玲珑宝镜修改提交

dev_chengFeng
jiaoyangna 2021-06-15 11:41:37 +08:00
parent d72a7b79e0
commit f45fa022ea
4 changed files with 188 additions and 218 deletions

View File

@ -452,4 +452,5 @@ SubUIConfig = {
[25] = { name = "FuXingGaoZhaoPanel", assetName = "FuXingGaoZhaoPanel", script = "Modules/FuXingGaoZhao/FuXingGaoZhaoPanel" },
[26] = { name = "NiuQiChongTianPanel", assetName = "NiuQiChongTianPanel", script = "Modules/NiuQiChongTian/NiuQiChongTianPanel" },
[27] = {name = "TimeLimitUpHero",assetName = "TimeLimitUpHero",script = "Modules/DynamicActivity/TimeLimitUpHero"}, --限时英雄up界面
[28] = {name = "LingLongBaoJingPanel",assetName = "LingLongBaoJingPanel",script = "Modules/linglongbaojing/LingLongBaoJingPanel"}, --限时英雄up界面
}

View File

@ -884,6 +884,8 @@ function this:TabBtnAction(id,actType,data)
-- UIManager.OpenPanel(UIName.FuXingGaoZhaoPanel)
elseif id == ActivityTypeDef.TaSuiLingXiao then
UIManager.OpenPanel(UIName.TaSuiLingXiaoPanel)
elseif id == ActivityTypeDef.lingLongBaoJing then
UIManager.OpenPanel(UIName.ActivityMainPanel,id)
end
elseif actType == 2 then
if id == FUNCTION_OPEN_TYPE.SERVER_START_GIFT then

View File

@ -4,7 +4,7 @@ local hitList = {} --已经抽取了的
local rewardList = {}
--初始化
function this.Initialize()
Game.GlobalEvent.AddEvent(GameEvent.Activity.OnActivityOpenOrClose,this.InitData)
Game.GlobalEvent:AddEvent(GameEvent.Activity.OnActivityOpenOrClose,this.InitData)
end
function this.InitData(func)
@ -16,6 +16,7 @@ function this.InitData(func)
end
this.InitDataList(id)
NetManager.QiMenDunJiaHitListRequest(id,function(msg)
LogGreen("msg.hitList:"..tostring(msg.hitList))
hitList = msg.hitList
this.SetDataListState(hitList)
if func then
@ -39,6 +40,10 @@ function this.InitDataList(id)
end
end
function this.GetRewardList()
return rewardList
end
function this.SetDataListState(list,typeIndex)
if list and #list > 0 then
for i = 1,#list do
@ -60,14 +65,14 @@ function this.IsAllGet()
index = index + 1
end
end
if index < 1 then
this.SetDataListState()
end
return index < 1
end
function this.QiMenDunJiaDrawRequest(id,func)
NetManager.QiMenDunJiaDrawRequest(id,function(msg)
for i = 1,#msg.idList do
LogGreen("msg.idList:"..msg.idList[i])
end
this.SetDataListState(msg.idList)
if func then
func(msg.idList,msg.drop)

View File

@ -1,5 +1,5 @@
local LuckyTurnTablePanel = {}
local rechargeNum = 0
local LingLongBaoJingPanel = {}
local data = {}
---转盘旋转类型
local TableTurnType={
Normal=1,--默认旋转
@ -7,19 +7,17 @@ local TableTurnType={
}
local curTurnPos=1 --当前位置
local sortingOrder = 0
function LuckyTurnTablePanel:New(gameObject)
function LingLongBaoJingPanel:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = LuckyTurnTablePanel })
setmetatable(b, { __index = LingLongBaoJingPanel })
return b
end
---初始化组件(用于子类重写)
function LuckyTurnTablePanel:InitComponent(gameObject)
function LingLongBaoJingPanel:InitComponent(gameObject)
self.spLoader = SpriteLoader.New()
self.luckyTurnPanel = Util.GetGameObject(self.gameObject,"Panel")
self.upView = SubUIManager.Open(SubUIConfig.UpView, self.luckyTurnPanel.transform, { showType = UpViewOpenType.ShowLeft })
@ -39,14 +37,14 @@ function LuckyTurnTablePanel:InitComponent(gameObject)
for j = 1,self.itemList[i].go.transform.childCount do
if not self.itemList[i][j] then
self.itemList[i][j] = {}
