[i] = Util.GetGameObject(self.gameObject, "downGo/RewardGrid/ItemView ("..i..")") +-- RewardItemGrid[i] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(RewardParentGrid[i].transform, "itemParent").transform) +-- yunLanRewardParentGrid[i] = Util.GetGameObject(self.gameObject, "previewRewardLayout/RewardGrid/ItemView ("..i..")") +-- yunLanRewardItemGrid[i] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(yunLanRewardParentGrid[i].transform, "itemParent").transform) +-- end - --奖励预览 - self.previewRewardLayout = Util.GetGameObject(self.gameObject, "previewRewardLayout") - self.previewRewardLayout:SetActive(false) - self.yulanMaskBtn = Util.GetGameObject(self.gameObject, "previewRewardLayout/maskBtn") - --累计奖励预览 - self.extraRewardBtn = Util.GetGameObject(self.gameObject, "upGo/extraRewardPre/extraRewardBtn") - self.extraRewardLayout = Util.GetGameObject(self.gameObject, "extraRewardLayout") - self.extraRewardLayout:SetActive(false) - self.extraMaskBtn = Util.GetGameObject(self.gameObject, "extraRewardLayout/maskBtn") - for i = 1, 6 do - extraRewardParentGrid[i] = Util.GetGameObject(self.gameObject, "extraRewardLayout/RewardRect/RewardGrid/ItemView ("..i..")") - extraRewardItemGrid[i] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(extraRewardParentGrid[i].transform, "itemParent").transform) - end - --时间 - self.activeTimeText = Util.GetGameObject(self.gameObject, "upGo/name/time/timeImage/timeText"):GetComponent("Text") - self.activeRefreshTimeText = Util.GetGameObject(self.gameObject, "upGo/refreshTimeBg/refreshTimeText") - self.refreshTimeBg = Util.GetGameObject(self.gameObject, "upGo/refreshTimeBg") +-- --奖励预览 +-- self.previewRewardLayout = Util.GetGameObject(self.gameObject, "previewRewardLayout") +-- self.previewRewardLayout:SetActive(false) +-- self.yulanMaskBtn = Util.GetGameObject(self.gameObject, "previewRewardLayout/maskBtn") +-- --累计奖励预览 +-- self.extraRewardBtn = Util.GetGameObject(self.gameObject, "upGo/extraRewardPre/extraRewardBtn") +-- self.extraRewardLayout = Util.GetGameObject(self.gameObject, "extraRewardLayout") +-- self.extraRewardLayout:SetActive(false) +-- self.extraMaskBtn = Util.GetGameObject(self.gameObject, "extraRewardLayout/maskBtn") +-- for i = 1, 6 do +-- extraRewardParentGrid[i] = Util.GetGameObject(self.gameObject, "extraRewardLayout/RewardRect/RewardGrid/ItemView ("..i..")") +-- extraRewardItemGrid[i] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(extraRewardParentGrid[i].transform, "itemParent").transform) +-- end +-- --时间 +-- self.activeTimeText = Util.GetGameObject(self.gameObject, "upGo/name/time/timeImage/timeText"):GetComponent("Text") +-- self.activeRefreshTimeText = Util.GetGameObject(self.gameObject, "upGo/refreshTimeBg/refreshTimeText") +-- self.refreshTimeBg = Util.GetGameObject(self.gameObject, "upGo/refreshTimeBg") - self.effect = Util.GetGameObject(self.gameObject, "effect") - effectAdapte(Util.GetGameObject(self.effect, "Partical/ziti mask (1)")) -end +-- self.effect = Util.GetGameObject(self.gameObject, "effect") +-- effectAdapte(Util.GetGameObject(self.effect, "Partical/ziti mask (1)")) +-- end ---绑定事件(用于子类重写) -function PrayMainPanel:BindEvent() +-- --绑定事件(用于子类重写) +-- function PrayMainPanel:BindEvent() - Util.AddClick(self.BtnBack, function() - self:ClosePanel() - end) - Util.AddClick(self.refreshBtn, function() - self:RefreshBtnClick() - end) - Util.AddClick(self.yulanMaskBtn, function() - self.previewRewardLayout:SetActive(false) - end) - Util.AddClick(self.yulanBtn, function() - for i = 1, #PrayManager.patyPreviewRewardData do - if allGetRewardNum > 0 then - local patyPreviewRewardData = PrayManager.patyPreviewRewardData[i] - this:ShowSingleRewardData(false,yunLanRewardParentGrid[i],yunLanRewardItemGrid[i],patyPreviewRewardData,false) - end - end - self.previewRewardLayout:SetActive(true) - end) - Util.AddClick(self.extraMaskBtn, function() - self.extraRewardLayout:SetActive(false) - end) - Util.AddClick(self.extraRewardBtn, function() - --累计奖励 - for i = 1, 6 do - if i <= #PrayManager.extraRewardData then - extraRewardParentGrid[i]:SetActive(true) - local patyRewardData = PrayManager.extraRewardData[i] - this:ShowSingleExtraRewardData(false,extraRewardParentGrid[i],extraRewardItemGrid[i],patyRewardData) - else - extraRewardParentGrid[i]:SetActive(false) - end - end - self.extraRewardLayout:SetActive(true) - end) -end +-- Util.AddClick(self.BtnBack, function() +-- self:ClosePanel() +-- end) +-- Util.AddClick(self.refreshBtn, function() +-- self:RefreshBtnClick() +-- end) +-- Util.AddClick(self.yulanMaskBtn, function() +-- self.previewRewardLayout:SetActive(false) +-- end) +-- Util.AddClick(self.yulanBtn, function() +-- for i = 1, #PrayManager.patyPreviewRewardData do +-- if allGetRewardNum > 0 then +-- local patyPreviewRewardData = PrayManager.patyPreviewRewardData[i] +-- this:ShowSingleRewardData(false,yunLanRewardParentGrid[i],yunLanRewardItemGrid[i],patyPreviewRewardData,false) +-- end +-- end +-- self.previewRewardLayout:SetActive(true) +-- end) +-- Util.AddClick(self.extraMaskBtn, function() +-- self.extraRewardLayout:SetActive(false) +-- end) +-- Util.AddClick(self.extraRewardBtn, function() +-- --累计奖励 +-- for i = 1, 6 do +-- if i <= #PrayManager.extraRewardData then +-- extraRewardParentGrid[i]:SetActive(true) +-- local patyRewardData = PrayManager.extraRewardData[i] +-- this:ShowSingleExtraRewardData(false,extraRewardParentGrid[i],extraRewardItemGrid[i],patyRewardData) +-- else +-- extraRewardParentGrid[i]:SetActive(false) +-- end +-- end +-- self.extraRewardLayout:SetActive(true) +-- end) +-- end ---添加事件监听(用于子类重写) -function