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-local tabs={"activity","reward"} - -local secectTab=-1 - -local hero={[1]={name="Bg/hero1",id=10001,hero="x_xianshizaohuan_fx"},[2]={name="Bg/hero3",id=10041,hero="x_xianshizaohuan_ttjz"},[3]={name="Bg/hero2",id=10089,hero="x_xianshizaohuan_rd"}} -local curLv=0 --当前阶段id +local curLv = 0 --当前阶段id local itemView function TimeLimitedCall:ctor(mainPanel, gameObject) @@ -34,48 +55,40 @@ end function TimeLimitedCall:InitComponent(gameObject) self.helpBtn = Util.GetGameObject(self.gameObject,"help") self.helpPosition=self.helpBtn:GetComponent("RectTransform").localPosition + self.activityBtn = Util.GetGameObject(self.gameObject,"activity") self.rewardBtn = Util.GetGameObject(self.gameObject,"reward") self.rewardBtn:SetActive(false)--(暂时关闭) - self.timeupdate=Util.GetGameObject(self.gameObject,"timeupdate"):GetComponent("Text") --剩余时间 + + self.timeupdate=Util.GetGameObject(self.gameObject,"timeupdate"):GetComponent("Text") --免费次数剩余刷新时间 self.upper=Util.GetGameObject(self.gameObject,"maxtimes/times"):GetComponent("Text") ---召唤上限 - self.slider = Util.GetGameObject(self.gameObject, "nextlevel/Slider"):GetComponent("Slider") - self.sliderText=Util.GetGameObject(self.gameObject,"nextlevel/Text"):GetComponent("Text") - self.curtext = Util.GetGameObject(self.gameObject, "curvalue/Text"):GetComponent("Text") - self.frame = Util.GetGameObject(self.gameObject, "curvalue/frame"):GetComponent("Image") - self.nextReward = Util.GetGameObject(self.gameObject, "nextlevel/reward") - self.icon = Util.GetGameObject(self.frame.gameObject, "icon"):GetComponent("Image") + + self.getBtn=Util.GetGameObject(self.gameObject,"nextlevel") + self.slider = Util.GetGameObject(self.getBtn, "Slider"):GetComponent("Slider") + self.sliderText=Util.GetGameObject(self.getBtn,"Text"):GetComponent("Text") + self.nextReward = Util.GetGameObject(self.getBtn, "reward") + self.detail= Util.GetGameObject(self.gameObject, "detail") self.detail.gameObject:SetActive(false) self.reward= Util.GetGameObject(self.gameObject, "reward") self.reward.gameObject:SetActive(false) - self.getBtn=Util.GetGameObject(self.gameObject,"nextlevel") - self.effect=Util.GetGameObject(self.gameObject,"juneng_chenggong") + self.effect=Util.GetGameObject(self.nextReward,"juneng_chenggong") - self.hero1 = Util.GetGameObject(self.gameObject,"Bg/hero1") - self.hero2 = Util.GetGameObject(self.gameObject,"Bg/hero2") - self.hero3 = Util.GetGameObject(self.gameObject,"Bg/hero3") - - self.recruitTimeUpdate = Util.GetGameObject(self.gameObject,"recruitTimesUpdate/Text1") :GetComponent("Text") --时间 - self.recruitTimesUpdate = Util.GetGameObject(self.gameObject,"recruitTimesUpdate/Text") :GetComponent("Text") --剩余次数 + self.recruitTimeUpdate = Util.GetGameObject(self.gameObject,"recruitTimesUpdate/Text1") :GetComponent("Text") --活动剩余时间 + self.recruitTimesUpdate = Util.GetGameObject(self.gameObject,"recruitTimesUpdate/Text") :GetComponent("Text") --保底剩余次数 end function TimeLimitedCall:BindEvent() + Util.AddClick(self.helpBtn, function() - UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.TimeLimitedCall,self.helpPosition.x,self.helpPosition.y) - --UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.TimeLimitedCall,self.helpPosition.x,self.helpPosition.y) + UIManager.OpenPanel(UIName.HelpPopup,activityType[activityId].helptype,self.helpPosition.x,self.helpPosition.y) end) Util.AddClick(self.activityBtn, function() - secectTab=1 - self:RefreshTabBtn() ActivityDetail.new(self.detail,1) end) - Util.AddClick(self.rewardBtn, function() - secectTab=2 - self:RefreshTabBtn() - + Util.AddClick(self.rewardBtn, function() local fb = ConfigManager.GetConfigData(ConfigName.FakeBattle, 1001) local testFightData = { fightData = loadstring("return "..fb.FightData)(), @@ -86,57 +99,53 @@ function TimeLimitedCall:BindEvent() UIManager.OpenPanel(UIName.BattlePanel, testFightData, BATTLE_TYPE.Test) end) - Util.AddClick(self.hero1, function() - UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, 10001, 5) + Util.AddClick(Util.GetGameObject(self.gameObject,activityType[activityId].hero[1].name), function() + UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, activityType[activityId].hero[1].id, 5) end) - Util.AddClick(self.hero2, function() - UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, 10089, 5) + Util.AddClick(Util.GetGameObject(self.gameObject,activityType[activityId].hero[2]), function() + UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, activityType[activityId].hero[2].id, 5) end) - Util.AddClick(self.hero3, function() - UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, 10041, 5) + Util.AddClick(Util.GetGameObject(self.gameObject,activityType[activityId].hero[3]), function() + UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, activityType[activityId].hero[3].id, 5) end) end function TimeLimitedCall:OnShow(_sortingOrder) sortingOrder = _sortingOrder self.gameObject:SetActive(true) - local UpHero=RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.TIME_LIMITED_UP) - table.sort(UpHero,function(a,b) return a.Reward[1]=m.Values[1][1]) then if curLvstate==0 then curLvstate=0 @@ -175,7 +184,7 @@ function TimeLimitedCall:RefreshNextLevelReward() self.sliderText.text=Language[12183] self.sliderText.fontSize=26 Util.AddOnceClick(self.getBtn,function() - NetManager.GetActivityRewardRequest(curLv, curActivityId, + NetManager.GetActivityRewardRequest(curLv, activityId, function(respond) UIManager.OpenPanel(UIName.RewardItemPopup, respond, 1) self:RefreshNextLevelReward() @@ -184,8 +193,6 @@ function TimeLimitedCall:RefreshNextLevelReward() end) self.effect.gameObject:SetActive(true) elseif (curLvstate==-1) then - -- self.slider.gameObject:SetActive(false) - -- self.sliderText.gameObject:SetActive(false) self.slider.value=1 Util.GetGameObject(self.slider.gameObject,"Text"):GetComponent("Text").text="300/300" self.sliderText.text=Language[12322] @@ -197,7 +204,7 @@ function TimeLimitedCall:RefreshNextLevelReward() Util.GetGameObject(self.slider.gameObject,"Text"):GetComponent("Text").text=curTimes.."/"..rewarditem.Values[1][1] local vec=self.sliderText.transform:GetComponent("RectTransform").anchoredPosition3D vec.y=22.4 - self.sliderText.transform:GetComponent("RectTransform").anchoredPosition3D=vec + self.sliderText.transform:GetComponent("RectTransform").anchoredPosition3D = vec self.sliderText.text=Language[12184]..curTimes.."/"..rewarditem.Values[1][1] self.sliderText.fontSize=26 self.slider.value=curTimes/rewarditem.Values[1][1] @@ -207,14 +214,17 @@ function TimeLimitedCall:RefreshNextLevelReward() end) end - local reMaintimes = ActivityGiftManager.GetActivityValueInfo(curActivityId) - reMaintimes = ConfigManager.GetConfigData(ConfigName.LotterySpecialConfig,18).Count - reMaintimes + local info= ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.FindFairy) + + local reMaintimes = info.value + local totalTimes = ConfigManager.GetConfigDataByKey(ConfigName.LotterySpecialConfig,"Type",singleRecruit.MergePool) + reMaintimes = totalTimes - reMaintimes if