Merge branch 'china/dev' into china/test

dev_chengFeng
JieLing 2021-07-05 15:58:49 +08:00
commit f85a156910
41 changed files with 528 additions and 62 deletions

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@ -141,9 +141,9 @@ function this.InitActivityServerData(msg, isUpdate)
this.CheckMoneyProgress(v)
this.mission[v.activityId] = v
LogYellow("刷新活动数据activityId" .. v.activityId .. " value" .. v.value)
-- LogYellow("刷新活动数据activityId" .. v.activityId .. " value" .. v.value)
for n, m in ipairs(v.mission) do
LogGreen(" 刷新活动数据missionId" .. m.missionId .. " state" .. m.state .. " progress" .. m.progress)
-- LogGreen(" 刷新活动数据missionId" .. m.missionId .. " state" .. m.state .. " progress" .. m.progress)
if (v.activityId == ActivityTypeDef.OnlineGift) then
this.onlineOpen = true
this.onlineGetRewardState[m.missionId] = m.state
@ -1350,7 +1350,7 @@ function this.JourneyWithWindCurDayNoOpen()
for i = 1, #curJourneyWithWindAllDayConFigData do
if curDay >= curJourneyWithWindAllDayConFigData[i].Values[1][2] then
local curRedPointState = this.GetJourneyWithWindPlayerPrefs(curJourneyWithWindAllDayConFigData[i].Values[1][2])
if curRedPointState == 0 then
if tonumber(curRedPointState) == 0 then
return true
end
end

View File

@ -396,7 +396,7 @@ function TimeLimitUpHero:RefreshNextLevelReward()
self.effect.gameObject:SetActive(true)
elseif (curState == -1) then
self.slider.value=1
Util.GetGameObject(self.slider.gameObject,"Text"):GetComponent("Text").text="300/300"
self.sliderText2.text = rewardItem.Values[1][1].."/"..rewardItem.Values[1][1]
self.sliderText.text="奖励已全部领取"
Util.AddOnceClick(self.getBtn,function()
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecrutReward,self.actType,self.actId,curHeroId)

View File

@ -442,7 +442,7 @@ function this.DeleBackPatFaceDaqta()
end
function this.GetcurCanPatFace()
if this.isLogin then return false end--登录界面不拍
if MapManager.Mapping or UIManager.IsOpen(UIName.BattlePanel) or UIManager.IsOpen(UIName.SurpriseBoxPanel) then return false end--在关卡里 副本里不拍
if MapManager.Mapping or UIManager.IsOpen(UIName.BattlePanel) or UIManager.IsOpen(UIName.SurpriseBoxPanel) or UIManager.IsOpen(UIName.RewardItemSingleShowPopup) then return false end--在关卡里 副本里不拍
if GuideManager.IsFunctionGuideExist() or GuideManager.IsInMainGuide() then return false end--引导不拍
if UIManager.IsOpen(UIName.SingleRecruitPanel) or UIManager.IsOpen(UIName.TenRecruitPanel) or UIManager.IsOpen(UIName.RecruitPanel) then return false end--抽卡界面不拍
if UIManager.IsOpen(UIName.PatFacePanel) then return false end--正在拍脸

View File

@ -125,7 +125,7 @@ function PatFacePanel:OnShow()
end
function PatFacePanel:OnShowPatFaceData()
if patFaceSingleData then
LogGreen("patFaceSingleData.Type:"..patFaceSingleData.Type)
-- LogGreen("patFaceSingleData.Type:"..patFaceSingleData.Type)
self.obg1:SetActive(patFaceSingleData.Type == FacePanelType.Sbtj)
self.obg2:SetActive(patFaceSingleData.Type == FacePanelType.Tesc)
self.obg3:SetActive(patFaceSingleData.Type == FacePanelType.GuildFight or patFaceSingleData.Type == FacePanelType.Championship)

View File

@ -392,7 +392,13 @@ function this.RefreshJourneyWithWindShow()
end
end
function this.JourneyWithWindBtnAutoClose()
this.btnJourneyWithWind:SetActive(false)
local idJourneyWithWind = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.JourneyWithWind)
if idJourneyWithWind and idJourneyWithWind > 0 then
this.btnJourneyWithWind:SetActive(true)
this.RefreshJourneyWithWindShow()
else
this.btnJourneyWithWind:SetActive(false)
end
end
--界面关闭时调用(用于子类重写)
function InvadeMonsterView:OnClose()