PrayMainPanel:AddListener() +-- --添加事件监听(用于子类重写) +-- function PrayMainPanel:AddListener() -end +-- end ---移除事件监听(用于子类重写) -function PrayMainPanel:RemoveListener() +-- --移除事件监听(用于子类重写) +-- function PrayMainPanel:RemoveListener() -end +-- end ---界面打开时调用(用于子类重写) -function PrayMainPanel:OnOpen(...) - Util.GetGameObject(self.gameObject, "upGo/name/time/timeImage/Text"):GetComponent("Text").text = Language[11637]..tostring(16)..Language[11638] - SetTextVerTial(Util.GetGameObject(self.gameObject, "upGo/name/time/timeImage/Text"),Vector3.New(0,-6.4,0),"MiddleLeft") -end +-- --界面打开时调用(用于子类重写) +-- function PrayMainPanel:OnOpen(...) +-- Util.GetGameObject(self.gameObject, "upGo/name/time/timeImage/Text"):GetComponent("Text").text = Language[11637]..tostring(16)..Language[11638] +-- SetTextVerTial(Util.GetGameObject(self.gameObject, "upGo/name/time/timeImage/Text"),Vector3.New(0,-6.4,0),"MiddleLeft") +-- end -local isPlayAinEnd = true ---界面打开或者重新打开后,界面刷新时调用(用于子类重写) -function PrayMainPanel:OnShow() +-- local isPlayAinEnd = true +-- --界面打开或者重新打开后,界面刷新时调用(用于子类重写) +-- function PrayMainPanel:OnShow() - isPlayAinEnd = true - self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.LightRing }) - blessingConFigData = blessingConfig[1].Cost - this.ShowRewardDataList() -end -function PrayMainPanel:OnSortingOrderChange() - -- 设置特效 - Util.AddParticleSortLayer(self.effect, self.sortingOrder - orginLayer) - orginLayer = self.sortingOrder - self.previewRewardLayout.transform:GetComponent("Canvas").sortingOrder = self.sortingOrder + 50 - self.extraRewardLayout.transform:GetComponent("Canvas").sortingOrder = self.sortingOrder + 50 -end ---获取活动时间 和 刷新倒计时显示 -function PrayMainPanel:SetRemainTime() - local activityInfo = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.Pray)--Pray - if activityInfo then - if activityInfo.endTime ~= 0 then - Log("活动时间: "..activityInfo.startTime.." "..activityInfo.endTime) - self.activeTimeText.text = Language[10584]..self:TimeStampToDateStr2(activityInfo.startTime).."~"..self:TimeStampToDateStr2(activityInfo.endTime) - end - end - local privilegeId = blessingConfig[1].RefreshCd - local maxResreshNum = PrivilegeManager.GetPrivilegeNumber(privilegeId) - -- Log("sssssssssssssssss "..PrayManager.lastRefreshTime.." "..maxResreshNum.." "..GetTimeStamp()) - self:RemainTimeDown(PrayManager.lastRefreshTime+(maxResreshNum) - GetTimeStamp()) -end ---刷新倒计时显示 -function PrayMainPanel:RemainTimeDown(timeDown) - if timeDown > 0 then - self.refreshTimeBg:SetActive(true) - self.activeRefreshTimeText:GetComponent("Text").text = TimeStampToDateStr3(timeDown) - isRefresh = false - Util.SetGray(self.refreshBtn, true) - if self.timer then - self.timer:Stop() - self.timer = nil - end - self.timer = Timer.New(function() - self.activeRefreshTimeText:GetComponent("Text").text = TimeStampToDateStr3(timeDown) - if timeDown < 0 then - isRefresh = true - self.refreshTimeBg:SetActive(false) - Util.SetGray(self.refreshBtn, false) - self.timer:Stop() - self.timer = nil - end - timeDown = timeDown - 1 - end, 1, -1, true) - self.timer:Start() - else - isRefresh = true - Util.SetGray(self.refreshBtn, false) - self.refreshTimeBg:SetActive(false) - end -end ---展示所有祈福奖励 -function this.ShowRewardDataList() - this:OnShowExtraRewar() - this:SetRemainTime() - for i = 1, #PrayManager.patyRewardData do - local patyRewardData = PrayManager.patyRewardData[i] - this:ShowSingleRewardData(false,RewardParentGrid[i],RewardItemGrid[i],patyRewardData,true) - --if allGetRewardNum > 0 then - -- local patyPreviewRewardData = PrayManager.patyPreviewRewardData[i] - -- this:ShowSingleRewardData(false,yunLanRewardParentGrid[i],yunLanRewardItemGrid[i],patyPreviewRewardData,false) - --end - end - --累计奖励 - --for i = 1, #PrayManager.extraRewardData do - -- local patyRewardData = PrayManager.extraRewardData[i] - -- this:ShowSingleExtraRewardData(false,extraRewardParentGrid[i],extraRewardItemGrid[i],patyRewardData) - --end -end ---展示单个祈福奖励 -function PrayMainPanel:ShowSingleRewardData(_isGet,_parentGo,_go,patyRewardData,isClick) - local PreciousShow = 0 - if patyRewardData.rewardId > 0 then - local BlessingRewardPoolData = ConfigManager.GetConfigData(ConfigName.BlessingRewardPool,patyRewardData.rewardId) - if BlessingRewardPoolData then - PreciousShow = BlessingRewardPoolData.PreciousShow - end - end - local _reward = {patyRewardData.itemId,patyRewardData.num,PreciousShow} - --Log("item 信息 "..patyRewardData.itemId.." "..patyRewardData.num) - local _state = patyRewardData.state - local itemParent = Util.GetGameObject(_parentGo.transform, "itemParent") - local getBtn = Util.GetGameObject(_parentGo.transform, "getBtn") - local wenhaoBtn - local addImage - if isClick then - wenhaoBtn = Util.GetGameObject(_parentGo.transform, "wenhaoBtn") - addImage = Util.GetGameObject(_parentGo.transform, "addImage") - wenhaoBtn:SetActive(false) - addImage:SetActive(false) - end - getBtn:SetActive(false) - itemParent:SetActive(false) - if _state == 0 then--0未保存无物品 1 未保存有物品 2 已选择 3 已祈福 - if isClick then - addImage:SetActive(true) - end - elseif _state == 1 then - itemParent:SetActive(true) - if isClick then - _go:OnOpen(_isGet,_reward,1) - else - _go:OnOpen(_isGet,_reward,1,true) - end - elseif _state == 2 then - if isClick then - wenhaoBtn:SetActive(true) - else - itemParent:SetActive(true) - if isClick then - _go:OnOpen(_isGet,_reward,1) - else - _go:OnOpen(_isGet,_reward,1,true) - end - end - elseif _state == 3 then - itemParent:SetActive(true) - if isClick then - _go:OnOpen(_isGet,_reward,1) - else - _go:OnOpen(_isGet,_reward,1,true) - end - getBtn:SetActive(true) - end - Util.AddOnceClick(addImage, function() - if