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m_FontSize: 35 - m_FontStyle: 0 - m_BestFit: 0 - m_MinSize: 3 - m_MaxSize: 40 - m_Alignment: 4 - m_AlignByGeometry: 0 - m_RichText: 1 - m_HorizontalOverflow: 0 - m_VerticalOverflow: 1 - m_LineSpacing: 1 - m_Text: "\u6682\u672A\u5F00\u653E" - LanguageIndex: 0 --- !u!1 &9126813729500941439 GameObject: m_ObjectHideFlags: 0 @@ -22935,7 +23806,6 @@ RectTransform: - {fileID: 752925705137211821} - {fileID: 7328121124282680815} - {fileID: 8979125460568473698} - - {fileID: 4046543567983076118} - {fileID: 4514863798347069684} - {fileID: 2632711370430976516} m_Father: {fileID: 819653221534411444} diff --git a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View2/GeneralInfoPopup_HomeLandBuildingDetail.lua b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View2/GeneralInfoPopup_HomeLandBuildingDetail.lua index 8e41ed8784..ff5fe1224c 100644 --- a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View2/GeneralInfoPopup_HomeLandBuildingDetail.lua +++ b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View2/GeneralInfoPopup_HomeLandBuildingDetail.lua @@ -58,7 +58,7 @@ function this:OnShow(_parent,_args) this.harvest:SetActive(true) this.limitIcon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(data.dataSingle.Storage[1][1])) this.limitNum.text = data.dataSingle.Storage[1][2] - this.harvestNum.text = string.format("%s/每小时",data.dataSingle.Gain[2]) + this.harvestNum.text = string.format("%s/每分钟",data.dataSingle.Gain[2]) this.harvestIcon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(data.dataSingle.Gain[1])) end diff --git a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View2/GeneralInfoPopup_HomeLandPrivilege.lua b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View2/GeneralInfoPopup_HomeLandPrivilege.lua index 61dbf8dcae..f8a25a9cb3 100644 --- a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View2/GeneralInfoPopup_HomeLandPrivilege.lua +++ b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View2/GeneralInfoPopup_HomeLandPrivilege.lua @@ -3,6 +3,7 @@ local this = {} local HomeLand = ConfigManager.GetConfig(ConfigName.HomeLand) local HomeLandLevel = ConfigManager.GetConfig(ConfigName.HomeLandLevel) local HomeLandTask = ConfigManager.GetConfig(ConfigName.HomeLandTask) +local price = ConfigManager.GetConfigData(ConfigName.RechargeCommodityConfig,1120).Price --传入父脚本模块 local parent --传入特效层级 @@ -48,13 +49,13 @@ end function this:Refresh() this.leftTime.text = "(有效时间30天)" - this.btnText = "激活特权" + this.btnText.text = string.format("%s元激活特权",price) Util.SetGray(this.btn,false) this.btn:GetComponent("Button").enabled = true local data = PrivilegeManager.GetSerData(4022) if data and data.endTime > GetTimeStamp() then this.leftTime.text = "(有效时间30天)" - this.btnText = "已激活" + this.btnText.text = "已激活" Util.SetGray(this.btn,true) this.btn:GetComponent("Button").enabled = false @@ -63,10 +64,10 @@ function this:Refresh() this.timer = nil end local leftTime = data.endTime - GetTimeStamp() - this.leftTime.text = string.format("(剩余时间%s)",TimeToFelaxible(leftTime)) + this.leftTime.text = string.format("(剩余时间%s)",TimeToD(leftTime)) this.timer = Timer.New(function () leftTime = leftTime - 1 - this.leftTime.text = string.format("(剩余时间%s)",TimeToFelaxible(leftTime)) + this.leftTime.text = string.format("(剩余时间%s)",TimeToD(leftTime)) end,1,-1) this.timer:Start() end diff --git a/Assets/ManagedResources/~Lua/Modules/HomeLand/HomeLandManager.lua b/Assets/ManagedResources/~Lua/Modules/HomeLand/HomeLandManager.lua index b9153edb8d..d6b6b54a30 100644 --- a/Assets/ManagedResources/~Lua/Modules/HomeLand/HomeLandManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/HomeLand/HomeLandManager.lua @@ -262,10 +262,15 @@ end function this.singleUpgrade(id) local data = this.BuildData[id].dataSingle LogGreen("建筑Id:"..tostring(data.Id)) - if BagManager.GetTotalItemNum(data.Cost[1][1]) >= data.Cost[1][2] then--所需材料够 - if not data.Rule or (this.BuildData[data.Rule[1]].level >= data.Rule[2]) then--到达升级条件 - LogRed("7") - return true + if HomeLand[id].UnlockLevel[1] == 1 and PlayerManager.level < HomeLand[id].UnlockLevel[2] then + elseif HomeLand[id].UnlockLevel[1] == 2 and HomeLandManager.BuildData[5].level < HomeLand[id].UnlockLevel[2] then + elseif HomeLand[id].UnlockLevel[1] == 3 and PlayerManager.level < GlobalSystemConfig[HomeLand[id].UnlockLevel[2]].OpenRules[2] then + else + if BagManager.GetTotalItemNum(data.Cost[1][1]) >= data.Cost[1][2] then--所需材料够 + if not data.Rule or (this.BuildData[data.Rule[1]].level >= data.Rule[2]) then--到达升级条件 + LogRed("7") + return true + end end end LogRed("8") @@ -275,7 +280,7 @@ end --1-4建筑的单个领取 function this.singleGet(id) local data = this.BuildData[id] - if data.dataMain.Type == 1 and data.dataSingle.Gain then + if data.dataMain.Type == 1 and data.dataSingle.Gain and this.BuildData[5].level > data.dataMain.UnlockLevel[2] then LogRed("9:"..tostring((GetTimeStamp() - data.startTime)/60*data.dataSingle.Gain[2] >= data.dataSingle.Storage[1][2])) return (GetTimeStamp() - data.startTime)/60*data.dataSingle.Gain[2] >= data.dataSingle.Storage[1][2] end @@ -298,10 +303,12 @@ end --摘星阁 function this.CheckEquipUpgrade() - for i = 1, 4 do - if this.CheckSingleEquipUpgrade(i) then - LogRed("13") - return true + if this.BuildData[5].level >= HomeLand[6].UnlockLevel[2] then + for i = 1, 4 do + if this.CheckSingleEquipUpgrade(i) then + LogRed("13") + return true + end end end LogRed("14") diff --git a/Assets/ManagedResources/~Lua/Modules/HomeLand/HomeLandPanel.lua b/Assets/ManagedResources/~Lua/Modules/HomeLand/HomeLandPanel.lua index 8c6a98e378..d3f5eb56b0 100644 --- a/Assets/ManagedResources/~Lua/Modules/HomeLand/HomeLandPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/HomeLand/HomeLandPanel.lua @@ -51,16 +51,19 @@ function HomeLand:InitComponent() for i = 1, 7 do self.mapData[i] = {} self.mapData[i].Obj = Util.GetGameObject(self.Bg,"Map ("..i..")") - self.mapData[i].Name = Util.GetGameObject(self.mapData[i].Obj,"Title/Text"):GetComponent("Text") - self.mapData[i].NameImg = Util.GetGameObject(self.mapData[i].Obj,"Title/Image") - self.mapData[i].RedPoint = Util.GetGameObject(self.mapData[i].Obj,"Title/redpoint") + self.mapData[i].Title = Util.GetGameObject(self.mapData[i].Obj,"Title") + self.mapData[i].levelImg = Util.GetGameObject(self.mapData[i].Title,"levelImg") + self.mapData[i].level = Util.GetGameObject(self.mapData[i].levelImg,"levelText"):GetComponent("Text") + self.mapData[i].NameImg = Util.GetGameObject(self.mapData[i].Title,"NameImg") + self.mapData[i].RedPoint = Util.GetGameObject(self.mapData[i].Title,"redpoint") + self.mapData[i].Lock = Util.GetGameObject(self.mapData[i].Title,"lock") self.mapData[i].RedPoint:SetActive(false) self.mapData[i].CanGet = Util.GetGameObject(self.mapData[i].Obj,"CanGet") -- self.mapData[i].Icon = Util.GetGameObject(self.mapData[i].Obj,"Title/Image"):GetComponent("Image") self.mapData[i].Icon = Util.GetGameObject(self.mapData[i].Obj,"CanGet/Image"):GetComponent("Image") self.mapData[i].Btns = Util.GetGameObject(self.mapData[i].Obj,"Btns") - self.mapData[i].OpenLimit = Util.GetGameObject(self.mapData[i].Obj,"OpenLimit") - self.mapData[i].limitText = Util.GetGameObject(self.mapData[i].OpenLimit,"Text"):GetComponent("Text") + self.mapData[i].OpenLimit = Util.GetGameObject(self.mapData[i].Title,"OpenLimit") + self.mapData[i].limitText = Util.GetGameObject(self.mapData[i].OpenLimit,"OpenLimitText"):GetComponent("Text") self.mapData[i].upgradeImg = Util.GetGameObject(self.mapData[i].Obj,"Updating") self.mapData[i].updateTime = Util.GetGameObject(self.mapData[i].Obj,"updateTime") self.mapData[i].updateTimeText = Util.GetGameObject(self.mapData[i].updateTime,"Text"):GetComponent("Text") @@ -94,7 +97,6 @@ function HomeLand:BindEvent() --打开菜单 Util.AddOnceClick(self.mapData[i].Obj,function () if self.curSelect ~= i then - self.curSelect = i for j = 1, 5 do