[乾坤宝盒]===========功能修改
parent
37dd3100b9
commit
fcaa098564
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@ -7,6 +7,7 @@ local lotterySetting=ConfigManager.GetConfig(ConfigName.LotterySetting)
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local privilegeConfig=ConfigManager.GetConfig(ConfigName.PrivilegeTypeConfig)
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local artResourcesConfig =ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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local lotterySpecialConfig = ConfigManager.GetConfig(ConfigName.LotterySpecialConfig)
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local wishSoulData
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function QianKunBox:New(gameObject)
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local b = {}
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b.gameObject = gameObject
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@ -78,7 +79,8 @@ function QianKunBox:BindEvent()
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end)
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Util.AddOnceClick(self.btn_soul, function()
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.ChooseUpSoul,self.actId,self.wishSoulData)
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local data=RecruitManager.GetWishEquipData()
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.ChooseUpSoul,self.actId,wishSoulData)
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end)
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end
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@ -220,18 +222,18 @@ end
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--五个魂印头像
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function QianKunBox:contentShow()
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self.wishSoulData=RecruitManager.GetWishEquipData()
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wishSoulData =RecruitManager.GetWishEquipData()
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local iconsData = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotteryRewardConfig,"Pool",self.singleRecruit.DiamondBoxContain[1][1])
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local num=1
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--如果没有默认数值,默认的就是表里面的请三个魂印
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if self.wishSoulData and #self.wishSoulData~=0 then
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if wishSoulData and #wishSoulData~=0 then
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for i = 1, 3 do
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if i<=#self.wishSoulData then
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if i<=#wishSoulData then
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self.icons[i].icon.gameObject:SetActive(true)
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self.icons[i].kuang.gameObject:SetActive(true)
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local id=self.wishSoulData[i]
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local id=wishSoulData[i]
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self.icons[i].icon.sprite = self.spLoader:LoadSprite(artConfig[itemConfig[id].ResourceID].Name)
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self.icons[i].kuang.sprite = self.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[self.wishSoulData[i]].Quantity].circle)
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self.icons[i].kuang.sprite = self.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[wishSoulData[i]].Quantity].circle)
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--点击能查看魂印信息
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Util.AddOnceClick(self.icons[i].kuang.gameObject,function ()
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UIManager.OpenPanel(UIName.SoulPrintPopUp,nil,nil,iconsData[i].Reward[1],nil,nil)
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@ -247,7 +249,7 @@ function QianKunBox:contentShow()
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for i = num, 5 do
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self.icons[i].icon.sprite = self.spLoader:LoadSprite(artConfig[itemConfig[iconsData[i].Reward[1]].ResourceID].Name)
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if i<4 then
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table.insert(self.wishSoulData,iconsData[i].Reward[1])
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table.insert(wishSoulData,iconsData[i].Reward[1])
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end
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self.icons[i].kuang.sprite = self.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[iconsData[i].Reward[1]].Quantity].circle)
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--点击能查看魂印信息
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@ -255,7 +257,7 @@ function QianKunBox:contentShow()
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UIManager.OpenPanel(UIName.SoulPrintPopUp,nil,nil,iconsData[i].Reward[1],nil,nil)
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end)
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end
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self.upSoulImg.sprite=self.spLoader:LoadSprite(artConfig[itemConfig[self.wishSoulData[1]].ResourceID].Name)
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self.upSoulImg.sprite=self.spLoader:LoadSprite(artConfig[itemConfig[wishSoulData[1]].ResourceID].Name)
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end
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--刷新时间
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@ -230,8 +230,6 @@ function this:ReculateUpHeroRate(itemList,UpItemList,_tag,config)
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for k,v in ipairs(UpItemList) do
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for n,m in ipairs(itemList) do
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if v.Reward[1] == m.Reward[1] then
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LogError("ppppppppp")
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LogError("v id=="..v.Id.." m.id=="..m.Id)
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local _config = ConfigManager.GetConfigData(config,v.Reward[1])
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local readingName = _config.ReadingName or _config.Name
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table.insert(rateList,{id = m.Reward[1],tag=_tag,name = readingName,value = m.WeightShow,color = "AD4152"})
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@ -5,7 +5,7 @@ local parent
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--传入特效层级
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local sortingOrder=0
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local args=nil
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local currHeroIds={}
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local equipConfig=ConfigManager.GetConfig(ConfigName.EquipConfig)
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local artResourcesConfig =ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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@ -23,7 +23,7 @@ function this:InitComponent(gameObject)
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--滚动条根节点
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this.root = Util.GetGameObject(gameObject, "Root")
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this.scrollView=SubUIManager.Open(SubUIConfig.ScrollCycleView,this.root.transform,this.prefab, nil,
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Vector2.New(this.root.transform.rect.width,this.root.transform.rect.height),1,4,Vector2.New(50,15))
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Vector2.New(this.root.transform.rect.width,this.root.transform.rect.height),1,4,Vector2.New(50,20))
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this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition= Vector2.New(0,0)
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this.scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
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this.scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
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@ -31,22 +31,24 @@ function this:InitComponent(gameObject)
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this.scrollView.moveTween.MomentumAmount = 1