isPlayAinEnd == false then - return - end - if isClick then - UIManager.OpenPanel(UIName.PraySelectRewardPanel,this) - end - end) - if isClick then - Util.AddOnceClick(wenhaoBtn, function() - if BagManager.GetItemCountById(itemData.Id) < itemNum then - --PopupTipPanel.ShowTip("材料不足") - --功能快捷购买 - UIManager.OpenPanel(UIName.QuickPurchasePanel, { type = UpViewRechargeType.LightRing }) - return - end - if isPlayAinEnd == false then - return - end - MsgPanel.ShowTwo(Language[11639]..itemNum..Language[10200]..GetLanguageStrById(itemData.Name), nil ,function () - NetManager.GetSinglePrayRewardRequest(patyRewardData.id, function (_msg) - isPlayAinEnd = false - PrayManager.SetPatySingleRewardData(patyRewardData.id,_msg.chooseRewardId) - PlayUIAnim(_parentGo) - Timer.New(function () - this.ShowRewardDataList() - end, 0.2):Start() - Timer.New(function () - UIManager.OpenPanel(UIName.PrayRewardItemPopup,_msg.reward,allGetFinishRewardNum,_msg.chooseRewardId,function() - -- self:CheckGetMaxReward() - end) - isPlayAinEnd = true - end, 0.4):Start() - end) - end) - end) - end -end ---检测祈福是否满16 满会自动刷新 --- function PrayMainPanel:CheckGetMaxReward() +-- isPlayAinEnd = true +-- self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.LightRing }) +-- blessingConFigData = blessingConfig[1].Cost +-- this.ShowRewardDataList() +-- end +-- function PrayMainPanel:OnSortingOrderChange() +-- -- 设置特效 +-- Util.AddParticleSortLayer(self.effect, self.sortingOrder - orginLayer) +-- orginLayer = self.sortingOrder +-- self.previewRewardLayout.transform:GetComponent("Canvas").sortingOrder = self.sortingOrder + 50 +-- self.extraRewardLayout.transform:GetComponent("Canvas").sortingOrder = self.sortingOrder + 50 +-- end +-- --获取活动时间 和 刷新倒计时显示 +-- function PrayMainPanel:SetRemainTime() +-- -- local activityInfo = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.Pray)--Pray +-- -- if activityInfo then +-- -- if activityInfo.endTime ~= 0 then +-- -- Log("活动时间: "..activityInfo.startTime.." "..activityInfo.endTime) +-- -- self.activeTimeText.text = Language[10584]..self:TimeStampToDateStr2(activityInfo.startTime).."~"..self:TimeStampToDateStr2(activityInfo.endTime) +-- -- end +-- -- end +-- -- local privilegeId = blessingConfig[1].RefreshCd +-- -- local maxResreshNum = PrivilegeManager.GetPrivilegeNumber(privilegeId) +-- -- -- Log("sssssssssssssssss "..PrayManager.lastRefreshTime.." "..maxResreshNum.." "..GetTimeStamp()) +-- -- self:RemainTimeDown(PrayManager.lastRefreshTime+(maxResreshNum) - GetTimeStamp()) +-- end +-- --刷新倒计时显示 +-- function PrayMainPanel:RemainTimeDown(timeDown) +-- if timeDown > 0 then +-- self.refreshTimeBg:SetActive(true) +-- self.activeRefreshTimeText:GetComponent("Text").text = TimeStampToDateStr3(timeDown) +-- isRefresh = false +-- Util.SetGray(self.refreshBtn, true) +-- if self.timer then +-- self.timer:Stop() +-- self.timer = nil +-- end +-- self.timer = Timer.New(function() +-- self.activeRefreshTimeText:GetComponent("Text").text = TimeStampToDateStr3(timeDown) +-- if timeDown < 0 then +-- isRefresh = true +-- self.refreshTimeBg:SetActive(false) +-- Util.SetGray(self.refreshBtn, false) +-- self.timer:Stop() +-- self.timer = nil +-- end +-- timeDown = timeDown - 1 +-- end, 1, -1, true) +-- self.timer:Start() +-- else +-- isRefresh = true +-- Util.SetGray(self.refreshBtn, false) +-- self.refreshTimeBg:SetActive(false) +-- end +-- end +-- --展示所有祈福奖励 +-- function this.ShowRewardDataList() +-- this:OnShowExtraRewar() +-- this:SetRemainTime() +-- for i = 1, #PrayManager.patyRewardData do +-- local patyRewardData = PrayManager.patyRewardData[i] +-- this:ShowSingleRewardData(false,RewardParentGrid[i],RewardItemGrid[i],patyRewardData,true) +-- --if allGetRewardNum > 0 then +-- -- local patyPreviewRewardData = PrayManager.patyPreviewRewardData[i] +-- -- this:ShowSingleRewardData(false,yunLanRewardParentGrid[i],yunLanRewardItemGrid[i],patyPreviewRewardData,false) +-- --end +-- end +-- --累计奖励 +-- --for i = 1, #PrayManager.extraRewardData do +-- -- local patyRewardData = PrayManager.extraRewardData[i] +-- -- this:ShowSingleExtraRewardData(false,extraRewardParentGrid[i],extraRewardItemGrid[i],patyRewardData) +-- --end +-- end +-- --展示单个祈福奖励 +-- function PrayMainPanel:ShowSingleRewardData(_isGet,_parentGo,_go,patyRewardData,isClick) +-- local PreciousShow = 0 +-- if patyRewardData.rewardId > 0 then +-- local BlessingRewardPoolData = ConfigManager.GetConfigData(ConfigName.BlessingRewardPool,patyRewardData.rewardId) +-- if BlessingRewardPoolData then +-- PreciousShow = BlessingRewardPoolData.PreciousShow +-- end +-- end +-- local _reward = {patyRewardData.itemId,patyRewardData.num,PreciousShow} +-- --Log("item 信息 "..patyRewardData.itemId.." "..patyRewardData.num) +-- local _state = patyRewardData.state +-- local itemParent = Util.GetGameObject(_parentGo.transform, "itemParent") +-- local getBtn = Util.GetGameObject(_parentGo.transform, "getBtn") +-- local wenhaoBtn +-- local addImage +-- if isClick then +-- wenhaoBtn = Util.GetGameObject(_parentGo.transform, "wenhaoBtn") +-- addImage = Util.GetGameObject(_parentGo.transform, "addImage") +-- wenhaoBtn:SetActive(false) +-- addImage:SetActive(false) +-- end +-- getBtn:SetActive(false) +-- itemParent:SetActive(false) +-- if _state == 0 then--0未保存无物品 1 未保存有物品 2 已选择 3 已祈福 +-- if isClick then +-- addImage:SetActive(true) +-- end +-- elseif _state == 1 then +-- itemParent:SetActive(true) +-- if isClick then +-- _go:OnOpen(_isGet,_reward,1) +-- else +-- _go:OnOpen(_isGet,_reward,1,true) +-- end +-- elseif _state == 2 then +-- if isClick then +-- wenhaoBtn:SetActive(true) +-- else +-- itemParent:SetActive(true) +-- if isClick then +-- _go:OnOpen(_isGet,_reward,1) +-- else +-- _go:OnOpen(_isGet,_reward,1,true) +-- end +-- end +-- elseif _state == 3 then +-- itemParent:SetActive(true) +-- if isClick then +-- _go:OnOpen(_isGet,_reward,1) +-- else +-- _go:OnOpen(_isGet,_reward,1,true) +-- end +-- getBtn:SetActive(true) +-- end +-- Util.AddOnceClick(addImage, function() +-- if isPlayAinEnd == false then +-- return +-- end +-- if isClick then +-- UIManager.OpenPanel(UIName.PraySelectRewardPanel,this) +-- end +-- end) +-- if isClick then +-- Util.AddOnceClick(wenhaoBtn, function() +-- if BagManager.GetItemCountById(itemData.Id) < itemNum then +-- --PopupTipPanel.ShowTip("材料不足") +-- --功能快捷购买 +-- UIManager.OpenPanel(UIName.QuickPurchasePanel, { type = UpViewRechargeType.LightRing }) +-- return +-- end +-- if isPlayAinEnd == false then +-- return +-- end +-- MsgPanel.ShowTwo(Language[11639]..itemNum..Language[10200]..GetLanguageStrById(itemData.Name), nil ,function () +-- NetManager.GetSinglePrayRewardRequest(patyRewardData.id, function (_msg) +-- isPlayAinEnd = false +-- PrayManager.SetPatySingleRewardData(patyRewardData.id,_msg.chooseRewardId) +-- PlayUIAnim(_parentGo) +-- Timer.New(function () +-- this.ShowRewardDataList() +-- end, 0.2):Start() +-- Timer.New(function () +-- UIManager.OpenPanel(UIName.PrayRewardItemPopup,_msg.reward,allGetFinishRewardNum,_msg.chooseRewardId,function() +-- -- self:CheckGetMaxReward() +-- end) +-- isPlayAinEnd = true +-- end, 0.4):Start() +-- end) +-- end) +-- end) +-- end +-- end +-- --检测祈福是否满16 满会自动刷新 +-- -- function PrayMainPanel:CheckGetMaxReward() +-- -- local allGetFinishRewardNums = 0 +-- -- for i = 1, #PrayManager.patyRewardData do +-- -- if PrayManager.patyRewardData[i].state >= 3 then +-- -- allGetFinishRewardNums = allGetFinishRewardNums + 1 +-- -- end +-- -- end +-- -- LogYellow("allGetFinishRewardNums "..allGetFinishRewardNums) +-- -- if allGetFinishRewardNums >= 16 then +-- -- local isRefreshConFig = blessingConfig[1].IsRefresh +-- -- if isRefreshConFig == 1 then +-- -- MsgPanel.ShowOne("本轮祈福已全部完成,奖池刷新并重置开启次数。", function () +-- -- NetManager.InitPrayDataRequest(function (_msg) +-- -- PrayManager.ResetPatyRewardData(_msg) +-- -- this.ShowRewardDataList() +-- -- end) +-- -- end) +-- -- return +-- -- end +-- -- end +-- -- end +-- --展示额外奖励 +-- function PrayMainPanel:OnShowExtraRewar() +-- --额外奖励赋值 +-- allGetFinishRewardNum = PrayManager.GetCount() +-- allGetRewardNum = 0 +-- for i = 1, #PrayManager.patyRewardData do +-- -- if PrayManager.patyRewardData[i].state >= 3 then +-- -- allGetFinishRewardNum = allGetFinishRewardNum + 1 +-- -- end +-- if PrayManager.patyRewardData[i].state >= 2 then +-- allGetRewardNum = allGetRewardNum + 1 +-- end +-- end +-- local curGetExtraRewarData = {} +-- local upGetExtraRewarData = 0 +-- for i = 1, #PrayManager.extraRewardData do +-- if allGetFinishRewardNum < PrayManager.extraRewardData[i].extraRewardCount then +-- curGetExtraRewarData = PrayManager.extraRewardData[i] +-- break +-- end +-- end +-- for i = 1, #PrayManager.extraRewardData do +-- if allGetFinishRewardNum >= PrayManager.extraRewardData[i].extraRewardCount then +-- upGetExtraRewarData = PrayManager.extraRewardData[i].extraRewardCount +-- end +-- end +-- --抽取消耗的材料赋值 +-- itemId = blessingConFigData[1][1] +-- itemNum = CalculateCostCount(allGetFinishRewardNum + 1, blessingConFigData[2]) +-- itemData = ConfigManager.GetConfigData(ConfigName.ItemConfig,itemId) +-- self.tishiText3:SetActive(false) +-- self.tishiText:SetActive(false) +-- self.tishiText2:SetActive(false) +-- --Log("allGetFinishRewardNum "..allGetFinishRewardNum) +-- self.allPrayNum.text = Language[11640]..allGetFinishRewardNum +-- if allGetRewardNum > 0 then +-- self.yulanBtn:SetActive(true) +-- self.tishiText:SetActive(false) +-- if allGetFinishRewardNum >= 16 then +-- self.tishiText3:SetActive(true) +-- else +-- self.tishiText2:SetActive(true) +-- self.tishiText2Text.text = Language[11641]..itemNum..Language[10200] +-- self.tishiText2Image.sprite = this.spLoader:LoadSprite(GetResourcePath(itemData.ResourceID)) +-- end +-- else +-- self.yulanBtn:SetActive(false) +-- self.tishiText2:SetActive(false) +-- self.tishiText3:SetActive(false) +-- self.tishiText:SetActive(true) +-- end +-- if curGetExtraRewarData and curGetExtraRewarData.itemId then +-- self.extraRewardGo:SetActive(true) +-- Util.ClearChild(self.extraRewardParent.transform) +-- SubUIManager.Open(SubUIConfig.ItemView, self.extraRewardParent.transform,false,{curGetExtraRewarData.itemId,curGetExtraRewarData.num},1,false) +-- self.extraRewardNameText.text = GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.ItemConfig,curGetExtraRewarData.itemId).Name) +-- self.extraRewardExp.value= (allGetFinishRewardNum)/(curGetExtraRewarData.extraRewardCount) +-- self.extraRewardExpText.text =(allGetFinishRewardNum).."/"..