抽卡红点提交

dev_chengFeng
jiaoyangna 2021-07-10 18:12:50 +08:00
parent 1ead3c126d
commit f710e20c60
5 changed files with 468 additions and 85 deletions

View File

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View File

@ -2644,3 +2644,13 @@ NumToChinese = {
[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}
}

View File

@ -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
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
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
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)

View File

@ -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

View File

@ -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)