end
end
self.itemList[i][j].pos = Util.GetGameObject(self.itemList[i].go, "item"..j)
self.itemList[i][j].item = newObjToParent(self.itemList[i].pre,self.itemList[i][j].pos)
self.itemList[i][j].mask = Util.GetGameObject(self.itemList[i][j].item, "bg/mask")
self.itemList[i][j].itemPos = Util.GetGameObject(self.itemList[i][j].item, "itemPos")
self.itemList[i][j].get = Util.GetGameObject(self.itemList[i][j].item, "get")
self.itemList[i][j].selectKuang = Util.GetGameObject(self.itemList[i][j].item, "selectKuang")
self.itemList[i][j].itemView = SubUIManager.Open(SubUIConfig.ItemView, self.itemList[i][j].itemPos)
self.itemList[i][j].itemView = SubUIManager.Open(SubUIConfig.ItemView, self.itemList[i][j].itemPos.transform)
self.itemList[i][j].itemView.gameObject:SetActive(false)
end
end
@ -74,7 +72,7 @@ function LuckyTurnTablePanel:InitComponent(gameObject)
end
---绑定事件(用于子类重写)
function LuckyTurnTablePanel:BindEvent()
function LingLongBaoJingPanel:BindEvent()
--帮助按钮
Util.AddClick(self.helpBtn,function()
--Log("==YSP==点击帮助按钮")
@ -84,34 +82,72 @@ function LuckyTurnTablePanel:BindEvent()
Util.AddClick(self.btnPreview, function()
UIManager.OpenPanel(UIName.RewardPreviewPopup)
end)
Util.AddClick(self.propBtn, function()
-- LingLongBaoJingManager.QiMenDunJiaDrawRequest(self.actId,function(idList,drop)
-- end)
local drop = {}
local idList = {1,1}
local x = function(isGetBigReward)
LingLongBaoJingManager.SetDataListState(idList)
local tempData = {}
for i = 1,#idList do
table.insert(tempData,data[idList[i]])
end
self:RefreshTreasureTypeState(0,tempData)
UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function()
self:SetTableTurnEffect(TableTurnType.Normal)--恢复转盘旋转
LuckyTurnTableManager.isCanGetWorldMessage=true
if isGetBigReward then
if LingLongBaoJingManager.IsAllGet() then
LingLongBaoJingManager.SetDataListState(nil,1)
self:RefreshTreasureTypeState(1)
end
LingLongBaoJingManager.SetDataListState(nil,2)
self:RefreshTreasureTypeState(2)
end
end)
end
self:SetTableTurnEffect(TableTurnType.Expedite,2,idList[1],function()
if idList[2] and idList[2] > 0 then
PopupTipPanel.ShowTip("播放一些开门的特效")
self:RefreshTreasureMaskByType(1,false)
self:SetTableTurnEffect(TableTurnType.Expedite,1,idList[2],function()
self:RefreshTreasureMaskByType(1,true)
x(true)
end)
else
x(false)
end
end)
end)
end
---添加事件监听(用于子类重写)
function LuckyTurnTablePanel:AddListener()
function LingLongBaoJingPanel:AddListener()
end
---移除事件监听(用于子类重写)
function LuckyTurnTablePanel:RemoveListener()
function LingLongBaoJingPanel:RemoveListener()
end
--界面打开时调用(用于子类重写)
function LuckyTurnTablePanel:OnOpen(_activityConfig,_index,parent)
function LingLongBaoJingPanel:OnOpen(_activityConfig,_index,parent)
self.actConfig = _activityConfig
self.pageIndex = _index
self.parent = parent
end
function LuckyTurnTablePanel:OnSortingOrderChange(_sortingOrder)
function LingLongBaoJingPanel:OnSortingOrderChange(_sortingOrder)
self.sortingOrder = _sortingOrder
end
-- 打开,重新打开时回调
function LuckyTurnTablePanel:OnShow()
function LingLongBaoJingPanel:OnShow(_sortingOrder)
self.gameObject:SetActive(true)
Util.SetParticleSortLayer(self.UI_Effect_jinkuang_Yuan, self.sortingOrder+1)
self.extra:SetActive(true)
self.sortingOrder = _sortingOrder
self.actId = self.actConfig.ActId
self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType
if self.actConfig.IfBack == 1 then
@ -125,137 +161,94 @@ function LuckyTurnTablePanel:OnShow()
end
end
end
end
if self.actConfig.Icon[3] and self.actConfig.Icon[3] ~= "" and self.actConfig.Icon[3] ~= "0" then
self.titleBgIma.enabled = true
self.titleBgIma.sprite = self.spLoader:LoadSprite(self.actConfig.Icon[3])
else
self.titleBgIma.enabled = false
end
if self.actConfig.Icon[4] and self.actConfig.Icon[4] ~= "" then
self.titleIma.gameObject:SetActive(true)
self.titleIma.sprite = self.spLoader:LoadSprite(self.actConfig.Icon[4])
self.titleIma:SetNativeSize()
self.titleIma.transform.localPosition = Vector3.New(self.actConfig.TitleImapos[1],self.actConfig.TitleImapos[2],self.actConfig.TitleImapos[3])
else
self.titleIma.gameObject:SetActive(false)
end
if self.actConfig.TitleText and self.actConfig.TitleText ~= "" then
local str = string.split(GetLanguageStrById(self.actConfig.TitleText),"|")
self.titleTip.text = str[1]
self.titleTip.transform.localPosition = Vector3.New((str[2] or 0),(str[3] or 0),(str[4] or 0))
self.titleTip.gameObject:SetActive(true)
else
self.titleTip.gameObject:SetActive(false)
end
if self.actConfig.Id == 63 then
VipManager.SetGrowthPackagePointStatus()
CheckRedPointStatus(RedPointType.GrowthPackage)
end
self:RefreshBanner()
self:RefreshData(true,true,true)
self.turnEffect = Timer.New()
self:RefreshTreasureType()
self:DelayMaskWithTime(1.5)
end
function LingLongBaoJingPanel:RefreshTreasureType()
data = LingLongBaoJingManager.GetRewardList()
for k,v in pairs(data) do
self.itemList[v.typeIndex][v.address].itemView:OnOpen(false, v.reward,1,false,false,false,self.sortingOrder)
self.itemList[v.typeIndex][v.address].itemView.gameObject:SetActive(true)
self:RefreshTreasureTypeState(0,data)
end
self:RefreshTreasureMaskByType(1,true)
self:RefreshTreasureMaskByType(2,false)
end
---切换探宝类型
function LingLongBaoJingPanel:RefreshTreasureTypeState(typeIndex,_data)
--只重置_data
local tempData = {}
if typeIndex == 0 then
tempData = _data
--重置typeIndex对应的圈
else
data = LingLongBaoJingManager.GetRewardList()
tempData = data
end
for k,v in pairs(tempData) do
if v.state == 0 and v.typeIndex == typeIndex then
self.itemList[v.typeIndex][v.address].get.gameObject:SetActive(false)
else
self.itemList[v.typeIndex][v.address].get.gameObject:SetActive(true)
end
end
end
function LingLongBaoJingPanel:RefreshTreasureMaskByType(typeIndex,value)
for k,v in pairs(data) do
if v.typeIndex == typeIndex then
self.itemList[v.typeIndex][v.address].mask.gameObject:SetActive(value)
end
end
end
---界面关闭时调用(用于子类重写)
function LuckyTurnTablePanel:OnClose()
function LingLongBaoJingPanel:OnClose()
self.gameObject:SetActive(false)
if self.thread then
coroutine.stop(self.thread)
self.thread=nil
end
if self.turnEffect then
self.turnEffect:Stop()
self.turnEffect=nil
self.turnEffect = nil
end
end
---界面销毁时调用(用于子类重写)
function LuckyTurnTablePanel:OnDestroy()
function LingLongBaoJingPanel:OnDestroy()
for k,v in ipairs(self.itemList) do
for n,m in ipairs(v) do
SubUIManager.Close(m.itemView)
end
end
self.itemList = {}
self.spLoader:Destroy()
SubUIManager.Close(self.upView)
end
---打开面板
function self.LuckyTurnOnShow(treasureType)
if not self.turnEffect then
self.turnEffect=Timer.New(nil,1,-1,true)
end
end
---切换探宝类型