self.mapData[j].Btns:SetActive(false) end @@ -106,6 +108,7 @@ function HomeLand:BindEvent() PopupTipPanel.ShowTip(string.format("浮生殿到达%s级开启",HomeLandConfig[i].UnlockLevel[2])) return end + self.curSelect = i self.mapData[i].Btns:SetActive(true) PlayUIAnim(self.mapData[i].Btns) end @@ -160,6 +163,15 @@ function HomeLand:BindEvent() end) --摘星阁 Util.AddOnceClick(self.mapData[6].Obj,function () + + if HomeLandManager.BuildData[6].dataMain.IsOpen ~= 1 then + PopupTipPanel.ShowTip(string.format("%s 暂未开放",HomeLandManager.BuildData[6].dataMain.Name)) + return + end + if HomeLandConfig[6].UnlockLevel[1] == 2 and HomeLandManager.BuildData[5].level < HomeLandConfig[6].UnlockLevel[2] then + PopupTipPanel.ShowTip(string.format("浮生殿到达%s级开启",HomeLandConfig[6].UnlockLevel[2])) + return + end UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HomeLandEquip) end) @@ -324,11 +336,13 @@ function HomeLand:SetBuildsState() local curObj = self.mapData[i] curObj.data = HomeLandManager.BuildData[i] curObj.OpenLimit:SetActive(true) + curObj.Lock:SetActive(true) curObj.btnUpgrade:SetActive(false) curObj.btnCancel:SetActive(false) curObj.btnSpeedUp:SetActive(false) curObj.btnUsePri:SetActive(false) - curObj.NameImg:SetActive(true) + curObj.levelImg:SetActive(false) + Util.SetGray(curObj.NameImg,true) curObj.upgradeImg:SetActive(false) curObj.updateTime:SetActive(false) curObj.CanGet:SetActive(false) @@ -343,6 +357,12 @@ function HomeLand:SetBuildsState() curObj.limitText.text = string.format("玩家等级到达%s级开启",GlobalSystemConfig[HomeLandConfig[i].UnlockLevel[2]].OpenRules[2]) else curObj.OpenLimit:SetActive(false) + curObj.Lock:SetActive(false) + Util.SetGray(curObj.NameImg,false) + if data.dataSingle then + curObj.level.text = string.format("%s级",data.dataSingle.level) + curObj.levelImg:SetActive(true) + end end if data.dataSingle then if data.dataSingle.Gain then--有产出的才需要icon @@ -372,13 +392,6 @@ function HomeLand:SetBuildsState() else curObj.limitText.text = "暂未开放" end - if data.dataSingle and data.dataMain.IsOpen == 1 then--需要升级的才显示等级 - curObj.Name.text = string.format("%s级",data.dataSingle.level) - curObj.NameImg:SetActive(true) - else--部分没有等级所以不需要显示等级 - curObj.NameImg:SetActive(false) - curObj.Name.text = "" - end Util.AddOnceClick(curObj.CanGet,function () if data.dataSingle.Storage[2][1] ~= 14 and data.dataSingle.Storage[2][2] <= BagManager.GetTotalItemNum(data.dataSingle.Storage[2][1]) then @@ -420,6 +433,7 @@ function HomeLand:SetTime() end end self.priviDi:SetActive(HomeLandManager.activePrivilege) + Util.SetGray(self.Privi,not HomeLandManager.activePrivilege) self.priviText.text = string.format("剩余:%s",HomeLandManager.priviLeftTime) end, 1, -1, true) self.timer:Start() @@ -427,7 +441,7 @@ end function HomeLand:SetRedPoint() for i = 1, 5 do - self.mapData[i].RedPoint:SetActive(HomeLandManager.singleGet(i)) + self.mapData[i].RedPoint:SetActive(HomeLandManager.singleGet(i) or HomeLandManager.singleUpgrade(i)) end self.mapData[6].RedPoint:SetActive(HomeLandManager.CheckEquipUpgrade()) self.taskRed:SetActive(HomeLandManager.CheckMission()) diff --git a/Assets/ManagedResources/~Lua/Modules/Player/RedpotManager.lua b/Assets/ManagedResources/~Lua/Modules/Player/RedpotManager.lua index b8b5802e87..312a657566 100644 --- a/Assets/ManagedResources/~Lua/Modules/Player/RedpotManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Player/RedpotManager.lua @@ -650,12 +650,12 @@ function this.RegisterRedCheckFunc() RPData:AddCheckFunc(RedPointType.chaozhifanli,DynamicActivityManager.CheckRedPointPremium) --家园 - RPData:AddCheckFunc(RedPointType.HomeLand,HomeLandManager.CheckRedMain) + RPData:AddCheckFunc(RedPointType.HomeLand,HomeLandManager.CheckRedMain,FUNCTION_OPEN_TYPE.HOMELAND) end -- 向红点绑定物体 -function this.BindObject(rpType, rpObj) - if not rpObj or not rpType then +function this.BindObject(rpType, rpObj) + if not rpObj or not rpType then LogError("rpObj:"..tostring(rpObj).." rpType:"..tostring(rpType)) return end