View File

@ -84,7 +84,6 @@ function this:OnShow(_parent,...)
break
end
end
LogGreen("pro:"..pro)
UpItemList = {[1] = {Reward = {heroConfig.Id,1},Weight = num}}
for k, v in ConfigPairs(pool) do
if v.Camp == pro or v.Camp == 0 then
@ -162,12 +161,12 @@ function this:BuildRateData(actType,UpItem,upItemList)
elseif actType == ActivityTypeDef.LimitUpHero then
for n,m in ipairs(upItemList) do
local itemConfig=ConfigManager.TryGetConfigData(ConfigName.ItemConfig, m.Reward[1])
table.insert(rateList,{id = m.Reward[1],tag = "5星神将UP!", name=itemConfig.Name,value = m.WeightShow,color = "AD4152"})
table.insert(_upRateList,{id = m.Reward[1],tag = "5星神将UP!", name=itemConfig.Name,value = m.WeightShow})
table.insert(rateList,{id = m.Reward[1],tag = "5星神将UP!", name=itemConfig.Name,value = m.Weight,color = "AD4152"})
table.insert(_upRateList,{id = m.Reward[1],tag = "5星神将UP!", name=itemConfig.Name,value = m.Weight})
end
for n,m in ipairs(UpItem) do
local itemConfig=ConfigManager.TryGetConfigData(ConfigName.ItemConfig, m.Reward[1])
table.insert(rateList,{id = m.Reward[1],tag = itemConfig.Name, name=m.Reward[2],value = m.WeightShow,color = "BDB69C" })
table.insert(rateList,{id = m.Reward[1],tag = itemConfig.Name, name=m.Reward[2],value = m.Weight,color = "BDB69C" })
end
end