function self.SwitchTreasureType(treasureType)
--请求跑马灯物品数据
LuckyTurnTableManager.GetLuckyTurnRequest(function(msg)
self.SetItemViewShow(msg.posInfos,function()
self.SetItemViewGray(LuckyTurnTableManager.luckyData)
end)
end)
--探宝10次按钮
Util.AddOnceClick(self.treasureMultipleBtn, function()
if LuckyTurnTableManager.GetTreasureTicketNum(treasureType)-moreData[2]>=0
and LuckyTurnTableManager.advanceTimes + 10 <= maxTimesCount then
LuckyTurnTableManager.GetLuckyTurnRankRequest(TreasureType.Advanced,true,function()
LuckyTurnTableManager.SetTimes(nil,LuckyTurnTableManager.advanceTimes + 10)
self.maxTimes.text =string.format(Language[11156],LuckyTurnTableManager.advanceTimes,maxTimesCount)
--Log("==YSP== 高级探宝返回的是什么"..tostring(LuckyTurnTableManager.advancedTempData))
self.SetTableTurnEffect(TableTurnType.Expedite,TreasureType.Advanced,LuckyTurnTableManager.advancedTempData.posInfos[1].pos)
self.SetPropShow(61,TreasureType.Advanced)
self.RrFreshInfo()
end)
else
if not RECHARGEABLE then--(是否开启充值)
PopupTipPanel.ShowTip(Language[11160])
else
if LuckyTurnTableManager.advanceTimes + 10 > maxTimesCount then
PopupTipPanel.ShowTip(Language[11158])
return
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,61,nil)
end
end
end
end)
self.RrFreshInfo()
self.mask.transform:SetAsLastSibling();
end
---设置转盘滚动 1旋转类型 2探宝类型 3服务器给的探宝后位置
function self.SetTableTurnEffect(turnType,treasureType,pos)
function LingLongBaoJingPanel:SetTableTurnEffect(turnType,treasureType,pos,func)
if turnType==TableTurnType.Normal then --默认旋转
self.TurnEffectReset(0.5)
self:TurnEffectReset(0.5,treasureType)
self.turnEffect:Start()
elseif turnType==TableTurnType.Expedite then --抽奖旋转 至指定位置
self.DelayMaskWithBool(true)
LuckyTurnTableManager.isCanGetWorldMessage=false
self.TurnEffectReset(0.05)
self:DelayMaskWithBool(true)
self:TurnEffectReset(0.05,treasureType)
self.turnEffect:Start()
self.thread=coroutine.start(function()
self.thread = coroutine.start(function()
coroutine.wait(1)--2
self.TurnEffectReset(0.2)
self:TurnEffectReset(0.2,treasureType)
coroutine.wait(0.4)--0.8
self.TurnEffectReset(0.4,true,pos,function()--当效果播放完毕后 从管理器取得数据
self:TurnEffectReset(0.4,treasureType,true,pos,function()--当效果播放完毕后 从管理器取得数据
local timer=Timer.New(function()
self.DelayMaskWithBool(false)
if treasureType==TreasureType.Lucky then
UIManager.OpenPanel(UIName.RewardItemPopup,LuckyTurnTableManager.luckyTempData.drop,1,function()
self.SetTableTurnEffect(TableTurnType.Normal)--恢复转盘旋转
LuckyTurnTableManager.isCanGetWorldMessage=true
end)--打开奖励弹窗
self.SetItemViewGray(LuckyTurnTableManager.luckyData)--刷新物品是否置灰
elseif treasureType==TreasureType.Advanced then
UIManager.OpenPanel(UIName.RewardItemPopup,LuckyTurnTableManager.advancedTempData.drop,1,function()
self.SetTableTurnEffect(TableTurnType.Normal)--恢复转盘旋转
LuckyTurnTableManager.isCanGetWorldMessage=true
end)
self.SetItemViewGray(LuckyTurnTableManager.advancedData)
self:DelayMaskWithBool(false)
if func then
func()
end
end,0.5,1,true)
timer:Start()
@ -265,117 +258,90 @@ function self.SetTableTurnEffect(turnType,treasureType,pos)
end
---转盘滚动特效重设 1移动速度值越小越快 2是否停止 3停止位置
function self.TurnEffectReset(turnSpeed,isStop,pos,func)
function LingLongBaoJingPanel:TurnEffectReset(turnSpeed,treasureType,isStop,pos,func)
self.turnEffect:Reset(function()
if curTurnPos==1 then
