玲珑宝镜修改提交
parent
d72a7b79e0
commit
f45fa022ea
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@ -452,4 +452,5 @@ SubUIConfig = {
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[25] = { name = "FuXingGaoZhaoPanel", assetName = "FuXingGaoZhaoPanel", script = "Modules/FuXingGaoZhao/FuXingGaoZhaoPanel" },
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[26] = { name = "NiuQiChongTianPanel", assetName = "NiuQiChongTianPanel", script = "Modules/NiuQiChongTian/NiuQiChongTianPanel" },
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[27] = {name = "TimeLimitUpHero",assetName = "TimeLimitUpHero",script = "Modules/DynamicActivity/TimeLimitUpHero"}, --限时英雄up界面
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[28] = {name = "LingLongBaoJingPanel",assetName = "LingLongBaoJingPanel",script = "Modules/linglongbaojing/LingLongBaoJingPanel"}, --限时英雄up界面
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}
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@ -884,6 +884,8 @@ function this:TabBtnAction(id,actType,data)
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-- UIManager.OpenPanel(UIName.FuXingGaoZhaoPanel)
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elseif id == ActivityTypeDef.TaSuiLingXiao then
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UIManager.OpenPanel(UIName.TaSuiLingXiaoPanel)
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elseif id == ActivityTypeDef.lingLongBaoJing then
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UIManager.OpenPanel(UIName.ActivityMainPanel,id)
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end
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elseif actType == 2 then
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if id == FUNCTION_OPEN_TYPE.SERVER_START_GIFT then
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@ -4,7 +4,7 @@ local hitList = {} --已经抽取了的
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local rewardList = {}
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--初始化
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function this.Initialize()
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Game.GlobalEvent.AddEvent(GameEvent.Activity.OnActivityOpenOrClose,this.InitData)
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Game.GlobalEvent:AddEvent(GameEvent.Activity.OnActivityOpenOrClose,this.InitData)
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end
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function this.InitData(func)
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@ -16,6 +16,7 @@ function this.InitData(func)
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end
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this.InitDataList(id)
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NetManager.QiMenDunJiaHitListRequest(id,function(msg)
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LogGreen("msg.hitList:"..tostring(msg.hitList))
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hitList = msg.hitList
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this.SetDataListState(hitList)
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if func then
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@ -39,6 +40,10 @@ function this.InitDataList(id)
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end
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end
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function this.GetRewardList()
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return rewardList
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end
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function this.SetDataListState(list,typeIndex)
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if list and #list > 0 then
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for i = 1,#list do
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@ -60,14 +65,14 @@ function this.IsAllGet()
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index = index + 1
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end
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end
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if index < 1 then
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this.SetDataListState()
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end
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return index < 1
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end
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function this.QiMenDunJiaDrawRequest(id,func)
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NetManager.QiMenDunJiaDrawRequest(id,function(msg)
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for i = 1,#msg.idList do
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LogGreen("msg.idList:"..msg.idList[i])
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end
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this.SetDataListState(msg.idList)
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if func then
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func(msg.idList,msg.drop)
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@ -1,5 +1,5 @@
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local LuckyTurnTablePanel = {}
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local rechargeNum = 0
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local LingLongBaoJingPanel = {}
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local data = {}
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---转盘旋转类型
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local TableTurnType={
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Normal=1,--默认旋转
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@ -7,19 +7,17 @@ local TableTurnType={
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}
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local curTurnPos=1 --当前位置
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local sortingOrder = 0
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function LuckyTurnTablePanel:New(gameObject)
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function LingLongBaoJingPanel:New(gameObject)
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local b = {}
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b.gameObject = gameObject
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b.transform = gameObject.transform
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setmetatable(b, { __index = LuckyTurnTablePanel })
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setmetatable(b, { __index = LingLongBaoJingPanel })
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return b
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end
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---初始化组件(用于子类重写)
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function LuckyTurnTablePanel:InitComponent(gameObject)
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function LingLongBaoJingPanel:InitComponent(gameObject)
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self.spLoader = SpriteLoader.New()
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self.luckyTurnPanel = Util.GetGameObject(self.gameObject,"Panel")
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self.upView = SubUIManager.Open(SubUIConfig.UpView, self.luckyTurnPanel.transform, { showType = UpViewOpenType.ShowLeft })
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@ -39,14 +37,14 @@ function LuckyTurnTablePanel:InitComponent(gameObject)
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for j = 1,self.itemList[i].go.transform.childCount do
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if not self.itemList[i][j] then
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self.itemList[i][j] = {}
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end
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end
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self.itemList[i][j].pos = Util.GetGameObject(self.itemList[i].go, "item"..j)