View File

@ -124,22 +124,23 @@ function this.SingleDayBtnDataShow(_go,data,index)
end
end
end
if not redState then
redState = ActivityGiftManager.GetJourneyWithWindPlayerPrefs(data.Values[1][2]) == 0
if not redState and curDay >= data.Values[1][2] then
redState = tonumber(ActivityGiftManager.GetJourneyWithWindPlayerPrefs(data.Values[1][2])) == 0
end
redPoint:SetActive(redState)
--上方按钮一个高一个低
if index%2 == 0 then
go.transform.anchoredPosition = Vector3.New(3.05,23,0)
else
go.transform.anchoredPosition = Vector3.New(3.05,176.09,0)
end
if data.Values[1][2] == curDayIndex then
if data.Values[1][2] == curDayIndex then--初始化按钮选中状态
this.selected.transform:SetParent(Util.GetGameObject(go, "selectedParent").transform)
this.selected.transform.anchoredPosition = Vector3.New(4.3,9.4,0)
redPoint:SetActive(false)
end
Util.AddOnceClick(go, function()
this.ShowDayData(data.Values[1][2])
this.ShowDayData(data.Values[1][2])--点击按钮刷新界面
this.selected.transform:SetParent(Util.GetGameObject(go, "selectedParent").transform)
this.selected.transform.anchoredPosition = Vector3.New(4.3,9.4,0)
end)
@ -164,7 +165,7 @@ function this.ShowDayData(_curDayIndex)
end
--组当前所有任务的后端数据
local AllTaskData = TaskManager.GetTypeTaskList(TaskTypeDef.JourneyWithWind)
for i = 1, #curDayAllTaskGos-2 do
for i = 1, #curDayAllTaskGos-2 do--curDayAllTaskGos-2 是因为上方任务至多只有五个 其余两个 一个是活动奖励 一个是礼包
if curDayAllTaskConFigData[i] then
curDayAllTaskGos[i]:SetActive(true)
Util.GetGameObject(curDayAllTaskGos[i], "pre1"):SetActive(true)
@ -178,7 +179,7 @@ function this.ShowDayData(_curDayIndex)
local headName = Util.GetGameObject(curDayAllTaskGos[i], "headImage/name")
headName:GetComponent("Text").text = curDayAllTaskConFigData[i].HeadName
local size = headName:GetComponent("RectTransform").sizeDelta
if string.len(curDayAllTaskConFigData[i].HeadName) >= 15 then
if string.len(curDayAllTaskConFigData[i].HeadName) >= 15 then--每条任务的最前方标题 文字字节长度大于等于15个字节五个字 text 要变宽否则显示不对
size.x = 130.3
headName.transform.sizeDelta = size
else
@ -188,7 +189,7 @@ function this.ShowDayData(_curDayIndex)
btnFinish:SetActive(false)
btnJump:SetActive(false)
buyInfo.text = ""
local curMissionData
local curMissionData--获取对应天数的后端活动数据
for j = 1, #AllTaskData do
if AllTaskData[j].missionId == curDayAllTaskConFigData[i].Id then
curMissionData = AllTaskData[j]
@ -196,7 +197,7 @@ function this.ShowDayData(_curDayIndex)
end
if curMissionData then
local isOpen = false
if curDayAllTaskConFigData[i].SystemId == FUNCTION_OPEN_TYPE.EXPEDITION then
if curDayAllTaskConFigData[i].SystemId == FUNCTION_OPEN_TYPE.EXPEDITION then--大闹天宫 特殊判断 大闹天宫有 休息期 但不能显示关闭
if ActTimeCtrlManager.SingleFuncState(curDayAllTaskConFigData[i].SystemId) then
isOpen = true
else
@ -214,6 +215,7 @@ function this.ShowDayData(_curDayIndex)
isOpenLock = curDay >= curDayIndex
Util.SetGray(btnJump,false)
if isOpenLock then--到天数
btnJump.transform.anchoredPosition = Vector3.New(262.41,44.5,0)
Util.SetGray(btnJump,false)
btnJumpText.text = "前往"
btnJump:GetComponent("Button").enabled = true
@ -225,7 +227,7 @@ function this.ShowDayData(_curDayIndex)
btnJump:GetComponent("Button").enabled = true
buyInfo.text = string.format("%s/%s",progress,curDayAllTaskConFigData[i].TaskValue[2][1])
Util.AddOnceClick(btnJump, function()
if curDayAllTaskConFigData[i].SystemId == FUNCTION_OPEN_TYPE.EXPEDITION then
if curDayAllTaskConFigData[i].SystemId == FUNCTION_OPEN_TYPE.EXPEDITION then--大闹天宫点击前往做特殊判断 也许是之前的跳转接口写的不合理 之后优化
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.EXPEDITION) then
if #ExpeditionManager.nodeInfo <= 0 then
if ExpeditionManager.expeditionLeve == -1 then
@ -261,11 +263,12 @@ function this.ShowDayData(_curDayIndex)
btnJump:SetActive(true)
Util.SetGray(btnJump,true)
btnJump:GetComponent("Button").enabled = false
if curDayAllTaskConFigData[i].TaskType ~= 14 then
if curDayAllTaskConFigData[i].TaskType ~= 14 then--除了战力 其他任务当对应功能不开启是要显示开启条件
buyInfo.text = string.format(Language[11903],ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,curDayAllTaskConFigData[i].SystemId).OpenRules[2])
end
end
else--未到天数
btnJump.transform.anchoredPosition = Vector3.New(262.41,27.2,0)
btnJump:SetActive(true)
Util.SetGray(btnJump,true)
btnJumpText.text = "未开启"
@ -276,7 +279,7 @@ function this.ShowDayData(_curDayIndex)
curDayAllTaskGos[i]:SetActive(false)
end
end
this.ShowDayDataActivityReward()--位置1 不变
this.ShowDayDataActivityReward()--位置1 不变 因为该方法会对界面上的一些数据赋值
this.ShowDayDataGiftBag()--位置2 不变
CheckRedPointStatus(RedPointType.JourneyWithWind)
end
@ -438,7 +441,6 @@ end
--活动到期自动关闭
function this.AutoClose()
LogYellow("sssssssssssssssssssssssssss")
if this.timer then
this.timer:Stop()
this.timer = nil