self.itemEffectIcon[8]:SetActive(false)
if treasureType == 2 then
if curTurnPos == 1 or curTurnPos == 2 then
self.itemList[treasureType][#self.itemList[treasureType]].selectKuang.gameObject:SetActive(false)
self.itemList[treasureType][1]:SetActive(true)
self.itemList[treasureType][2]:SetActive(true)
else
self.itemList[treasureType][curTurnPos - 1].selectKuang.gameObject:SetActive(false)
if curTurnPos == 3 then
self.itemList[treasureType][curTurnPos - 2].selectKuang.gameObject:SetActive(false)
end
self.itemList[treasureType][curTurnPos]:SetActive(true)
end
else
self.itemEffectIcon[curTurnPos-1]:SetActive(false)
if curTurnPos == 1 then
self.itemList[treasureType][#self.itemList[treasureType]].selectKuang.gameObject:SetActive(false)
else
self.itemList[treasureType][curTurnPos - 1].selectKuang.gameObject:SetActive(false)
end
self.itemList[treasureType][curTurnPos]:SetActive(true)
end
if curTurnPos>=9 then
curTurnPos=1
if curTurnPos >= #self.itemList[treasureType] then
curTurnPos = 1
end
if isStop then
if pos==curTurnPos then--如果停到对应位置
if (pos == curTurnPos) or (treasureType == 2 and ((pos == 1 and curTurnPos == 2) or (pos == 2 and curTurnPos == 1))) then--如果停到对应位置
self.turnEffect:Stop()--暂停跑马灯
if func then--回调
func()
end
end
end
self.itemEffectIcon[curTurnPos]:SetActive(true)
curTurnPos=curTurnPos+1
if treasureType == 2 then
curTurnPos = curTurnPos == 1 and curTurnPos + 2 or curTurnPos + 1
else
curTurnPos = curTurnPos + 1
end
end,turnSpeed,-1,true)
end
---设置跑马灯物品显示 func确保先生成itemview 再置灰
function self.SetItemViewShow(data,func)
for i = 1, #self.itemViewList do
local tab={LuckyTurnTableManager.dialRewardConfig[data[i].luckId].Reward[1],LuckyTurnTableManager.dialRewardConfig[data[i].luckId].Reward[2]}
self.itemViewList[i]:OnOpen(false, {tab[1],tab[2]},1, false, false, false, sortingOrder)
local qua= LuckyTurnTableManager.dialRewardConfig[data[i].luckId].Rare
self.itemQuality[i].sprite = self.spLoader:LoadSprite(quaImage[qua])
self.itemQuality[i]:SetNativeSize()
if qua > 0 then
self.itemQuality[i].gameObject:SetActive(true)
self.itemQuality[i].transform:SetAsLastSibling()
else
self.itemQuality[i].gameObject:SetActive(false)
end
end
if func then
func()
end
end
---设置跑马灯物品置灰
function self.SetItemViewGray(data)
for i = 1, #data do
if LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum~=0 then
local isGray = data[i].luckTimes >= LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum
Util.SetGray(self.itemViewList[i].gameObject, isGray)
self.itemViewList[i]:SetEffectShow(not isGray)
end
if LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum==0 then
Util.SetGray(self.itemViewList[i].gameObject,false)
self.itemViewList[i]:SetEffectShow(true)
end
end
end
---设置道具拥有显示 1道具id 2探宝类型
function self.SetPropShow(itemId,treasureType)
end
function LingLongBaoJingPanel:SetPropShow(itemId,treasureType)
---播放刷新动画
function self.PlayItemListAnim()
self.DelayMaskWithTime(1.5)
for i = 1, 8 do
self.itemList[i]:GetComponent("PlayFlyAnim"):PlayAnim(true)
end
end
---刷新幸运值
function self.RefreshLuckyValue()
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
LuckyTurnTableManager.SetLuckyValue()
local data=LuckyTurnTableManager.GetLuckyValue()
self.luckyValueNum.text=data.."/"..LuckyTurnTableManager.boxReward_One[5].Values[1][1]
self.luckySlider.minValue=0