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this.scrollView.moveTween.Strength = 2
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this.preList={}
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this.currHeroIds={}
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end
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function this:BindEvent()
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Util.AddClick(this.confirmBtn,function()
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NetManager.BeautyBagWishEquipRequest(this.currHeroIds,function()
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Game.GlobalEvent:DispatchEvent(GameEvent.Activity.TimeLimitUpHeroChange,this.currHeroIds[1])
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parent:ClosePanel()
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end)
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end)
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Util.AddClick(this.cancelBtn,function()
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parent:ClosePanel()
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end)
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Util.AddClick(this.btn_close,function()
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parent:ClosePanel()
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end)
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Util.AddClick(this.confirmBtn,function()
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NetManager.BeautyBagWishEquipRequest(currHeroIds,function()
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Game.GlobalEvent:DispatchEvent(GameEvent.Activity.TimeLimitUpHeroChange,currHeroIds[1])
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parent:ClosePanel()
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end)
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end)
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end
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function this:AddListener()
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@ -59,11 +61,11 @@ function this:OnShow(_parent,...)
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parent=_parent
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sortingOrder =_parent.sortingOrder
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args = {...}
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currHeroIds=args[2]
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this.currHeroIds=RecruitManager.GetWishEquipData()
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local heroDatas={}
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for k, v in ConfigPairs(equipConfig) do
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if v.Position==5 and v.Quality==6 then
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if BattleUtil.ChecklistIsContainValue(currHeroIds,v.Id) then
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if BattleUtil.ChecklistIsContainValue(this.currHeroIds,v.Id) then
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table.insert(heroDatas,1,itemConfig[v.Id])
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else
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table.insert(heroDatas,itemConfig[v.Id])
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@ -99,24 +101,25 @@ function this.SingleHeroDataShow(go,_heroData)
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local selectObj=Util.GetGameObject(_go.transform, "choosed"):GetComponent("Image")
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selectObj.sprite=this.spLoader:LoadSprite("r_chouka_yixuanding")
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local cardclickBtn = Util.GetGameObject(_go.transform, "icon")
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local isHave=BattleUtil.ChecklistIsContainValue(currHeroIds,heroData.Id)
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local isHave=BattleUtil.ChecklistIsContainValue(this.currHeroIds,heroData.Id)
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selectObj.gameObject:SetActive(isHave)
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Util.AddOnceClick(cardclickBtn, function()
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if #currHeroIds==3 and not isHave then
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if #this.currHeroIds==3 and not isHave then
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PopupTipPanel.ShowTip("Up魂印最多3个")
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return
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end
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if isHave then
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if #currHeroIds==1 then
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if #this.currHeroIds==1 then
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PopupTipPanel.ShowTip("至少选择一个Up魂印")
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return
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end
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table.removebyvalue(currHeroIds,heroData.Id)
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table.removebyvalue(this.currHeroIds,heroData.Id)
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isHave=false
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else
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table.insert(currHeroIds,heroData.Id)
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table.insert(this.currHeroIds,heroData.Id)
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isHave=true
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end
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local aa=RecruitManager.GetWishEquipData()
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selectObj.gameObject:SetActive(isHave)
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end)
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@ -127,7 +130,7 @@ end
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function this:OnClose()
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currHeroIds=nil
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this.currHeroIds=nil
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args=nil
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end
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@ -29,7 +29,7 @@ function this.Initialize()
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this.recruitFreeUseTime = 0 --现在只剩下秘盒招募在用了
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this.isTenRecruit = 0 --首次十连
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this.WishCardData = {}
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this.wishEquipData={}
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this.wishSoulData={}
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this.isFirstEnterElementScroll=true
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this.isFirstEnterHeroScroll=true
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this.InitPreData()
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@ -448,13 +448,17 @@ end
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--心愿魂印
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function this.SetWishEquipData(infoList)
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this.wishEquipData={}
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this.wishSoulData={}
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for i = 1, #infoList do
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table.insert(this.wishEquipData,infoList[i].equip)
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table.insert(this.wishSoulData,infoList[i].equip)
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end
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end
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function this.GetWishEquipData()
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return this.wishEquipData
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local data={}
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for i = 1, #this.wishSoulData do
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table.insert(data,this.wishSoulData[i])
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end
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return data
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end
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function this.GetCurHeroList(curIndex)
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