View File

@ -1318,6 +1318,7 @@ function this:OnClose()
this.ChatTipView:StopCheck()
PatFaceManager.isLogin = false
FixedUpdateBeat:Remove(this.OnUpdate, self)
PlayerPrefs.SetInt(PlayerManager.uid.."MainRightBarSetting",0)
for k,v in ipairs(activitys) do
if v.RpType > 0 then

View File

@ -301,7 +301,7 @@ function this.InitSingleEndlessHero(_msgHeroData)
local soulPrintList = {}
for i, v in ipairs(_msgHeroData.soulPos) do
local soulPrint = {equipId = v.equipId, position = v.position}
SoulPrintManager.AddSoulPrintUpHeroDynamicId(v.equipId,heroData.dynamicId)
--SoulPrintManager.AddSoulPrintUpHeroDynamicId(v.equipId,heroData.dynamicId)
table.insert(soulPrintList, soulPrint)
end
heroData.soulPrintList = soulPrintList

View File

@ -183,6 +183,7 @@ local TypeUpdateFunc = {
curData.rewards[i].otherData.Reward = rechargeConfig[configData[j].PackId].RewardShow
curData.rewards[i].otherData.Price = rechargeConfig[configData[j].PackId].Price
curData.rewards[i].otherData.skinArtId = tonumber(configData[1].Warning)
curData.rewards[i].otherData.canBuyDay = configData[j].BuyDay - curData.value
end
end
end

View File

@ -67,7 +67,7 @@ function this:BindEvent()
end)
--长按升级按下状态
this._onPointerDown = function(Pointgo, data)
-- isTriggerLongClick = false
isTriggerLongClick = false
_isClicked = true
this.timePressStarted = Time.realtimeSinceStartup
oldLv = curPokemonData.lv
@ -76,7 +76,7 @@ end
--长按升级抬起状态
this._onPointerUp = function(Pointgo, data)
LogPink("连续升级抬起请求升级 "..tostring(_isLongPress))
if _isLongPress then--and isTriggerLongClick
if _isLongPress and isTriggerLongClick then
--连续升级抬起请求升级
LogPink("连续升级抬起请求升级 ")
this.LongLvUpClick(oldLv)
@ -232,6 +232,7 @@ function this.LvUpClick(isSingleLvUp)
this.LongLvUpClick(oldLv)
_isClicked = false
_isLongPress = false
isTriggerLongClick = true
end
return
end
@ -249,6 +250,7 @@ function this.LvUpClick(isSingleLvUp)
FormationManager.CheckHeroIdExist()
end)
else
isTriggerLongClick = true
--前端先扣除材料
for i = 1, #curUpLvConsume do
BagManager.HeroLvUpUpdateItemsNum(curUpLvConsume[i][1],curUpLvConsume[i][2])

View File

@ -54,7 +54,7 @@ function this:OnShow(_parent,...)
this.titleText.text=Language[11587]
this.text1.text=string.format(Language[11588],_CostItem)
this.text2.text=Language[11589] --后续改成读表
this.text3.text= string.format("充值%s或山河社稷图累计星数到达%s开启", string.format(MoneyUtil.GetMoneyUnitName(), _Con_Recharge), _Con_Star)
this.text3.text= string.format("充值%s或山河社稷图累计星数到达%s开启", string.format(MoneyUtil.GetMoneyUnitName(), _Con_Recharge), _Con_Star)
--Language[11590]..string.format(MoneyUtil.GetMoneyUnitName(),_Con_Recharge)..Language[11591]
local isUnlock = VipManager.GetChargedNum() >= _Con_Recharge or FightLevelManager.GetAllChapterStars() >= _Con_Star

View File

@ -91,6 +91,10 @@ function RoleTalismanPanelV2:BindEvent()
end)
--进阶按钮
Util.AddClick(this.RecallBtn, function()
if HarmonyManager.IsChangeColor(curHeroData.dynamicId) then
PopupTipPanel.ShowTip(Language[12184])
return
end
if curHeroData.talismanList and curHeroData.talismanList <= 1 then
PopupTipPanel.ShowTip(Language[12265])
return

