From f45fa022ea76b3ed45849cf0cbb862a448147679 Mon Sep 17 00:00:00 2001 From: jiaoyangna <3046463818@qq.com> Date: Tue, 15 Jun 2021 11:41:37 +0800 Subject: [PATCH] =?UTF-8?q?=E7=8E=B2=E7=8F=91=E5=AE=9D=E9=95=9C=E4=BF=AE?= =?UTF-8?q?=E6=94=B9=E6=8F=90=E4=BA=A4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/ManagedResources/~Lua/Data/UIData.lua | 1 + .../~Lua/Modules/Main/MainPanel.lua | 2 + .../LingLongBaoJingManager.lua | 13 +- .../linglongbaojing/LingLongBaoJingPanel.lua | 390 ++++++++---------- 4 files changed, 188 insertions(+), 218 deletions(-) diff --git a/Assets/ManagedResources/~Lua/Data/UIData.lua b/Assets/ManagedResources/~Lua/Data/UIData.lua index 9a62984200..82c120491e 100644 --- a/Assets/ManagedResources/~Lua/Data/UIData.lua +++ b/Assets/ManagedResources/~Lua/Data/UIData.lua @@ -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 } \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Main/MainPanel.lua b/Assets/ManagedResources/~Lua/Modules/Main/MainPanel.lua index 8778d15861..e802ad586a 100644 --- a/Assets/ManagedResources/~Lua/Modules/Main/MainPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Main/MainPanel.lua @@ -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 diff --git a/Assets/ManagedResources/~Lua/Modules/linglongbaojing/LingLongBaoJingManager.lua b/Assets/ManagedResources/~Lua/Modules/linglongbaojing/LingLongBaoJingManager.lua index d840cc6496..3cebf52d3e 100644 --- a/Assets/ManagedResources/~Lua/Modules/linglongbaojing/LingLongBaoJingManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/linglongbaojing/LingLongBaoJingManager.lua @@ -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) diff --git a/Assets/ManagedResources/~Lua/Modules/linglongbaojing/LingLongBaoJingPanel.lua b/Assets/ManagedResources/~Lua/Modules/linglongbaojing/LingLongBaoJingPanel.lua index 28b40f36c1..1117edd979 100644 --- a/Assets/ManagedResources/~Lua/Modules/linglongbaojing/LingLongBaoJingPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/linglongbaojing/LingLongBaoJingPanel.lua @@ -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 \ No newline at end of file +return LingLongBaoJingPanel \ No newline at end of file