reMaintimes == 0 then - reMaintimes = ConfigManager.GetConfigData(ConfigName.LotterySpecialConfig,18).Count + reMaintimes = totalTimes end + self.recruitTimesUpdate.text = string.format(Language[12229],reMaintimes) - local info= ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.FindFairy) info = info.endTime - PlayerManager.serverTime info = self:TimeToDHMS(info) self.recruitTimeUpdate.text = string.format(Language[12230]..info) @@ -234,13 +244,13 @@ end function TimeLimitedCall:GetMissionStateById(num,activityId) local mission= ActivityGiftManager.GetActivityInfo(activityId,num) --从后端获取到的阶段数据 - return mission.progress,mission.state + return mission.state end --刷新剩余次数 function TimeLimitedCall:RefreshGetHeroTimes() - local freeTimesId=lotterySetting[RecruitType.TimeLimitSingle].FreeTimes - local maxtimesId=lotterySetting[RecruitType.TimeLimitSingle].MaxTimes --lotterySetting表中的MaxTimes对应privilegeConfig表中的id + local freeTimesId=lotterySetting[singleRecruit.Id].FreeTimes + local maxtimesId=lotterySetting[singleRecruit.Id].MaxTimes --lotterySetting表中的MaxTimes对应privilegeConfig表中的id local curTimes=PrivilegeManager.GetPrivilegeUsedTimes(maxtimesId) self.curtext.text=curTimes self.upper.text= Language[12225]..curTimes.."/"..privilegeConfig[maxtimesId].Condition[1][2]--特权上限 diff --git a/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitManager.lua b/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitManager.lua index 390d2e78bb..a50db34ac6 100644 --- a/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitManager.lua @@ -84,15 +84,6 @@ function this.CheckRecuritNormalPoint() end end ---刷新限时招募红点 --- function this.CheckRecuritNormalPoint() --- if (this.freeUseTimeList[32] >= 1) then --- return true --- else --- return false --- end --- end - function this.InitPreData() this.previewHeroData = {} this.previewFriendData={} @@ -108,49 +99,16 @@ function this.InitPreData() return end - -- 根据当前期获取卡池信息 - local curActivityId=ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.FindFairy) - local data=nil - if curActivityId~=nil then --活动招募 - data= ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"ActivityId",curActivityId,"LotteryType",3) - end for i, v in ConfigPairs(lotteryRewardConfig) do if(v.Pool==1) then--钻石招募 table.insert(this.previewHeroData, v) - end - - if v.Pool==2 then--友情 + elseif v.Pool==2 then--友情 table.insert(this.previewFriendData,v) - end - - if v.Pool==3 then --普抽 + elseif v.Pool==3 then --普抽 table.insert(this.previewNormalData,v) - end - - if(v.Pool==11 or v.Pool==12 or v.Pool==13 or v.Pool==14) then-- or v.Pool==15 光暗被移除 + elseif(v.Pool==11 or v.Pool==12 or v.Pool==13 or v.Pool==14) then-- or v.Pool==15 光暗被移除 table.insert(this.previewElementData, v) - end - - if(v.Pool==101) then--限时招募 - table.insert(this.previewTimeLimitedData, v) - end - - if(v.Pool==1011) then--限时招募up英雄 - table.insert(this.previewTimeLimitedUPData, v) - end - if(v.Pool==4401) then--乾坤宝囊其他奖励 - table.insert(this.previewLotterySoulData, v) - end - - if(v.Pool==1021) then--乾坤宝囊魂印up保底 - table.insert(this.previewLotterySoulUPData, v) - end - - if data~=nil then - if(v.Pool == data.DiamondBoxContain[1][1]) then - table.insert(this.previewGhostFindData, v) - end - end + end end for key, value in ConfigPairs(dailyRewardConfig) do @@ -216,43 +174,6 @@ function this.InitPreData() return itemConfig[a.Reward[1]].Quantity > itemConfig[b.Reward[1]].Quantity end end) - - -- 东海找鬼 - table.sort(this.previewGhostFindData, function(a, b) - if itemConfig[a.Reward[1]].Quantity == itemConfig[b.Reward[1]].Quantity