View File

@ -43,10 +43,12 @@ function SurpriseBox:BindEvent()
end
--添加事件监听(用于子类重写)
function SurpriseBox:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Activity.OnActivityProgressStateChange,self.Refresh,self)
end
--移除事件监听(用于子类重写)
function SurpriseBox:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnActivityProgressStateChange,self.Refresh,self)
end
local fun

View File

@ -5,11 +5,11 @@ local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local artResourcesConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local textName = {
[1100023] = "t_tehuishenzhuang_wujixingzhezi_zh",
[1100026] = "t_tehuishenzhuang_wujixingzhezi_zh",
[1100003] = "t_tehuishenzhuang_huangtubazhuzi_zh",
[1100041] = "t_tehuishenzhuang_fatiaomichengzi_zh",
[1110026] = "t_tehuishenzhuang_moxindijunzi_zh",
[1100023] = "t_tehuishenzhuang_suiwukong_zh",--孙悟空
[1100026] = "t_tehuishenzhuang_suiwukong_zh",--青阳先知
[1100003] = "t_tehuishenzhuang_zhubajie_zh",--猪八戒
[1100041] = "t_tehuishenzhuang_tongtian_zh",--通天
[1110026] = "t_tehuishenzhuang_yuhuangdadi_zh",--玉皇大帝
}
function TeHuiShenZhuang:InitComponent()
@ -48,10 +48,12 @@ function TeHuiShenZhuang:BindEvent()
end
--添加事件监听(用于子类重写)
function TeHuiShenZhuang:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Activity.OnActivityProgressStateChange,self.Refresh,self)
end
--移除事件监听(用于子类重写)
function TeHuiShenZhuang:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnActivityProgressStateChange,self.Refresh,self)
end
function TeHuiShenZhuang:OnSortingOrderChange()
@ -108,6 +110,8 @@ function TeHuiShenZhuang:ShowSingleHero(go,data,index)
local btnGet = Util.GetGameObject(go, "btnGet")
local btnText = Util.GetGameObject(go, "btnGet/Text"):GetComponent("Text")
local btnImg = Util.GetGameObject(go, "btnGet"):GetComponent("Image")
local buyDayImg = Util.GetGameObject(go, "bugDay")
local buyDayText = Util.GetGameObject(buyDayImg, "Text"):GetComponent("Text")
if not self.itemViewList[go] then
self.itemViewList[go] = {}
@ -124,15 +128,20 @@ function TeHuiShenZhuang:ShowSingleHero(go,data,index)
self.itemViewList[go][i].gameObject:SetActive(true)
end
-- LogBlue("data.progress:"..tostring(data.progress))
Util.SetGray(btnGet,false)
btnText.text = string.format("%s 元",data.otherData.Price)
btnImg.sprite = self.spLoader:LoadSprite("s_slbz_1anniuhuangse")
buyDayImg:SetActive(false)
if data.progress == 8 then
-- Util.SetGray(btnGet,true)
btnImg.sprite = self.spLoader:LoadSprite("s_slbz_1anniuhuise")
btnText.text = Language[10514]
elseif data.progress == 3 then
Util.SetGray(btnGet,true)
elseif data.progress == 2 then
Util.SetGray(btnGet,true)
buyDayImg:SetActive(true)
buyDayText.text = string.format("%s日后可购",data.otherData.canBuyDay)
end
-- LogYellow("PackId:"..tostring(data.otherData.PackId).." progress:"..tostring(data.progress))
@ -146,6 +155,8 @@ function TeHuiShenZhuang:ShowSingleHero(go,data,index)
end)
elseif data.progress == 3 then
PopupTipPanel.ShowTip("请先购买上一礼包,即可解锁此礼包")
elseif data.progress == 2 then
PopupTipPanel.ShowTip("礼包尚未开启,请耐心等待")
end
end)
end

View File

@ -215,7 +215,9 @@ function JumpViewNew:GoToJumpData()
end
end
end
DynamicActivityManager.SetSelectIndex(DataType.Direct,goodIdList)
DynamicActivityManager.SetSelectIndex(DataType.Direct,goodIdList)
elseif (self.jumpSData.type ~= JumpType.firstRecharge or self.jumpSData.type ~= JumpType.ZhiZunJiangShi) then
PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout2 = false
end
JumpManager.GoJump(self.jumpSData.Id,function(isOpen)
if isOpen then