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self.itemList[i][j].item = newObjToParent(self.itemList[i].pre,self.itemList[i][j].pos)
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self.itemList[i][j].mask = Util.GetGameObject(self.itemList[i][j].item, "bg/mask")
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self.itemList[i][j].itemPos = Util.GetGameObject(self.itemList[i][j].item, "itemPos")
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self.itemList[i][j].get = Util.GetGameObject(self.itemList[i][j].item, "get")
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self.itemList[i][j].selectKuang = Util.GetGameObject(self.itemList[i][j].item, "selectKuang")
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self.itemList[i][j].itemView = SubUIManager.Open(SubUIConfig.ItemView, self.itemList[i][j].itemPos)
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self.itemList[i][j].itemView = SubUIManager.Open(SubUIConfig.ItemView, self.itemList[i][j].itemPos.transform)
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self.itemList[i][j].itemView.gameObject:SetActive(false)
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end
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end
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@ -74,7 +72,7 @@ function LuckyTurnTablePanel:InitComponent(gameObject)
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end
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---绑定事件(用于子类重写)
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function LuckyTurnTablePanel:BindEvent()
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function LingLongBaoJingPanel:BindEvent()
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--帮助按钮
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Util.AddClick(self.helpBtn,function()
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--Log("==YSP==点击帮助按钮")
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@ -84,34 +82,72 @@ function LuckyTurnTablePanel:BindEvent()
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Util.AddClick(self.btnPreview, function()
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UIManager.OpenPanel(UIName.RewardPreviewPopup)
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end)
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Util.AddClick(self.propBtn, function()
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-- LingLongBaoJingManager.QiMenDunJiaDrawRequest(self.actId,function(idList,drop)
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-- end)
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local drop = {}
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local idList = {1,1}
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local x = function(isGetBigReward)
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LingLongBaoJingManager.SetDataListState(idList)
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local tempData = {}
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for i = 1,#idList do
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table.insert(tempData,data[idList[i]])
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end
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self:RefreshTreasureTypeState(0,tempData)
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UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function()
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self:SetTableTurnEffect(TableTurnType.Normal)--恢复转盘旋转
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LuckyTurnTableManager.isCanGetWorldMessage=true
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if isGetBigReward then
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if LingLongBaoJingManager.IsAllGet() then
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LingLongBaoJingManager.SetDataListState(nil,1)
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self:RefreshTreasureTypeState(1)
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end
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LingLongBaoJingManager.SetDataListState(nil,2)
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self:RefreshTreasureTypeState(2)
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end
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end)
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end
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self:SetTableTurnEffect(TableTurnType.Expedite,2,idList[1],function()
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if idList[2] and idList[2] > 0 then
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PopupTipPanel.ShowTip("播放一些开门的特效")
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self:RefreshTreasureMaskByType(1,false)
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self:SetTableTurnEffect(TableTurnType.Expedite,1,idList[2],function()
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self:RefreshTreasureMaskByType(1,true)
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x(true)
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end)
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else
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x(false)
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end
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end)
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end)
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end
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---添加事件监听(用于子类重写)
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function LuckyTurnTablePanel:AddListener()
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function LingLongBaoJingPanel:AddListener()
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end
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---移除事件监听(用于子类重写)
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function LuckyTurnTablePanel:RemoveListener()
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function LingLongBaoJingPanel:RemoveListener()
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end
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--界面打开时调用(用于子类重写)
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function LuckyTurnTablePanel:OnOpen(_activityConfig,_index,parent)
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function LingLongBaoJingPanel:OnOpen(_activityConfig,_index,parent)
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self.actConfig = _activityConfig
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self.pageIndex = _index
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self.parent = parent
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end
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function LuckyTurnTablePanel:OnSortingOrderChange(_sortingOrder)
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function LingLongBaoJingPanel:OnSortingOrderChange(_sortingOrder)
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self.sortingOrder = _sortingOrder
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end
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-- 打开,重新打开时回调
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function LuckyTurnTablePanel:OnShow()
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function LingLongBaoJingPanel:OnShow(_sortingOrder)
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self.gameObject:SetActive(true)
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Util.SetParticleSortLayer(self.UI_Effect_jinkuang_Yuan, self.sortingOrder+1)
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self.extra:SetActive(true)
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self.sortingOrder = _sortingOrder
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self.actId = self.actConfig.ActId
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self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType
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if self.actConfig.IfBack == 1 then