self.luckySlider.maxValue=LuckyTurnTableManager.boxReward_One[5].Values[1][1]
self.luckySlider.value=data
self.rewardBoxList[1].transform:DOAnchorPosX(-11.4,0)--有时间再优化成动态计算
self.rewardBoxList[2].transform:DOAnchorPosX(125.2,0)
self.rewardBoxList[3].transform:DOAnchorPosX(262,0)
self.rewardBoxList[4].transform:DOAnchorPosX(400,0)
self.rewardBoxList[5].transform:DOAnchorPosX(654.25,0)
elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
LuckyTurnTableManager.SetLuckyValue()
local data=LuckyTurnTableManager.GetLuckyValue()
self.luckyValueNum.text=data.."/"..LuckyTurnTableManager.boxReward_Two[5].Values[1][1]
self.luckySlider.minValue=0
self.luckySlider.maxValue=LuckyTurnTableManager.boxReward_Two[5].Values[1][1]
self.luckySlider.value=data
self.rewardBoxList[1].transform:DOAnchorPosX(-11.4,0)
self.rewardBoxList[2].transform:DOAnchorPosX(125.2,0)
self.rewardBoxList[3].transform:DOAnchorPosX(262,0)
self.rewardBoxList[4].transform:DOAnchorPosX(400,0)
self.rewardBoxList[5].transform:DOAnchorPosX(654.25,0)
end
function LingLongBaoJingPanel:RefreshLuckyValue()
-- if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
-- LuckyTurnTableManager.SetLuckyValue()
-- local data=LuckyTurnTableManager.GetLuckyValue()
-- self.luckyValueNum.text=data.."/"..LuckyTurnTableManager.boxReward_One[5].Values[1][1]
-- self.luckySlider.minValue=0
-- self.luckySlider.maxValue=LuckyTurnTableManager.boxReward_One[5].Values[1][1]
-- self.luckySlider.value=data
-- self.rewardBoxList[1].transform:DOAnchorPosX(-11.4,0)--有时间再优化成动态计算
-- self.rewardBoxList[2].transform:DOAnchorPosX(125.2,0)
-- self.rewardBoxList[3].transform:DOAnchorPosX(262,0)
-- self.rewardBoxList[4].transform:DOAnchorPosX(400,0)
-- self.rewardBoxList[5].transform:DOAnchorPosX(654.25,0)
-- elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
-- LuckyTurnTableManager.SetLuckyValue()
-- local data=LuckyTurnTableManager.GetLuckyValue()
-- self.luckyValueNum.text=data.."/"..LuckyTurnTableManager.boxReward_Two[5].Values[1][1]
-- self.luckySlider.minValue=0
-- self.luckySlider.maxValue=LuckyTurnTableManager.boxReward_Two[5].Values[1][1]
-- self.luckySlider.value=data
-- self.rewardBoxList[1].transform:DOAnchorPosX(-11.4,0)
-- self.rewardBoxList[2].transform:DOAnchorPosX(125.2,0)
-- self.rewardBoxList[3].transform:DOAnchorPosX(262,0)
-- self.rewardBoxList[4].transform:DOAnchorPosX(400,0)
-- self.rewardBoxList[5].transform:DOAnchorPosX(654.25,0)
-- end
end
---刷新信息
function self.RrFreshInfo()
self.RefreshLuckyValue()
self.CheckRedPoint()
self.SetRewardBox()
-- self.RewardBgProgress()
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
function LingLongBaoJingPanel:RrFreshInfo()
end
---延时遮罩 1按时间
function self.DelayMaskWithTime(delayTime)
function LingLongBaoJingPanel:DelayMaskWithTime(delayTime)
self.mask.gameObject:SetActive(true)
local closeMask=Timer.New(function()
self.mask.gameObject:SetActive(false)
@ -383,13 +349,9 @@ function self.DelayMaskWithTime(delayTime)
closeMask:Start()
end
---延时遮罩 1按bool
function self.DelayMaskWithBool(b)
if b then
self.mask.gameObject:SetActive(true)
else
self.mask.gameObject:SetActive(false)
end
function LingLongBaoJingPanel:DelayMaskWithBool(b)
self.mask.gameObject:SetActive(b)
end
return LuckyTurnTablePanel
return LingLongBaoJingPanel