【家园】提交
parent
a4ab9eb231
commit
f0de43aad2
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@ -3100,7 +3100,7 @@ MonoBehaviour:
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m_HorizontalOverflow: 0
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m_VerticalOverflow: 1
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m_LineSpacing: 1
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m_Text: "\u4EA7\u91CF(/\u65F6)\uFF1A"
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m_Text: "\u4EA7\u91CF(/\u5206)\uFF1A"
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LanguageIndex: 0
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--- !u!114 &7857547895480091280
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MonoBehaviour:
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File diff suppressed because it is too large
Load Diff
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@ -58,7 +58,7 @@ function this:OnShow(_parent,_args)
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this.harvest:SetActive(true)
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this.limitIcon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(data.dataSingle.Storage[1][1]))
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this.limitNum.text = data.dataSingle.Storage[1][2]
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this.harvestNum.text = string.format("%s/每小时",data.dataSingle.Gain[2])
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this.harvestNum.text = string.format("%s/每分钟",data.dataSingle.Gain[2])
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this.harvestIcon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(data.dataSingle.Gain[1]))
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end
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@ -3,6 +3,7 @@ local this = {}
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local HomeLand = ConfigManager.GetConfig(ConfigName.HomeLand)
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local HomeLandLevel = ConfigManager.GetConfig(ConfigName.HomeLandLevel)
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local HomeLandTask = ConfigManager.GetConfig(ConfigName.HomeLandTask)
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local price = ConfigManager.GetConfigData(ConfigName.RechargeCommodityConfig,1120).Price
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--传入父脚本模块
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local parent
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--传入特效层级
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@ -48,13 +49,13 @@ end
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function this:Refresh()
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this.leftTime.text = "(有效时间30天)"
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this.btnText = "激活特权"
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this.btnText.text = string.format("%s元激活特权",price)
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Util.SetGray(this.btn,false)
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this.btn:GetComponent("Button").enabled = true
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local data = PrivilegeManager.GetSerData(4022)
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if data and data.endTime > GetTimeStamp() then
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this.leftTime.text = "(有效时间30天)"
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this.btnText = "已激活"
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this.btnText.text = "已激活"
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Util.SetGray(this.btn,true)
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this.btn:GetComponent("Button").enabled = false
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@ -63,10 +64,10 @@ function this:Refresh()
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this.timer = nil
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end
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local leftTime = data.endTime - GetTimeStamp()
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this.leftTime.text = string.format("(剩余时间%s)",TimeToFelaxible(leftTime))
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this.leftTime.text = string.format("(剩余时间%s)",TimeToD(leftTime))
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this.timer = Timer.New(function ()
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leftTime = leftTime - 1
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this.leftTime.text = string.format("(剩余时间%s)",TimeToFelaxible(leftTime))
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this.leftTime.text = string.format("(剩余时间%s)",TimeToD(leftTime))
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end,1,-1)
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this.timer:Start()
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end
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@ -262,12 +262,17 @@ end
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function this.singleUpgrade(id)
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local data = this.BuildData[id].dataSingle
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LogGreen("建筑Id:"..tostring(data.Id))
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if HomeLand[id].UnlockLevel[1] == 1 and PlayerManager.level < HomeLand[id].UnlockLevel[2] then
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elseif HomeLand[id].UnlockLevel[1] == 2 and HomeLandManager.BuildData[5].level < HomeLand[id].UnlockLevel[2] then
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elseif HomeLand[id].UnlockLevel[1] == 3 and PlayerManager.level < GlobalSystemConfig[HomeLand[id].UnlockLevel[2]].OpenRules[2] then
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else
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if BagManager.GetTotalItemNum(data.Cost[1][1]) >= data.Cost[1][2] then--所需材料够
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if not data.Rule or (this.BuildData[data.Rule[1]].level >= data.Rule[2]) then--到达升级条件
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LogRed("7")
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return true
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end
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end
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end
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LogRed("8")
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return false
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end
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@ -275,7 +280,7 @@ end
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--1-4建筑的单个领取
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function this.singleGet(id)
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local data = this.BuildData[id]
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if data.dataMain.Type == 1 and data.dataSingle.Gain then
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if data.dataMain.Type == 1 and data.dataSingle.Gain and this.BuildData[5].level > data.dataMain.UnlockLevel[2] then
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LogRed("9:"..tostring((GetTimeStamp() - data.startTime)/60*data.dataSingle.Gain[2] >= data.dataSingle.Storage[1][2]))
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return (GetTimeStamp() - data.startTime)/60*data.dataSingle.Gain[2] >= data.dataSingle.Storage[1][2]
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end
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@ -298,12 +303,14 @@ end
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--摘星阁
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function this.CheckEquipUpgrade()
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if this.BuildData[5].level >= HomeLand[6].UnlockLevel[2] then
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for i = 1, 4 do
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if this.CheckSingleEquipUpgrade(i) then
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LogRed("13")
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return true
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end
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end
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end
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LogRed("14")
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return false
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end
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@ -51,16 +51,19 @@ function HomeLand:InitComponent()
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for i = 1, 7 do
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self.mapData[i] = {}
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self.mapData[i].Obj = Util.GetGameObject(self.Bg,"Map ("..i..")")
