【逍遥游】修改地图的解锁方式为按顺序解锁,奖励显示不再显示数量并添加标签显示。

dev_chengFeng
gaoxin 2020-10-29 17:48:46 +08:00 committed by zhangqiang
parent c16a291063
commit f519c35bbd
3 changed files with 781 additions and 3 deletions

View File

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View File

@ -38,6 +38,14 @@ function this.GetOpenMapData(func)
end)
end
-- 判断地图是否首通
function this.IsFirstPass(mapId)
if not this.allMapData or not this.allMapData[mapId] or this.allMapData[mapId].first ~= 1 then
return false
end
return true
end
--打开逍遥游地图界面
function this.OpenXiaoYaoMap(mapId,func)
NetManager.JourneyGetOneInfoResponse(mapId,function (msg)

View File

@ -5,7 +5,7 @@ local cursortingOrder
local freeTravel = ConfigManager.GetConfig(ConfigName.FreeTravel)
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local _MaxNum = 10
local firstMapId = 6001
--初始化组件(用于子类重写)
function this:InitComponent()
this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
@ -85,7 +85,9 @@ function this.RefreshShow(data)
local _cruLevel = PlayerManager.level
Log("当前玩家等级:".._cruLevel)
for index, config in ConfigPairs(freeTravel) do
local _isUnLock = config.UnlockLevel >= 0 and _cruLevel >= config.UnlockLevel--判断章节是否开启
local _isUnLock = config.UnlockLevel >= 0
and _cruLevel >= config.UnlockLevel--判断章节是否开启
and (config.MapID == firstMapId or XiaoYaoManager.IsFirstPass(config.MapID - 1))
local showReward = ConfigManager.GetConfigData(ConfigName.RewardGroup,config.FirstReward).ShowItem
local _progress=0
local isShowRed=false
@ -99,6 +101,7 @@ function this.RefreshShow(data)
showReward = ConfigManager.GetConfigData(ConfigName.RewardGroup,config.FinalReward).ShowItem
end
end
local _singleData={
mapId=config.MapID,
mapName=config.FreeTravelName,
@ -139,6 +142,8 @@ function this.SingleDataShow(btn, go, data, index)
local reward = Util.GetGameObject(go, "fightIcon/reward")
local name = Util.GetGameObject(go, "fightIcon/name"):GetComponent("Text")
local redPoint = Util.GetGameObject(go, "fightIcon/redPoint")
local rewardTip = Util.GetGameObject(go, "fightIcon/rewardTip"):GetComponent("Image")
local _rewardObj= SubUIManager.Open(SubUIConfig.ItemView, reward.transform)
-- local progressObj=Util.GetGameObject(go,"fightIcon/progress")
-- local progress=Util.GetGameObject(go,"fightIcon/progress/Image"):GetComponent("Image")
@ -171,10 +176,18 @@ function this.SingleDataShow(btn, go, data, index)
end
num.text = string.format("%u\n%%",prog)
else
if data.unlockLevel >= 0 then
if data.unlockLevel < 0 then
tip.text = "\n\n\n"
tip2.text = ""
num.text = ""
elseif PlayerManager.level < data.unlockLevel then
tip.text = "\n\n\n"
tip2.text = "\n"
num.text = data.unlockLevel
elseif data.mapId ~= firstMapId and not XiaoYaoManager.IsFirstPass(data.mapId - 1) then
tip.text = "\n\n\n\n\n\n"
tip2.text = ""
num.text = ""
else
tip.text = "\n\n\n"
tip2.text = ""
@ -187,7 +200,14 @@ function this.SingleDataShow(btn, go, data, index)
-- progressObj:SetActive(data.isUnLock)
-- progress.fillAmount=prog/100
-- progressVle.text=string.format("%u/100",prog)
-- 不再显示数量
data.passReward[2] = 0
_rewardObj:OnOpen(false, data.passReward, 1)
if XiaoYaoManager.IsFirstPass(data.mapId) then
rewardTip.sprite = Util.LoadSprite("x_xianyuan_gailvjiaobiao")
else
rewardTip.sprite = Util.LoadSprite("x_xianyuan_shoucijiaobiao")
end
end
function this:OnSortingOrderChange(_cursortingOrder)
cursortingOrder = _cursortingOrder