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{fileID: 1553465921306343843} - {fileID: 5463341982538585298} - {fileID: 909235706} + - {fileID: 9126201947357063014} + - {fileID: 1923779622248223204} m_Father: {fileID: 6861030463589856289} m_RootOrder: 1 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} diff --git a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua index 9113f9c28f..185fdf8077 100644 --- a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua +++ b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua @@ -2643,4 +2643,14 @@ NumToChinese = { [18] = "十八", [19] = "十九", [20] = "二十", +} + +--抽卡配置 +PreConfigure={ + [1] = {type=RecruitType.NormalSingle,privilegeId=38}, + [2] = {type=RecruitType.NormalTen}, + [3] = {type=RecruitType.FriendSingle,privilegeId=0}, + [4] = {type=RecruitType.FriendTen}, + [5] = {type=RecruitType.Single,privilegeId=14}, + [6] = {type=RecruitType.Ten} } \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitMainPanel.lua b/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitMainPanel.lua index e58bdfaa46..22688dab10 100644 --- a/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitMainPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitMainPanel.lua @@ -22,6 +22,8 @@ function RecruitMainPanel:InitComponent() this.grid = Util.GetGameObject(this.tabbox, "box") this.leftBtn = Util.GetGameObject(this.tabbox, "leftAction") this.rightBtn = Util.GetGameObject(this.tabbox, "rightAction") + this.jiantouyou = Util.GetGameObject(this.tabbox, "jiantouyou") + this.jiantouzuo = Util.GetGameObject(this.tabbox, "jiantouzuo") this.select = Util.GetGameObject(this.tabbox, "select") this.select.gameObject:SetActive(false) this.upView = SubUIManager.Open(SubUIConfig.UpView,self.gameObject.transform) @@ -30,41 +32,31 @@ function RecruitMainPanel:InitComponent() this.moveWidth = this.grid:GetComponent("RectTransform").rect.width this.itemWidth = this.item:GetComponent("RectTransform").rect.width this.count = 3 - local off = (this.moveWidth - this.count * this.itemWidth)/(this.count - 1) - for i = 1,this.count do - if not this.itemList[i] then - this.itemList[i] = {} - this.itemList[i].go = newObjToParent(this.item,this.grid) - this.itemList[i].go.name = "tab_"..i - this.itemList[i].tran = this.itemList[i].go:GetComponent("RectTransform") - local vec = this.itemList[i].tran.anchoredPosition - vec.x = off * (i - 1) + i * this.itemWidth - vec.y = 0 - this.itemList[i].tran.anchoredPosition = vec - this.itemList[i].pos = this.itemList[i].tran.anchoredPosition - this.itemList[i].index = i - this.itemList[i].img = Util.GetGameObject(this.itemList[i].go, "img"):GetComponent("Image") - this.itemList[i].redpot = Util.GetGameObject(this.itemList[i].go, "redpot") - end - end - this.pos0 = Vector3.New(off * (0 - 1) + 0 * this.itemWidth,0,0) - this.pos4 = Vector3.New(off * (4 - 1) + 4 * this.itemWidth,0,0) + this.off = (this.moveWidth - this.count * this.itemWidth)/(this.count - 1) + -- for i = 1,this.count do + -- if not this.itemList[i] then + -- this.itemList[i] = {} + -- this.itemList[i].go = newObjToParent(this.item,this.grid) + -- this.itemList[i].go.name = "tab_"..i + -- this.itemList[i].tran = this.itemList[i].go:GetComponent("RectTransform") + -- local vec = this.itemList[i].tran.anchoredPosition + -- vec.x = this.off * (i - 1) + i * this.itemWidth + -- vec.y = 0 + -- this.itemList[i].tran.anchoredPosition = vec + -- this.itemList[i].pos = this.itemList[i].tran.anchoredPosition + -- this.itemList[i].index = i + -- this.itemList[i].img = Util.GetGameObject(this.itemList[i].go, "img"):GetComponent("Image") + -- this.itemList[i].redpot = Util.GetGameObject(this.itemList[i].go, "redpot") + -- end + -- end + this.pos0 = Vector3.New(this.off * (0 - 1) + 0 * this.itemWidth,0,0) + --this.pos4 = Vector3.New(this.off * (4 - 1) + 4 * this.itemWidth,0,0) self.lastPage,self.curPage,self.nextPage = 0,0,0 this.trigger = Util.GetEventTriggerListener(self.gameObject) --触摸事件 this.trigger.onBeginDrag = this.trigger.onBeginDrag + this.OnBeginDrag this.trigger.onDrag = this.trigger.onDrag + this.OnDrag this.trigger.onEndDrag = this.trigger.onEndDrag + this.OnEndDrag - - -- this.moveTween = this.grid:GetComponent(typeof(UITweenSpring)) - -- if not this.moveTween then - -- this.moveTween = this.grid:AddComponent(typeof(UITweenSpring)) - -- end - -- this.moveTween.enabled = false - -- this.moveTween.OnUpdate = this.SetPos - -- this.moveTween.OnMoveEnd = this.MoveTo - -- this.moveTween.MomentumAmount = 0.5 - -- this.moveTween.Strength = 1 end function this.SortItemList() @@ -171,6 +163,71 @@ function RecruitMainPanel:BindEvent() this.mask:SetActive(false) end,0.3):Start() end) + + Util.AddClick(this.jiantouyou , function() + this.mask:SetActive(true) + for i = self.curPage - 1,1,-1 do + if self.dicData[i].RpType and self.dicData[i].RpType > 0 then + if RecruitManager.GetAllRecruitBtnRedpoint(self.dicData[i].RpType) then + self.curPage = i + break + end + end + end + self.lastPage = self.curPage - 1 > 0 and self.curPage - 1 or #self.dicData + self.nextPage = self.curPage + 1 > #self.dicData and 1 or self.curPage + 1 + lastIndex = self.curPage + this:SetIndex() + this:PageOnChange() + end) + Util.AddClick(this.jiantouzuo , function() + this.mask:SetActive(true) + for i = self.curPage + 1,#self.dicData,1 do + if self.dicData[i].RpType and self.dicData[i].RpType > 0 then + if RecruitManager.GetAllRecruitBtnRedpoint(self.dicData[i].RpType) then + self.curPage = i + break + end + end + end + self.curPage = 0 + self.lastPage = self.curPage - 1 > 0 and self.curPage - 1 or #self.dicData + self.nextPage = self.curPage + 1 > #self.dicData and 1 or self.curPage + 1 + lastIndex = self.curPage + this:SetIndex() + this:PageOnChange() + end) +end + +function RecruitMainPanel:RefreshJianTou() + local index = 0 + for i = self.curPage - 1,1,-1 do + if self.dicData[i].RpType and self.dicData[i].RpType > 0 then + if RecruitManager.GetAllRecruitBtnRedpoint(self.dicData[i].RpType) then + index = i + break + end + end + end + if index == 0 then + this.jiantouyou.gameObject:SetActive(false) + else + this.jiantouyou.gameObject:SetActive(true) + end + index = 0 + for i = self.curPage + 1,#self.dicData,1 do + if self.dicData[i].RpType and self.dicData[i].RpType > 0 then + if RecruitManager.GetAllRecruitBtnRedpoint(self.dicData[i].RpType) then + index = i + break + end + end + end + if index == 0 then + this.jiantouzuo.gameObject:SetActive(false) + else + this.jiantouzuo.gameObject:SetActive(true) + end end --添加事件监听(用于子类重写) @@ -197,6 +254,7 @@ end function RecruitMainPanel:OnShow() orginLayer = self.sortingOrder self.dicData = RecruitManager.GetRecruitData() + this:RefreshTabData() for i = 1,#self.dicData do if self.dicData[i].ShopData[1][1] == self.CurRecruitId then self.curPage = i @@ -206,30 +264,94 @@ function RecruitMainPanel:OnShow() self.lastPage = self.curPage - 1 > 0 and self.curPage - 1 or #self.dicData self.nextPage = self.curPage + 1 > #self.dicData and 1 or self.curPage + 1 lastIndex = self.curPage - this:RefreshTabData() + this:SetIndex(self.curPage) + this:PageOnChange() end