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self.mapData[i].Name = Util.GetGameObject(self.mapData[i].Obj,"Title/Text"):GetComponent("Text")
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self.mapData[i].NameImg = Util.GetGameObject(self.mapData[i].Obj,"Title/Image")
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self.mapData[i].RedPoint = Util.GetGameObject(self.mapData[i].Obj,"Title/redpoint")
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self.mapData[i].Title = Util.GetGameObject(self.mapData[i].Obj,"Title")
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self.mapData[i].levelImg = Util.GetGameObject(self.mapData[i].Title,"levelImg")
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self.mapData[i].level = Util.GetGameObject(self.mapData[i].levelImg,"levelText"):GetComponent("Text")
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self.mapData[i].NameImg = Util.GetGameObject(self.mapData[i].Title,"NameImg")
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self.mapData[i].RedPoint = Util.GetGameObject(self.mapData[i].Title,"redpoint")
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self.mapData[i].Lock = Util.GetGameObject(self.mapData[i].Title,"lock")
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self.mapData[i].RedPoint:SetActive(false)
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self.mapData[i].CanGet = Util.GetGameObject(self.mapData[i].Obj,"CanGet")
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-- self.mapData[i].Icon = Util.GetGameObject(self.mapData[i].Obj,"Title/Image"):GetComponent("Image")
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self.mapData[i].Icon = Util.GetGameObject(self.mapData[i].Obj,"CanGet/Image"):GetComponent("Image")
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self.mapData[i].Btns = Util.GetGameObject(self.mapData[i].Obj,"Btns")
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self.mapData[i].OpenLimit = Util.GetGameObject(self.mapData[i].Obj,"OpenLimit")
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self.mapData[i].limitText = Util.GetGameObject(self.mapData[i].OpenLimit,"Text"):GetComponent("Text")
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self.mapData[i].OpenLimit = Util.GetGameObject(self.mapData[i].Title,"OpenLimit")
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self.mapData[i].limitText = Util.GetGameObject(self.mapData[i].OpenLimit,"OpenLimitText"):GetComponent("Text")
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self.mapData[i].upgradeImg = Util.GetGameObject(self.mapData[i].Obj,"Updating")
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self.mapData[i].updateTime = Util.GetGameObject(self.mapData[i].Obj,"updateTime")
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self.mapData[i].updateTimeText = Util.GetGameObject(self.mapData[i].updateTime,"Text"):GetComponent("Text")
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@ -94,7 +97,6 @@ function HomeLand:BindEvent()
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--打开菜单
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Util.AddOnceClick(self.mapData[i].Obj,function ()
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if self.curSelect ~= i then
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self.curSelect = i
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for j = 1, 5 do
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self.mapData[j].Btns:SetActive(false)
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end
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@ -106,6 +108,7 @@ function HomeLand:BindEvent()
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PopupTipPanel.ShowTip(string.format("浮生殿到达%s级开启",HomeLandConfig[i].UnlockLevel[2]))
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return
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end
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self.curSelect = i
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self.mapData[i].Btns:SetActive(true)
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PlayUIAnim(self.mapData[i].Btns)
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end
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@ -160,6 +163,15 @@ function HomeLand:BindEvent()
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end)
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--摘星阁
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Util.AddOnceClick(self.mapData[6].Obj,function ()
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if HomeLandManager.BuildData[6].dataMain.IsOpen ~= 1 then
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PopupTipPanel.ShowTip(string.format("%s 暂未开放",HomeLandManager.BuildData[6].dataMain.Name))
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return
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end
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if HomeLandConfig[6].UnlockLevel[1] == 2 and HomeLandManager.BuildData[5].level < HomeLandConfig[6].UnlockLevel[2] then
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PopupTipPanel.ShowTip(string.format("浮生殿到达%s级开启",HomeLandConfig[6].UnlockLevel[2]))
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return
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end
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HomeLandEquip)
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end)
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@ -324,11 +336,13 @@ function HomeLand:SetBuildsState()
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local curObj = self.mapData[i]
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curObj.data = HomeLandManager.BuildData[i]