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@ -125,137 +161,94 @@ function LuckyTurnTablePanel:OnShow()
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end
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end
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end
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end
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if self.actConfig.Icon[3] and self.actConfig.Icon[3] ~= "" and self.actConfig.Icon[3] ~= "0" then
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self.titleBgIma.enabled = true
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self.titleBgIma.sprite = self.spLoader:LoadSprite(self.actConfig.Icon[3])
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else
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self.titleBgIma.enabled = false
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end
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if self.actConfig.Icon[4] and self.actConfig.Icon[4] ~= "" then
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self.titleIma.gameObject:SetActive(true)
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self.titleIma.sprite = self.spLoader:LoadSprite(self.actConfig.Icon[4])
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self.titleIma:SetNativeSize()
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self.titleIma.transform.localPosition = Vector3.New(self.actConfig.TitleImapos[1],self.actConfig.TitleImapos[2],self.actConfig.TitleImapos[3])
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else
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self.titleIma.gameObject:SetActive(false)
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end
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if self.actConfig.TitleText and self.actConfig.TitleText ~= "" then
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local str = string.split(GetLanguageStrById(self.actConfig.TitleText),"|")
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self.titleTip.text = str[1]
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self.titleTip.transform.localPosition = Vector3.New((str[2] or 0),(str[3] or 0),(str[4] or 0))
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self.titleTip.gameObject:SetActive(true)
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else
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self.titleTip.gameObject:SetActive(false)
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end
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if self.actConfig.Id == 63 then
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VipManager.SetGrowthPackagePointStatus()
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CheckRedPointStatus(RedPointType.GrowthPackage)
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end
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self:RefreshBanner()
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self:RefreshData(true,true,true)
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self.turnEffect = Timer.New()
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self:RefreshTreasureType()
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self:DelayMaskWithTime(1.5)
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end
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function LingLongBaoJingPanel:RefreshTreasureType()
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data = LingLongBaoJingManager.GetRewardList()
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for k,v in pairs(data) do
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self.itemList[v.typeIndex][v.address].itemView:OnOpen(false, v.reward,1,false,false,false,self.sortingOrder)
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self.itemList[v.typeIndex][v.address].itemView.gameObject:SetActive(true)
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self:RefreshTreasureTypeState(0,data)
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end
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self:RefreshTreasureMaskByType(1,true)
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self:RefreshTreasureMaskByType(2,false)
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end
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---切换探宝类型
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function LingLongBaoJingPanel:RefreshTreasureTypeState(typeIndex,_data)
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--只重置_data
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local tempData = {}
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if typeIndex == 0 then
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tempData = _data
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--重置typeIndex对应的圈
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else
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data = LingLongBaoJingManager.GetRewardList()
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tempData = data
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end
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for k,v in pairs(tempData) do
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if v.state == 0 and v.typeIndex == typeIndex then
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self.itemList[v.typeIndex][v.address].get.gameObject:SetActive(false)
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else
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self.itemList[v.typeIndex][v.address].get.gameObject:SetActive(true)
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end
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end
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end
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function LingLongBaoJingPanel:RefreshTreasureMaskByType(typeIndex,value)
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for k,v in pairs(data) do
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if v.typeIndex == typeIndex then
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self.itemList[v.typeIndex][v.address].mask.gameObject:SetActive(value)
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end
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end
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end
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---界面关闭时调用(用于子类重写)
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function LuckyTurnTablePanel:OnClose()
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function LingLongBaoJingPanel:OnClose()
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self.gameObject:SetActive(false)
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if self.thread then
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coroutine.stop(self.thread)
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self.thread=nil
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end
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if self.turnEffect then
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self.turnEffect:Stop()
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self.turnEffect=nil
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self.turnEffect = nil
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end
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end
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---界面销毁时调用(用于子类重写)
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function LuckyTurnTablePanel:OnDestroy()
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function LingLongBaoJingPanel:OnDestroy()
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for k,v in ipairs(self.itemList) do
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for n,m in ipairs(v) do
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SubUIManager.Close(m.itemView)
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end
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end
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self.itemList = {}