function this:RefreshTabData() - local curIndex = 0 + --local curIndex = 0 --清除红点 for k,v in pairs(redPointTypeList) do ClearRedPointObject(k,v) end redPointTypeList = {} - for i = 1,#this.itemList do - if i == 1 then - curIndex = self.lastPage - elseif i == 2 then - curIndex = self.curPage + + -- for i = 1,#this.itemList do + -- if i == 1 then + -- curIndex = self.lastPage + -- elseif i == 2 then + -- curIndex = self.curPage + -- else + -- curIndex = self.nextPage + -- end + -- this.itemList[i].img.sprite = this.spLoader:LoadSprite(self.dicData[curIndex].Icon[1]) + -- BindRedPointObject(self.dicData[curIndex].RpType,this.itemList[i].redpot) + -- redPointTypeList[self.dicData[curIndex].RpType] = this.itemList[i].redpot + -- end + for i = 1,math.max(#this.itemList,#self.dicData) do + if not self.dicData[i] then + this.itemList[i].go.gameObject:SetActive(false) else - curIndex = self.nextPage - end - this.itemList[i].img.sprite = this.spLoader:LoadSprite(self.dicData[curIndex].Icon[1]) - BindRedPointObject(self.dicData[curIndex].RpType,this.itemList[i].redpot) - redPointTypeList[self.dicData[curIndex].RpType] = this.itemList[i].redpot + if not this.itemList[i] then + this.itemList[i] = {} + this.itemList[i].go = newObjToParent(this.item,this.grid) + this.itemList[i].go.name = "tab_"..i + this.itemList[i].tran = this.itemList[i].go:GetComponent("RectTransform") + local vec = this.itemList[i].tran.anchoredPosition + vec.x = this.off * (i - 1) + i * this.itemWidth + vec.y = 0 + this.itemList[i].tran.anchoredPosition = vec + this.itemList[i].pos = this.itemList[i].tran.anchoredPosition + this.itemList[i].index = i + this.itemList[i].img = Util.GetGameObject(this.itemList[i].go, "img"):GetComponent("Image") + this.itemList[i].redpot = Util.GetGameObject(this.itemList[i].go, "redpot") + this.itemList[i].pageIndex = i + end + this.itemList[i].go.gameObject:SetActive(true) + this.itemList[i].img.sprite = this.spLoader:LoadSprite(self.dicData[i].Icon[1]) + BindRedPointObject(self.dicData[i].RpType,this.itemList[i].redpot) + redPointTypeList[self.dicData[i].RpType] = this.itemList[i].redpot + end + end + this.pos4 = Vector3.New(this.off * (#this.itemList) + (#this.itemList + 1) * this.itemWidth,0,0) +end + +function this:SetIndex() + for i = 1,#this.itemList do + if this.itemList[i].pageIndex == self.curPage then + if this.itemList[i].index == 2 then + return + else + local LOY = 0 + if this.itemList[i].index - 2 > 0 then + LOY = 3 + else + LOY = 2 + end + local offSet = math.abs(this.itemList[i].index - 2) + local isenter = true + self.thread = coroutine.start(function() + while(offSet > 0) do + if isenter then + isenter = false + this.mask:SetActive(true) + this.MoveTo(LOY) + Timer.New(function() + offSet = offSet - 1 + this.SortItemList() + isenter = true + end,0.21):Start() + end + coroutine.wait(0.01) + end + this.mask:SetActive(false) + this.select.gameObject:SetActive(true) + self:RefreshJianTou() + end) + end + break + end end - this.select.gameObject:SetActive(true) - this:PageOnChange() end function this:PageOnChange() @@ -261,7 +383,10 @@ function this:LeftAction() self.lastPage = self.curPage self.curPage = self.nextPage self.nextPage = self.curPage + 1 > #self.dicData and 1 or self.curPage + 1 - this:RefreshTabData() + this.select.gameObject:SetActive(true) + self:RefreshJianTou() + this:PageOnChange() + --this:RefreshTabData() end function this:RightAction() lastIndex = self.curPage @@ -269,7 +394,10 @@ function this:RightAction() self.nextPage = self.curPage self.curPage = self.lastPage self.lastPage = self.curPage - 1 > 0 and self.curPage - 1 or #self.dicData - this:RefreshTabData() + this.select.gameObject:SetActive(true) + self:RefreshJianTou() + this:PageOnChange() + --this:RefreshTabData() end function this:OnSortingOrderChange() @@ -286,6 +414,8 @@ function RecruitMainPanel:OnClose() ClearRedPointObject(k,v) end redPointTypeList = {} + ClearChild(this.grid) + this.itemList = {} end --界面销毁时调用(用于子类重写) @@ -302,6 +432,8 @@ function RecruitMainPanel:OnDestroy() this.spLoader:Destroy() SubUIManager.Close(v.sub) end + ClearChild(this.grid) + this.itemList = {} subViewList = {} self.dicData = {} SubUIManager.Close(this.upView) diff --git a/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitManager.lua b/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitManager.lua index 3a0cc93cd0..101ba82c21 100644 --- a/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitManager.lua @@ -394,28 +394,20 @@ local bType={ Btn1=1, Btn10=2 } ---抽卡配置 -local preConfigure={ - [1] = {type=RecruitType.NormalSingle,privilegeId=38}, - [2] = {type=RecruitType.NormalTen}, - [3] = {type=RecruitType.FriendSingle,privilegeId=0}, - [4] = {type=RecruitType.FriendTen}, - [5] = {type=RecruitType.Single,privilegeId=14}, - [6] = {type=RecruitType.Ten} -} + --点将台红点状态 function this.GetAllRecruitBtnRedpoint(red) local index = {} if red == RedPointType.Recruit_Normal then index = {1,2} - elseif red == RedPointType.Recruit_ShenJiang then - index = {3,4} elseif red == RedPointType.Recruit_Friend then + index = {3,4} + elseif red == RedPointType.Recruit_ShenJiang then index = {5,6} end for i = 1,#index do - if preConfigure[index[i]] then - if this.GetRecruitBtnRedpoint1(preConfigure[index[i]]) then + if PreConfigure[index[i]] then + if this.GetRecruitBtnRedpoint1(PreConfigure[index[i]]) then return true end end diff --git a/Assets/ManagedResources/~Lua/Modules/Recruit/SingleRecruitPanel.lua b/Assets/ManagedResources/~Lua/Modules/Recruit/SingleRecruitPanel.lua index bdc4ce2114..51b5b4adc0 100644 --- a/Assets/ManagedResources/~Lua/Modules/Recruit/SingleRecruitPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Recruit/SingleRecruitPanel.lua @@ -171,7 +171,7 @@ function SingleRecruitPanel:BindEvent() -- self:ClosePanel() -- UIManager.OpenPanel(UIName.TenRecruitPanel,heroData,type,recruitType) end - this.jumpBtnGo:SetActive(false) + this.jumpPanel:SetActive(false) this.StopPanelSound() end) --确定按钮 @@ -230,7 +230,7 @@ function SingleRecruitPanel:OnOpen(...) this.UI_Effect_choukaR:SetActive(false) this.UI_Effect_appear:SetActive(false) this.rolePanel:SetActive(false) - this.jumpBtnGo:SetActive(false) + this.jumpPanel:SetActive(false) local data={...} heroData=data[1] type=data[2] @@ -253,9 +253,9 @@ function SingleRecruitPanel:OnShow() end index=0 if recruitType[1] == RecruitType.XiangYaoSingle or recruitType[1] == RecruitType.XiangYaoTen then - this.jumpBtnGo:SetActive(false) + this.jumpPanel:SetActive(false) else - this.jumpBtnGo:SetActive(true) + this.jumpPanel:SetActive(true) end if state==1 then --单抽 if lotterySetting[type] and lotterySetting[type].LotteryType == 11 then @@ -348,7 +348,7 @@ function SingleRecruitPanel:UpdataPanelData(_heroData) -- local time2 = Timer.New(function () this.CloseAllTimer() Game.GlobalEvent:DispatchEvent(GameEvent.UI.OnUpdateData, self.uiConfig.id) - this.jumpBtnGo:SetActive(false) + this.jumpPanel:SetActive(false) this.UI_Effect_appear:SetActive(false) Sound_Recruit3 = SoundManager.PlaySound(SoundConfig.Sound_Recruit3)