(curGetExtraRewarData.extraRewardCount) +-- else +-- self.extraRewardGo:SetActive(false) +-- end +-- end +-- --展示单个额外奖励 +-- function PrayMainPanel:ShowSingleExtraRewardData(_isGet,_parentGo,_go,patyRewardData) +-- local numText = Util.GetGameObject(_parentGo.transform, "numText/Text"):GetComponent("Text") +-- local _reward = {patyRewardData.itemId,patyRewardData.num} +-- _go:OnOpen(_isGet,_reward,0.9) +-- numText.text = patyRewardData.extraRewardCount +-- end +-- --刷新按钮事件 +-- function PrayMainPanel:RefreshBtnClick() -- local allGetFinishRewardNums = 0 -- for i = 1, #PrayManager.patyRewardData do -- if PrayManager.patyRewardData[i].state >= 3 then -- allGetFinishRewardNums = allGetFinishRewardNums + 1 -- end -- end --- LogYellow("allGetFinishRewardNums "..allGetFinishRewardNums) --- if allGetFinishRewardNums >= 16 then --- local isRefreshConFig = blessingConfig[1].IsRefresh --- if isRefreshConFig == 1 then --- MsgPanel.ShowOne("本轮祈福已全部完成,奖池刷新并重置开启次数。", function () --- NetManager.InitPrayDataRequest(function (_msg) --- PrayManager.ResetPatyRewardData(_msg) --- this.ShowRewardDataList() --- end) +-- if allGetFinishRewardNums == 16 then +-- NetManager.ResetAllPrayRewardRequest(function (_msg) +-- PrayManager.ResetPatyRewardData(_msg) +-- -- PrivilegeManager.RefreshPrivilegeUsedTimes(privilegeId, 1) +-- this.ShowRewardDataList() +-- end) +-- else +-- MsgPanel.ShowTwo(Language[11642], nil ,function () +-- NetManager.ResetAllPrayRewardRequest(function (_msg) +-- PrayManager.ResetPatyRewardData(_msg) +-- -- PrivilegeManager.RefreshPrivilegeUsedTimes(privilegeId, 1) +-- this.ShowRewardDataList() -- end) --- return --- end +-- end) +-- end + +-- -- local isRefreshConFig = blessingConfig[1].IsRefresh +-- -- local privilegeId = blessingConfig[1].RefreshCd +-- -- if isRefreshConFig == 0 then +-- -- PopupTipPanel.ShowTip("活动不可刷新") +-- -- return +-- -- end +-- -- if isRefresh == false then +-- -- PopupTipPanel.ShowTip("当前时间不可刷新") +-- -- return +-- -- end + +-- end +-- --界面关闭时调用(用于子类重写) +-- function PrayMainPanel:OnClose() + +-- if self.timer then +-- self.timer:Stop() +-- self.timer = nil -- end -- end ---展示额外奖励 -function PrayMainPanel:OnShowExtraRewar() - --额外奖励赋值 - allGetFinishRewardNum = PrayManager.GetCount() - allGetRewardNum = 0 - for i = 1, #PrayManager.patyRewardData do - -- if PrayManager.patyRewardData[i].state >= 3 then - -- allGetFinishRewardNum = allGetFinishRewardNum + 1 - -- end - if PrayManager.patyRewardData[i].state >= 2 then - allGetRewardNum = allGetRewardNum + 1 - end - end - local curGetExtraRewarData = {} - local upGetExtraRewarData = 0 - for i = 1, #PrayManager.extraRewardData do - if allGetFinishRewardNum < PrayManager.extraRewardData[i].extraRewardCount then - curGetExtraRewarData = PrayManager.extraRewardData[i] - break - end - end - for i = 1, #PrayManager.extraRewardData do - if allGetFinishRewardNum >= PrayManager.extraRewardData[i].extraRewardCount then - upGetExtraRewarData = PrayManager.extraRewardData[i].extraRewardCount - end - end - --抽取消耗的材料赋值 - itemId = blessingConFigData[1][1] - itemNum = CalculateCostCount(allGetFinishRewardNum + 1, blessingConFigData[2]) - itemData = ConfigManager.GetConfigData(ConfigName.ItemConfig,itemId) - self.tishiText3:SetActive(false) - self.tishiText:SetActive(false) - self.tishiText2:SetActive(false) - --Log("allGetFinishRewardNum "..allGetFinishRewardNum) - self.allPrayNum.text = Language[11640]..allGetFinishRewardNum - if allGetRewardNum > 0 then - self.yulanBtn:SetActive(true) - self.tishiText:SetActive(false) - if allGetFinishRewardNum >= 16 then - self.tishiText3:SetActive(true) - else - self.tishiText2:SetActive(true) - self.tishiText2Text.text = Language[11641]..itemNum..Language[10200] - self.tishiText2Image.sprite = this.spLoader:LoadSprite(GetResourcePath(itemData.ResourceID)) - end - else - self.yulanBtn:SetActive(false) - self.tishiText2:SetActive(false) - self.tishiText3:SetActive(false) - self.tishiText:SetActive(true) - end - if curGetExtraRewarData and curGetExtraRewarData.itemId then - self.extraRewardGo:SetActive(true) - Util.ClearChild(self.extraRewardParent.transform) - SubUIManager.Open(SubUIConfig.ItemView, self.extraRewardParent.transform,false,{curGetExtraRewarData.itemId,curGetExtraRewarData.num},1,false) - self.extraRewardNameText.text = GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.ItemConfig,curGetExtraRewarData.itemId).Name) - self.extraRewardExp.value= (allGetFinishRewardNum)/(curGetExtraRewarData.extraRewardCount) - self.extraRewardExpText.text =(allGetFinishRewardNum).."/"..(curGetExtraRewarData.extraRewardCount) - else - self.extraRewardGo:SetActive(false) - end -end ---展示单个额外奖励 -function PrayMainPanel:ShowSingleExtraRewardData(_isGet,_parentGo,_go,patyRewardData) - local numText = Util.GetGameObject(_parentGo.transform, "numText/Text"):GetComponent("Text") - local _reward = {patyRewardData.itemId,patyRewardData.num} - _go:OnOpen(_isGet,_reward,0.9) - numText.text = patyRewardData.extraRewardCount -end ---刷新按钮事件 -function PrayMainPanel:RefreshBtnClick() - local allGetFinishRewardNums = 0 - for i = 1, #PrayManager.patyRewardData do - if PrayManager.patyRewardData[i].state >= 3 then - allGetFinishRewardNums = allGetFinishRewardNums + 1 - end - end - if allGetFinishRewardNums == 16 then - NetManager.ResetAllPrayRewardRequest(function (_msg) - PrayManager.ResetPatyRewardData(_msg) - -- PrivilegeManager.RefreshPrivilegeUsedTimes(privilegeId, 1) - this.ShowRewardDataList() - end) - else - MsgPanel.ShowTwo(Language[11642], nil ,function () - NetManager.ResetAllPrayRewardRequest(function (_msg) - PrayManager.ResetPatyRewardData(_msg) - -- PrivilegeManager.RefreshPrivilegeUsedTimes(privilegeId, 1) - this.ShowRewardDataList() - end) - end) - end - -- local isRefreshConFig = blessingConfig[1].IsRefresh - -- local privilegeId = blessingConfig[1].RefreshCd - -- if isRefreshConFig == 0 then - -- PopupTipPanel.ShowTip("活动不可刷新") - -- return - -- end - -- if isRefresh == false then - -- PopupTipPanel.ShowTip("当前时间不可刷新") - -- return - -- end +-- -- 将时间戳转换为用于显示的日期字符串(年月日) +-- function PrayMainPanel:TimeStampToDateStr2(timestamp) +-- local date = os.date("*t", timestamp) +-- --local year = string.sub(date.year,3,4) +-- return string.format(Language[11643], date.year, date.month, date.day) +-- end +-- function this.ShowAnimationAndRefreshData() +-- PlayUIAnim(this.RewardGrid) +-- Timer.New(function () +-- this.ShowRewardDataList() +-- PlayUIAnimBack(this.RewardGrid) +-- end, 0.8):Start() +-- end +-- --界面销毁时调用(用于子类重写) +-- function PrayMainPanel:OnDestroy() +-- this.spLoader:Destroy() -end ---界面关闭时调用(用于子类重写) -function PrayMainPanel:OnClose() +-- SubUIManager.Close(self.UpView) +-- end - if self.timer then - self.timer:Stop() - self.timer = nil - end -end - --- 将时间戳转换为用于显示的日期字符串(年月日) -function PrayMainPanel:TimeStampToDateStr2(timestamp) - local date = os.date("*t", timestamp) - --local year = string.sub(date.year,3,4) - return string.format(Language[11643], date.year, date.month, date.day) -end -function this.ShowAnimationAndRefreshData() - PlayUIAnim(this.RewardGrid) - Timer.New(function () - this.ShowRewardDataList() - PlayUIAnimBack(this.RewardGrid) - end, 0.8):Start() -end ---界面销毁时调用(用于子类重写) -function PrayMainPanel:OnDestroy() - this.spLoader:Destroy() - - SubUIManager.Close(self.UpView) -end - -return PrayMainPanel \ No newline at end of file +-- return PrayMainPanel \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/TreasureOfHeaven/RecruitTreasureManager.lua b/Assets/ManagedResources/~Lua/Modules/TreasureOfHeaven/RecruitTreasureManager.lua new file mode 100644 index 0000000000..a1b14ac0d3 --- /dev/null +++ b/Assets/ManagedResources/~Lua/Modules/TreasureOfHeaven/RecruitTreasureManager.lua @@ -0,0 +1,114 @@ +RecruitTreasureManager = {} +local this = RecruitTreasureManager +local summonTreasure = ConfigManager.GetConfig(ConfigName.SummonTreasure) +local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityGroups,"PageType",ActivityTypeDef.RecruitTreasure) + +function this.Initialize() + this.treasureData = {} +end + +function this.GetRecruitTreasureData(actId,goodsId) + if not this.treasureData[actId] then + this.treasureData[actId] = {} + this.treasureData[actId] = this.GetConfigDataByActId(actId) + end + local actData = ActivityGiftManager.GetActivityInfoByType(actId) + if actData then + for i = 1,#actData.mission do + if this.treasureData[actId][actData.mission[i].missionId] then + this.treasureData[actId][actData.mission[i].missionId].state = actData.mission[i].state -- -1 完美领取 1 已领取 + else + LogError(string.format("招募秘宝%s中有一个不存在的missionId%s",actId,actData.mission[i].missionId)) + end + end + for k,v in ipairs(this.treasureData[actId]) do + if v.state == 0 then + if actData.value >= v.cout then + v.state = 2 + end + elseif v.state == 1 then + if this.CheckIsBuyTreasureByGoodsId(goodsId) then + v.state = 3 + end + end + end + end + return this.treasureData[actId] +end + +function this.CheckIsBuyTreasureByGoodsId(goodsId) + local goodsInfo = OperatingManager.GetGiftGoodsInfo(GoodsTypeDef.RecruiteTreasure,goodsId) + LogGreen("goodsInfo.isBought:"..tostring(goodsInfo.isBought)) + return goodsInfo.isBought > 0 +end + +function this.GetConfigDataByActId(actId) + local data = {} + local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.SummonTreasure,"Grade",actId) + for i = 1,#configs do + if not data[i] then + data[i] = {} + end + data[i].missionId = configs[i].Id + data[i].cout = configs[i].Count + data[i].reward = {} + if configs[i].Reward then + for j = 1,#configs[i].Reward do + table.insert(data[i].reward,{id = configs[i].Reward[j][1],num = configs[i].Reward[j][2],type = 1}) + end + end + if configs[i].TreasureReward then + for j = 1,#configs[i].TreasureReward do + table.insert(data[i].reward,{id = configs[i].TreasureReward[j][1],num = configs[i].TreasureReward[j][2],type = 2}) + end + end + data[i].state = 0 -- -1 完美领取 1 已领取 2 未领取过可领取 3 领取过可完美领取 0 未达成 + end + return data +end + +function this.GetAllRewardData(actId,goodsId) + local rewardData = {} + local rewardData1 = {} + local actData = ActivityGiftManager.GetActivityInfoByType(actId) + local data = this.GetRecruitTreasureData(actId,goodsId) + for k,v in ipairs(data) do + --0 未达成 3 可再次领取 2 可领取 1 已领取 -1 完美领取(充钱领取过的) + if v.reward then + for n,m in ipairs(v.reward) do + if m.type == 2 then + table.insert(rewardData1,m) + if actData.value >= v.cout then + table.insert(rewardData,m) + end + else + if (v.state == 0 or v.state == 2) and actData.value >= v.cout then + table.insert(rewardData,m) + end + end + end + end + end + return rewardData,rewardData1 +end + +function this.GetRedPointStatus(red) + local actId,goodId = 0 + for i = 1,#configs do + if configs[i].RpType == red then + actId = configs[i].ActId + goodId = configs[i].ShopData[1][1] + break + end + end + LogGreen("actId:"..actId.." goodId:"..goodId) + local data = this.GetRecruitTreasureData(actId,goodId) + for i = 1,#data do + if data[i].state == 2 or data[i].state == 3 then + return true + end + end + return false +end + +return this \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/TreasureOfHeaven/RecruitTreasureManager.lua.meta b/Assets/ManagedResources/~Lua/Modules/TreasureOfHeaven/RecruitTreasureManager.lua.meta new file mode 100644 index 0000000000..b43a804928 --- /dev/null +++ b/Assets/ManagedResources/~Lua/Modules/TreasureOfHeaven/RecruitTreasureManager.lua.