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self.spLoader:Destroy()
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SubUIManager.Close(self.upView)
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end
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---打开面板
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function self.LuckyTurnOnShow(treasureType)
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if not self.turnEffect then
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self.turnEffect=Timer.New(nil,1,-1,true)
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end
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end
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---切换探宝类型
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function self.SwitchTreasureType(treasureType)
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--请求跑马灯物品数据
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LuckyTurnTableManager.GetLuckyTurnRequest(function(msg)
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self.SetItemViewShow(msg.posInfos,function()
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self.SetItemViewGray(LuckyTurnTableManager.luckyData)
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end)
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end)
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--探宝10次按钮
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Util.AddOnceClick(self.treasureMultipleBtn, function()
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if LuckyTurnTableManager.GetTreasureTicketNum(treasureType)-moreData[2]>=0
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and LuckyTurnTableManager.advanceTimes + 10 <= maxTimesCount then
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LuckyTurnTableManager.GetLuckyTurnRankRequest(TreasureType.Advanced,true,function()
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LuckyTurnTableManager.SetTimes(nil,LuckyTurnTableManager.advanceTimes + 10)
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self.maxTimes.text =string.format(Language[11156],LuckyTurnTableManager.advanceTimes,maxTimesCount)
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--Log("==YSP== 高级探宝返回的是什么"..tostring(LuckyTurnTableManager.advancedTempData))
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self.SetTableTurnEffect(TableTurnType.Expedite,TreasureType.Advanced,LuckyTurnTableManager.advancedTempData.posInfos[1].pos)
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self.SetPropShow(61,TreasureType.Advanced)
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self.RrFreshInfo()
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end)
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else
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if not RECHARGEABLE then--(是否开启充值)
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PopupTipPanel.ShowTip(Language[11160])
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else
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if LuckyTurnTableManager.advanceTimes + 10 > maxTimesCount then
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PopupTipPanel.ShowTip(Language[11158])
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return
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else
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,61,nil)
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end
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end
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end
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end)
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self.RrFreshInfo()
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self.mask.transform:SetAsLastSibling();
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end
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---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
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function self.SetTableTurnEffect(turnType,treasureType,pos)
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function LingLongBaoJingPanel:SetTableTurnEffect(turnType,treasureType,pos,func)
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if turnType==TableTurnType.Normal then --默认旋转
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self.TurnEffectReset(0.5)
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self:TurnEffectReset(0.5,treasureType)
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self.turnEffect:Start()
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elseif turnType==TableTurnType.Expedite then --抽奖旋转 至指定位置
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self.DelayMaskWithBool(true)
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LuckyTurnTableManager.isCanGetWorldMessage=false
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self.TurnEffectReset(0.05)
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self:DelayMaskWithBool(true)
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self:TurnEffectReset(0.05,treasureType)
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self.turnEffect:Start()
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self.thread=coroutine.start(function()
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self.thread = coroutine.start(function()
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coroutine.wait(1)--2
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self.TurnEffectReset(0.2)
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self:TurnEffectReset(0.2,treasureType)
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coroutine.wait(0.4)--0.8
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self.TurnEffectReset(0.4,true,pos,function()--当效果播放完毕后 从管理器取得数据
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self:TurnEffectReset(0.4,treasureType,true,pos,function()--当效果播放完毕后 从管理器取得数据
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local timer=Timer.New(function()
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self.DelayMaskWithBool(false)
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if treasureType==TreasureType.Lucky then
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UIManager.OpenPanel(UIName.RewardItemPopup,LuckyTurnTableManager.luckyTempData.drop,1,function()
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self.SetTableTurnEffect(TableTurnType.Normal)--恢复转盘旋转
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LuckyTurnTableManager.isCanGetWorldMessage=true
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end)--打开奖励弹窗
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self.SetItemViewGray(LuckyTurnTableManager.luckyData)--刷新物品是否置灰
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elseif treasureType==TreasureType.Advanced then
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UIManager.OpenPanel(UIName.RewardItemPopup,LuckyTurnTableManager.advancedTempData.drop,1,function()
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self.SetTableTurnEffect(TableTurnType.Normal)--恢复转盘旋转
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LuckyTurnTableManager.isCanGetWorldMessage=true
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end)
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self.SetItemViewGray(LuckyTurnTableManager.advancedData)
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self:DelayMaskWithBool(false)
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if func then
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func()
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end
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end,0.5,1,true)
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timer:Start()
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@ -265,117 +258,90 @@ function self.SetTableTurnEffect(turnType,treasureType,pos)
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end
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---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
|
||||
Loading…
Reference in New Issue