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curObj.OpenLimit:SetActive(true)
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curObj.Lock:SetActive(true)
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curObj.btnUpgrade:SetActive(false)
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curObj.btnCancel:SetActive(false)
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curObj.btnSpeedUp:SetActive(false)
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curObj.btnUsePri:SetActive(false)
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curObj.NameImg:SetActive(true)
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curObj.levelImg:SetActive(false)
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Util.SetGray(curObj.NameImg,true)
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curObj.upgradeImg:SetActive(false)
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curObj.updateTime:SetActive(false)
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curObj.CanGet:SetActive(false)
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@ -343,6 +357,12 @@ function HomeLand:SetBuildsState()
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curObj.limitText.text = string.format("玩家等级到达%s级开启",GlobalSystemConfig[HomeLandConfig[i].UnlockLevel[2]].OpenRules[2])
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else
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curObj.OpenLimit:SetActive(false)
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curObj.Lock:SetActive(false)
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Util.SetGray(curObj.NameImg,false)
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if data.dataSingle then
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curObj.level.text = string.format("%s级",data.dataSingle.level)
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curObj.levelImg:SetActive(true)
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end
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end
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if data.dataSingle then
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if data.dataSingle.Gain then--有产出的才需要icon
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@ -372,13 +392,6 @@ function HomeLand:SetBuildsState()
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else
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curObj.limitText.text = "暂未开放"
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end
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if data.dataSingle and data.dataMain.IsOpen == 1 then--需要升级的才显示等级
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curObj.Name.text = string.format("%s级",data.dataSingle.level)
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curObj.NameImg:SetActive(true)
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else--部分没有等级所以不需要显示等级
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curObj.NameImg:SetActive(false)
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curObj.Name.text = ""
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end
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Util.AddOnceClick(curObj.CanGet,function ()
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if data.dataSingle.Storage[2][1] ~= 14 and data.dataSingle.Storage[2][2] <= BagManager.GetTotalItemNum(data.dataSingle.Storage[2][1]) then
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@ -420,6 +433,7 @@ function HomeLand:SetTime()
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end
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end
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self.priviDi:SetActive(HomeLandManager.activePrivilege)
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Util.SetGray(self.Privi,not HomeLandManager.activePrivilege)
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self.priviText.text = string.format("剩余:%s",HomeLandManager.priviLeftTime)
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end, 1, -1, true)
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self.timer:Start()
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@ -427,7 +441,7 @@ end
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function HomeLand:SetRedPoint()
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for i = 1, 5 do
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self.mapData[i].RedPoint:SetActive(HomeLandManager.singleGet(i))
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self.mapData[i].RedPoint:SetActive(HomeLandManager.singleGet(i) or HomeLandManager.singleUpgrade(i))
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end
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self.mapData[6].RedPoint:SetActive(HomeLandManager.CheckEquipUpgrade())
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self.taskRed:SetActive(HomeLandManager.CheckMission())
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@ -650,7 +650,7 @@ function this.RegisterRedCheckFunc()
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RPData:AddCheckFunc(RedPointType.chaozhifanli,DynamicActivityManager.CheckRedPointPremium)
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--家园
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RPData:AddCheckFunc(RedPointType.HomeLand,HomeLandManager.CheckRedMain)
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RPData:AddCheckFunc(RedPointType.HomeLand,HomeLandManager.CheckRedMain,FUNCTION_OPEN_TYPE.HOMELAND)
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end
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-- 向红点绑定物体
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