then - return a.Weight > b.Weight - else - return itemConfig[a.Reward[1]].Quantity > itemConfig[b.Reward[1]].Quantity - end - end) - - -- 限时招募 - table.sort(this.previewTimeLimitedData, function(a, b) - if itemConfig[a.Reward[1]].Quantity == itemConfig[b.Reward[1]].Quantity then - return a.Weight > b.Weight - else - return itemConfig[a.Reward[1]].Quantity > itemConfig[b.Reward[1]].Quantity - end - end) - - --乾坤宝囊其他奖励 - table.sort(this.previewLotterySoulData, function(a, b) - if itemConfig[a.Reward[1]].Quantity == itemConfig[b.Reward[1]].Quantity then - return a.Weight > b.Weight - else - return itemConfig[a.Reward[1]].Quantity > itemConfig[b.Reward[1]].Quantity - end - end) - - --乾坤宝囊魂印Up保底 - table.sort(this.previewLotterySoulUPData, function(a, b) - if itemConfig[a.Reward[1]].Quantity == itemConfig[b.Reward[1]].Quantity then - return a.Weight > b.Weight - else - return itemConfig[a.Reward[1]].Quantity > itemConfig[b.Reward[1]].Quantity - end - end) - end @@ -270,17 +191,59 @@ function this.GetRewardPreviewData(type) return this.previewFriendData elseif type==PRE_REWARD_POOL_TYPE.NORMAL then return this.previewNormalData - elseif type==PRE_REWARD_POOL_TYPE.TIME_LIMITED then - return this.previewTimeLimitedData - elseif type==PRE_REWARD_POOL_TYPE.TIME_LIMITED_UP then - return this.previewTimeLimitedUPData - elseif type==PRE_REWARD_POOL_TYPE.LOTTERY_SOUL then--乾坤宝囊其他奖励 - return this.previewLotterySoulData - elseif type==PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP then--乾坤宝囊魂印Up保底 - return this.previewLotterySoulUPData + elseif type==PRE_REWARD_POOL_TYPE.TIME_LIMITED + or type==PRE_REWARD_POOL_TYPE.TIME_LIMITED_UP + or type==PRE_REWARD_POOL_TYPE.LOTTERY_SOUL + or type==PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP then + return this.GetActivityPreviewData(type) end end +function this.GetActivityPreviewData(type) + local previewData = {} + -- 根据当前期获取卡池信息 + local curActivityId = nil + if type==PRE_REWARD_POOL_TYPE.TIME_LIMITED + or type==PRE_REWARD_POOL_TYPE.TIME_LIMITED_UP then + curActivityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.FindFairy) + elseif type==PRE_REWARD_POOL_TYPE.LOTTERY_SOUL + or type==PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP then + curActivityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.QianKunBox) + end + local data = nil + if curActivityId ~= nil then --活动招募 + data = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"ActivityId",curActivityId,"PerCount",1) + else + LogRed("活动没开,你不应该看到这儿"..curActivityId) + end + local poolId = nil + if data ~= nil then + if type == PRE_REWARD_POOL_TYPE.TIME_LIMITED + or type == PRE_REWARD_POOL_TYPE.LOTTERY_SOUL then + poolId = data.DiamondBoxContain[1][1] + elseif type == PRE_REWARD_POOL_TYPE.TIME_LIMITED_UP + or type == PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP then + data = ConfigManager.GetConfigDataByKey(ConfigName.LotterySpecialConfig,"Type",data.MergePool) + poolId = data.pool_id + end + else + LogRed("lotterySetting表里没有这个活动:"..curActivityId) + end + for i, v in ConfigPairs(lotteryRewardConfig) do + if(v.Pool == poolId) then + table.insert(previewData, v) + end + end + table.sort(previewData, function(a, b) + if itemConfig[a.Reward[1]].Quantity == itemConfig[b.Reward[1]].Quantity then + return a.Weight > b.Weight + else + return itemConfig[a.Reward[1]].Quantity > itemConfig[b.Reward[1]].Quantity + end + end) + return previewData +end + --获取英雄星级数据的最大长度(动态) type 数据类型 star 星级 function this.GetHeroMaxLengthByStar_Dynamic(type,star) local d={}