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 4eab92a65ae91a2438c4910ac8e54def +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ManagedResources/~Lua/Modules/TreasureOfHeaven/RecruitTreasurePanel.lua b/Assets/ManagedResources/~Lua/Modules/TreasureOfHeaven/RecruitTreasurePanel.lua new file mode 100644 index 0000000000..170ca04782 --- /dev/null +++ b/Assets/ManagedResources/~Lua/Modules/TreasureOfHeaven/RecruitTreasurePanel.lua @@ -0,0 +1,328 @@ +local RecruitTreasurePanel = {} +local this = RecruitTreasurePanel +local sortingOrder = 0 +local redPointTypeList = {} +local curPage = 0 +-- Tab管理器 +local TabBox = require("Modules/Common/TabBox") +local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityGroups,"PageType",ActivityTypeDef.RecruitTreasure) +function RecruitTreasurePanel:New(gameObject) + local b = {} + b.gameObject = gameObject + b.transform = gameObject.transform + setmetatable(b, { __index = RecruitTreasurePanel }) + return b +end +local itemnum = 0 +--初始化组件(用于子类重写) + +function RecruitTreasurePanel:InitComponent() + this.spLoader = SpriteLoader.New() + this.quesBtn = Util.GetGameObject(self.transform, "bg/quesBtn") + this.helpPosition=this.quesBtn:GetComponent("RectTransform").localPosition + this.titleImage = Util.GetGameObject(self.transform, "bg/titleName"):GetComponent("Image") + + this.buyBtn = Util.GetGameObject(self.transform, "bg/topBar/buyBtn") + this.Text1 = Util.GetGameObject(this.buyBtn, "buy"):GetComponent("Text") + this.tips = Util.GetGameObject(self.transform, "bg/topBar/tips"):GetComponent("Text") + --Content + this.scoreText = Util.GetGameObject(self.transform, "bg/pageContent/bg/score/number"):GetComponent("Text") + + this.treasureList = Util.GetGameObject(self.transform, "bg/pageContent/treasureList") + this.itemPre = Util.GetGameObject(self.transform, "bg/pageContent/itemPro") + + --设置滚动条 + this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,this.treasureList.transform,this.itemPre,nil,Vector2.New(950, 1000),1,1,Vector2.New(100, 25)) + this.ScrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, 0) + this.ScrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5) + this.ScrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5) + this.ScrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5) + this.ScrollView.moveTween.MomentumAmount = 1 + this.ScrollView.moveTween.Strength = 2 + + this.tabbox = Util.GetGameObject(self.gameObject, "bg/pageContent/tabbox") +end + +--绑定事件(用于子类重写) +function RecruitTreasurePanel:BindEvent() + Util.AddClick(this.quesBtn,function() + UIManager.OpenPanel(UIName.HelpPopup,this.actConfig.HelpId,this.helpPosition.x,this.helpPosition.y) + end) + + -- 初始化Tab管理器 + this.PageTabCtrl = TabBox.New() + this.PageTabCtrl:SetTabAdapter(this.PageTabAdapter) + this.PageTabCtrl:SetTabIsLockCheck(this.PageTabIsLockCheck) + this.PageTabCtrl:SetChangeTabCallBack(this.OnPageTabChange) + +end + +function this.PageTabAdapter(tab, index, status) + local img = Util.GetGameObject(tab, "img"):GetComponent("Image") + local select = Util.GetGameObject(tab, "select"):GetComponent("Image") + local tip = Util.GetGameObject(tab, "tip"):GetComponent("Text") + local redpot = Util.GetGameObject(tab, "redpot") + if status == "select" then + select.gameObject:SetActive(true) + else + select.gameObject:SetActive(false) + end + tip.text = configs[index].Icon[1] + if redPointTypeList[configs[index].RpType] then + ClearRedPointObject(configs[index].RpType,redPointTypeList[configs[index].RpType]) + redPointTypeList[configs[index].RpType] = nil + end + if not configs[index].RpType or configs[index].RpType < 1 then + redpot.gameObject:SetActive(false) + else + BindRedPointObject(configs[index].RpType,redpot) + redPointTypeList[configs[index].RpType] = redpot + end + local data = ActivityGiftManager.GetActivityInfoByType(configs[index].ActId) + if data then + tab.gameObject:SetActive(true) + else + tab.gameObject:SetActive(false) + end +end + +function this.PageTabIsLockCheck() + return false +end + +function this.OnPageTabChange(index) + curPage = index + this:refresh() +end + +function RecruitTreasurePanel:OnSortingOrderChange() + +end + +--添加事件监听(用于子类重写) +function RecruitTreasurePanel:AddListener() + Game.GlobalEvent:AddEvent(GameEvent.TreasureOfHeaven.RechargeSuccess,this.refresh,self) +end + +--移除事件监听(用于子类重写) +function RecruitTreasurePanel:RemoveListener() + Game.GlobalEvent:RemoveEvent(GameEvent.TreasureOfHeaven.RechargeSuccess,this.refresh,self) +end + +--界面打开时调用(用于子类重写) +function RecruitTreasurePanel:OnOpen(_activityConfig,_index,parent) + this.actConfig = _activityConfig + this.pageIndex = _index + this.parent = parent +end + +-- 打开,重新打开时回调 +function RecruitTreasurePanel:OnShow(_sortingOrder) + self.gameObject:SetActive(true) + sortingOrder = _sortingOrder + this.actType = this.actConfig.ActiveType > 0 and this.actConfig.ActiveType or this.actConfig.FunType + this.titleImage.sprite = this.spLoader:LoadSprite(this.actConfig.Icon[3]) + + local activeNum = 0 + curPage = 0 + for i = 1,#configs do + this.actData = ActivityGiftManager.GetActivityInfoByType(configs[i].ActId) + if this.actData then + activeNum = activeNum + 1 + if curPage < 1 then + this.treasureData = RecruitTreasureManager.GetRecruitTreasureData(configs[i].ActId,configs[i].ShopData[1][1]) + for j = 1,#this.treasureData do + if this.treasureData[j].state == 2 or this.treasureData[j].state == 3 then + curPage = i + end + end + end + end + end + + if activeNum == 1 then + this.tabbox.gameObject:SetActive(false) + else + this.tabbox.gameObject:SetActive(true) + end + if curPage < 1 then + curPage = activeNum + end + this.actData = ActivityGiftManager.GetActivityInfoByType(configs[curPage].ActId) + this.PageTabCtrl:Init(this.tabbox.gameObject, configs,curPage) +end + +function RecruitTreasurePanel:refresh() + this.actId = configs[curPage].ActId + this.tips.text = configs[curPage].TitleText + this.isBuy = RecruitTreasureManager.CheckIsBuyTreasureByGoodsId(configs[curPage].ShopData[1][1]) + LogGreen("this.isBuy:"..tostring(this.isBuy)) + self:topBar() + self:showTaskList() +end + +--topBar按钮状态 +function RecruitTreasurePanel:topBar() + --设置礼包购买按钮状态 + this.buyBtn:GetComponent("Button").interactable = not this.isBuy + this.Text1.text = not this.isBuy and "激活秘宝" or "已激活" + Util.AddOnceClick(this.buyBtn,function() + UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel,configs[curPage].ShopData[1][2],configs[curPage].ActId) + end) +end + +--任务列表 +function RecruitTreasurePanel:showTaskList(isTop,isAni) + this.scoreText.text = this.actData.value + if not this.itemsList then + this.itemsList = {} + end + this.ScrollView:SetData(this.treasureData,function(index, rewardItem) + self:SingleTask(rewardItem, this.treasureData[index]) + end,not isTop,not isAni) + -- -1 完美领取 1 已领取 2 未领取过可领取 3 领取过可完美领取 0 未达成 + --定位打开界面时位置 + local t = 0 + for i = 1, #this.treasureData do + if this.treasureData[i].state == 2 or this.treasureData[i].state == 3 then + t = i + break + end + end + if t == 0 then + for i = 1, #this.treasureData do + if this.treasureData[i].state == 0 then + t = i + break + end + end + end + this.ScrollView:SetIndex(t) +end + +--单个任务 +function RecruitTreasurePanel:SingleTask(rewardItem, singleData) + local scoreLevel = Util.GetGameObject(rewardItem, "scoreLevel"):GetComponent("Text") + local scroll1 = Util.GetGameObject(rewardItem, "scroll1") + local scroll2 = Util.GetGameObject(rewardItem, "scroll2") + if not this.itemsList[rewardItem] then + this.itemsList[rewardItem] = {} + end + for k,v in pairs(this.itemsList[rewardItem]) do + v.gameObject:SetActive(false) + end + for i = 1 ,#singleData.reward do + local parent + if singleData.reward[i].type == 1 then + parent = scroll1 + else + parent = scroll2 + end + if not this.itemsList[rewardItem][i] then + this.itemsList[rewardItem][i] = SubUIManager.Open(SubUIConfig.ItemView,parent.transform) + end + this.itemsList[rewardItem][i].transform:SetParent(parent.transform) + this.itemsList[rewardItem][i].transform.localScale = Vector3.one + this.itemsList[rewardItem][i].transform.localPosition = Vector3.zero + this.itemsList[rewardItem][i].gameObject:SetActive(true) + this.itemsList[rewardItem][i]:OnOpen(false, {singleData.reward[i].id, singleData.reward[i].num}, 0.8, false) + end + scoreLevel.text = singleData.cout + --初始化按钮状态 + self:InitButtonState(rewardItem, singleData) +end + +--初始化按钮状态 +function RecruitTreasurePanel:InitButtonState(rewardItem, singleData) + local btnDeal = Util.GetGameObject(rewardItem, "btnDeal") + local get = Util.GetGameObject(rewardItem, "btnDeal/get") + local getAgain = Util.GetGameObject(rewardItem, "btnDeal/getAgain") + local unfinished = Util.GetGameObject(rewardItem, "btnDeal/unfinished") + local finished = Util.GetGameObject(rewardItem, "finished") + local redPoint = Util.GetGameObject(rewardItem, "btnDeal/redPoint") + --当前任务领取情况 + local state = singleData.state + --判断 + if state == 0 then + btnDeal.gameObject:SetActive(true) + get.gameObject:SetActive(false) + getAgain.gameObject:SetActive(false) + unfinished.gameObject:SetActive(true) + finished.gameObject:SetActive(false) + redPoint:SetActive(false) + elseif state == 3 then + btnDeal.gameObject:SetActive(true) + get.gameObject:SetActive(false) + getAgain.gameObject:SetActive(true) + unfinished.gameObject:SetActive(false) + finished.gameObject:SetActive(false) + redPoint:SetActive(true) + elseif state == 2 then + btnDeal.gameObject:SetActive(true) + get.gameObject:SetActive(true) + getAgain.gameObject:SetActive(false) + unfinished.gameObject:SetActive(false) + finished.gameObject:SetActive(false) + redPoint:SetActive(true) + elseif state == 1 then + btnDeal.gameObject:SetActive(true) + get.gameObject:SetActive(false) + getAgain.gameObject:SetActive(true) + unfinished.gameObject:SetActive(false) + finished.gameObject:SetActive(false) + redPoint:SetActive(false) + elseif state == -1 then + btnDeal.gameObject:SetActive(false) + get.gameObject:SetActive(false) + getAgain.gameObject:SetActive(false) + unfinished.gameObject:SetActive(false) + finished.gameObject:SetActive(true) + redPoint:SetActive(false) + end + --添加点击事件 + Util.AddOnceClick(btnDeal,function() + self:OnBtnDealClicked(rewardItem,singleData) + end) +end + + +--按钮事件 +function RecruitTreasurePanel:OnBtnDealClicked(rewardItem,singleData) + if singleData.state == 0 then + PopupTipPanel.ShowTip(Language[11330]) + elseif singleData.state == 3 or singleData.state == 2 then + NetManager.GetActivityRewardRequest(singleData.missionId,configs[curPage].ActId,function(msg) + UIManager.OpenPanel(UIName.RewardItemPopup,msg,1,function() + --需要刷新界面 + if not this.isBuy then--判断是否已经购买了礼包 + singleData.state = 1 + else + singleData.state = -1 + end + self:SingleTask(rewardItem, singleData) + --self:refresh()--刷新界面 + CheckRedPointStatus(configs[curPage].RpType) + end) + end) + elseif singleData.state == 1 then + UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel,configs[curPage].ShopData[1][2],configs[curPage].ActId) + end +end + + +--界面关闭时调用(用于子类重写) +function RecruitTreasurePanel:OnClose() + self.gameObject:SetActive(false) +end + +--界面销毁时调用(用于子类重写) +function RecruitTreasurePanel:OnDestroy() + this.spLoader:Destroy() + this.itemsList = {} + if this.ScrollView then + SubUIManager.Close(this.ScrollView) + this.ScrollView = nil + end +end + +return RecruitTreasurePanel \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/TreasureOfHeaven/RecruitTreasurePanel.lua.meta b/Assets/ManagedResources/~Lua/Modules/TreasureOfHeaven/RecruitTreasurePanel.lua.meta new file mode 100644 index 0000000000..80b4c0fa3f --- /dev/null +++ b/Assets/ManagedResources/~Lua/Modules/TreasureOfHeaven/RecruitTreasurePanel.lua.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d33f2b3c81ae3a94fb33ef35333fbee1 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: