天地洪炉提交

dev_chengFeng
jiaoyangna 2021-11-25 18:55:20 +08:00
parent 879cf506f5
commit fd22b5a87f
17 changed files with 84109 additions and 1 deletions

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@ -2293,6 +2293,8 @@ GENERAL_POPUP_TYPE={
ShenHunShuXing = 54,
LingMaiRecord = 55,--灵脉秘境纪录
IncarnationDes = 56,
chooseTailsManSoul = 57,
}
--通用信息弹窗类型

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@ -505,4 +505,5 @@ SubUIConfig = {
[32] = {name = "ElementDrawCardPanelNew",assetName = "ElementDrawCardPanelNew",script = "Modules/Recruit/ElementDrawCardPanelNew"},--升星有礼
[33] = {name = "XunBaoMiZongPanel",assetName = "XunBaoMiZongPanel",script = "Modules/XunBaoMiZong/XunBaoMiZongPanel"},--寻宝迷踪
[34] = {name = "WeekCardPage",assetName = "WeekCardPage",script = "Modules/Operating/WeekCardPage"},
[35] = {name = "page16",assetName = "page16",script = "Modules/Operating/TailsmanSoulChipLottery"},
}

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@ -215,6 +215,8 @@ GameEvent = {
TimeLimitUpHeroChange = "Activity.TimeLimitUpHeroChange",
--灵兽宝阁灵兽改变
UpMonsterChange = "Activity.UpMonsterChange",
--天地洪炉法宝碎片改变
TailsmanSoulChipChange = "Activity.TailsmanSoulChipChange",
},
Carbon = {
CarbonCountChange = "Carbon.CarbonCountChange",

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@ -38,6 +38,7 @@ local contentScripts = {
--灵脉秘境纪录
[GENERAL_POPUP_TYPE.LingMaiRecord] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_LingMaiRecord"), panelName = "GeneralBigPopup_LingMaiRecord"},
[GENERAL_POPUP_TYPE.IncarnationDes] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_IncarnationDes"), panelName = "GeneralBigPopup_IncarnationDes"},
[GENERAL_POPUP_TYPE.chooseTailsManSoul] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_WishTailsmanSoulChip"), panelName = "GeneralBigPopup_WishTailsmanSoulChip"},
}
--子模块预设
local contentPrefabs={}

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@ -0,0 +1,139 @@
----- 神应属性弹窗 -----
local this = {}
local PropertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
--传入父脚本模块
local parent
local sortingOrder=0
local itemList = {}
function this:InitComponent(gameObject)
self.grid = Util.GetGameObject(gameObject, "grid")
self.itemPre = Util.GetGameObject(gameObject, "itemPre")
self.sureBtn = Util.GetGameObject(gameObject, "sureBtn")
self.cancelBtn = Util.GetGameObject(gameObject, "cancelBtn")
end
function this:BindEvent()
Util.AddOnceClick(self.sureBtn,function()
if LengthOfTable(self.selectData) < 4 then
PopupTipPanel.ShowTip("请选择4个法宝之灵碎片作为心愿")
return
end
NetManager.SendRefreshTailsmanSoulData(self.selectData,function()
parent:ClosePanel()
end)
end)
Util.AddOnceClick(self.cancelBtn,function()
end)
end
function this:AddListener()
end
function this:RemoveListener()
end
function this:OnShow(_parent)
parent=_parent
sortingOrder = _parent.sortingOrder
self.selectData = RecruitManager.GetWishTailsManSoulChips()
self.curData = TailsManSoulManager.GetTailsmanSoulDatas(6)
for i = 1, math.max(#itemList,#self.curData) do
if not self.curData[i] then
itemList[i].go.gameObject:SetActive(false)
else
if not itemList[i] then
itemList[i] = {}
itemList[i].go = newObjToParent(self.itemPre,self.grid)
itemList[i].title = Util.GetGameObject(itemList[i].go, "titleDi/Text"):GetComponent("Text")
itemList[i].lookBtn = Util.GetGameObject(itemList[i].go, "lookBtn")
itemList[i].selectBtn = Util.GetGameObject(itemList[i].go, "selectBtn")
itemList[i].itemGrid = Util.GetGameObject(itemList[i].go, "itemGrid")
itemList[i].items = {}
for i = 1,4 do
itemList[i].items[i] = {}
itemList[i].items[i].go = Util.GetGameObject(itemList[i].go, "ItemPos"..i):GetComponent("Text")
itemList[i].items[i].pos = Util.GetGameObject(itemList[i].items[i].go, "pos")
itemList[i].items[i].item = SubUIManager.Open(SubUIConfig.ItemView,itemList[i].items[i].pos.transform)
itemList[i].items[i].item.transform.localPosition = Vector3.zero
itemList[i].items[i].lv = Util.GetGameObject(itemList[i].items[i].go, "lvDi/Text"):GetComponent("Text")
itemList[i].items[i].select = Util.GetGameObject(itemList[i].items[i].go, "select")
itemList[i].items[i].go.gameObject:SetActive(false)
end
end
itemList[i].go.gameObject:SetActive(true)
itemList[i].title = self.curData[i].name
Util.AddOnceClick(itemList[i].lookBtn,function()
JumpManager.GoJump()
end)
Util.AddOnceClick(itemList[i].selectBtn,function()
MsgPanel.ShowTwo(string.format("确认选择%s作为心愿",self.curData[i].name), function()end, function()
NetManager.SendRefreshTailsmanSoulData(self.curData.trumpChipList,function()
self:OnShow(_parent)
end)
end, "取消", "确认", "提示",false,"")
end)
for j = 1,math.max(#itemList[i].items, #self.curData.trumpChipList) do
if not self.curData.trumpChipList[j] then
itemList[i].items[j].go.gameObject:SetActive(false)
else
if not itemList[i].items[j] then
itemList[i].items[j] = {}
itemList[i].items[j].go = newObjToParent(itemList[i].items[1].go,itemList[i].itemGrid)
itemList[i].items[j].pos = Util.GetGameObject(itemList[i].items[j].go, "pos")
itemList[i].items[j].item = SubUIManager.Open(SubUIConfig.ItemView,itemList[i].items[j].pos.transform)
itemList[i].items[j].item.transform.localPosition = Vector3.zero
itemList[i].items[j].lv = Util.GetGameObject(itemList[i].items[j].go, "lvDi/Text"):GetComponent("Text")
itemList[i].items[j].select = Util.GetGameObject(itemList[i].items[j].go, "select")
end
itemList[i].items[j].go.gameObject:SetActive(true)
itemList[i].items[j].item:OnOpen(false,{self.curData.trumpChipList[j],0}, 1.1, true, false, false, sortingOrder + 1)
itemList[i].items[j].lv.text = TailsManSoulManager.GetTailsmanLvById(self.curData.trumpChipList[j])
itemList[i].items[j].select.gameObject:SetActive(this:CheckIsSelect(self.curData.trumpChipList[j]))
Util.AddOnceClick(itemList[i].items[j].go,function()
if LengthOfTable(self.selectData >= 4) then
PopupTipPanel.ShowTip("心愿碎片最多为4个")
else
this:SetIsSelect(self.curData.trumpChipList[j])
itemList[i].items[j].select.gameObject:SetActive(this:CheckIsSelect(self.curData.trumpChipList[j]))
end
end)
end
end
end
end
end
function this:SetIsSelect(id)
local isAdd = true
for k,v in pairs(self.selectData) do
if v == id then
v = nil
isAdd = false
end
end
if isAdd then
table.insert(self.selectData,id)
end
end
function this:CheckIsSelect(id)
for k,v in pairs(self.selectData) do
if v == id then
return true
end
end
return false
end
function this:OnClose()
end
function this:OnDestroy()
itemList = {}
end
return this

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@ -121,7 +121,7 @@ function this:InitComponent()
-- 无尽
this.btnEndLess = Util.GetGameObject(self.gameObject, "LeftDown/btnRoot/btnEndLess")
this.btnEndLess:SetActive(false)
this.btnEndLess:SetActive(true)
--鸿蒙
this.btnHongMeng=Util.GetGameObject(self.gameObject,"RightDown/btnHongMeng")

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@ -6148,4 +6148,18 @@ function NetManager.LingMaiRecordRequest(func)
end)
end
function NetManager.SendRefreshTailsmanSoulData(idlist,fun)
local data = HeroInfoProto_pb.HeroGodSoulBindRequest()
for k,v in pairs(idlist) do
data.idlist:append(v)
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.CrossLingmaiSecretAreaRecordRequest, MessageTypeProto_pb.CrossLingmaiSecretAreaRecordResponse, nil, function(buffer)
RecruitManager.SetWishTailsManSoulChips(idlist)
Game.GlobalEvent:DispatchEvent(GameEvent.Activity.TailsmanSoulChipChange)
if fun then
fun()
end
end)
end
return this

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@ -36,7 +36,24 @@ function this.Initialize()
this.InitPreData()
this.newWishList = {}--心愿抽新增的神将
this.openTime = 0--开服时间戳或是0用于判断心愿神将是否加入卡池
this.wishTailsManSoulChips = {}
end
function this.SetWishTailsManSoulChips(_datas)
this.wishTailsManSoulChips = {}
for k,v in pairs(_datas) do
table.insert(this.wishTailsManSoulChips,v)
end
end
function this.GetWishTailsManSoulChips()
local datas = {}
for k,v in pairs(this.wishTailsManSoulChips) do
table.insert(datas,v)
end
return datas
end
--请求抽卡 1抽卡类型 2回调 3特权id
function this.RecruitRequest(recruitType, func, privilegeId,_itemId,_itemNum)
local itemId = 0

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@ -20,6 +20,7 @@ function this.GetTailsmanSoulDatas(qua)
singBookData.icon = v.Icon
singBookData.quality = v.Quality
singBookData.trumpList,singBookData.maxLv,singBookData.lv,singBookData.skillList = this.GetTailsmanSoulDataById(singBookData.id)
singBookData.trumpChipList = v.ItemList
singBookData.skillConfig = v.SkillList
table.insert(datas,singBookData)
end

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@ -0,0 +1,317 @@

local TailsmanSoulChipLottery = {}
local sortingOrder = 0
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local artConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local lotterySetting=ConfigManager.GetConfig(ConfigName.LotterySetting)
local privilegeConfig=ConfigManager.GetConfig(ConfigName.PrivilegeTypeConfig)
local lotterySpecialConfig = ConfigManager.GetConfig(ConfigName.LotterySpecialConfig)
local wishSoulData
function TailsmanSoulChipLottery:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = TailsmanSoulChipLottery })
return b
end
--初始化组件(用于子类重写)
function TailsmanSoulChipLottery:InitComponent()
self.spLoader = SpriteLoader.New()
self.btnHelp= Util.GetGameObject(self.gameObject,"help")
self.helpPosition=self.btnHelp:GetComponent("RectTransform").localPosition
self.limit = Util.GetGameObject(self.gameObject,"limitdi/limit"):GetComponent("Text")
--rightUp
self.rightUp = Util.GetGameObject(self.gameObject,"rightUp")
self.btnReward = Util.GetGameObject(self.rightUp,"reward")
self.btnStore = Util.GetGameObject(self.rightUp,"store")
self.zhenqibaogeBtn = Util.GetGameObject(self.rightUp,"zqbg")
self.zqbgEffect = Util.GetGameObject(self.zhenqibaogeBtn,"Fx_Circle 1")
self.btn_soul = Util.GetGameObject(self.rightUp, "btn_hero")
self.upSoulImg= Util.GetGameObject(self.btn_soul, "Icon"):GetComponent("Image")
Util.GetGameObject(self.btn_soul,"InfoImg"):GetComponent("Image").sprite = self.spLoader:LoadSprite("q_qiankun__icondi_ghwj_zh")
Util.GetGameObject(self.btn_soul,"InfoImg2"):GetComponent("Image").sprite = self.spLoader:LoadSprite("x_xinjiangzhaohuan_gailv_zh")
self.btns = {}
for i = 1 , 2 do
self.btns[i] = {}
self.btns[i].btn = Util.GetGameObject(self.rightUp,"btn"..i)
self.btns[i].red = Util.GetGameObject(self.btns[i].btn.gameObject,"redPoint")
self.btns[i].info = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/Text"):GetComponent("Text")
self.btns[i].icon = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/icon"):GetComponent("Image")
self.btns[i].num = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/num"):GetComponent("Text")
end
self.btnTime = Util.GetGameObject(self.btns[1].btn,"di1/time"):GetComponent("Text")
--center
self.center = Util.GetGameObject(self.gameObject,"center")
self.icons = {}
for i = 1 , 4 do
self.icons[i] = {}
self.icons[i].go = Util.GetGameObject(self.center,"icons/icon"..i)
self.icons[i].icon = Util.GetGameObject(self.icons[i].go,"frame/icon"):GetComponent("Image")
self.icons[i].kuang = Util.GetGameObject(self.icons[i].go,"kuang"):GetComponent("Image")
if i < 4 then
self.icons[i].effect=Util.GetGameObject(self.icons[i].go,"UI_effect_RecruitPanel_box_open")
end
end
self.updateTimes = Util.GetGameObject(self.btns[1].btn,"di1")
self.updateTimesTip = Util.GetGameObject(self.updateTimes,"Text"):GetComponent("Text")
self.updateTimesTip1 = Util.GetGameObject(self.updateTimes,"Text1"):GetComponent("Text")
end
--绑定事件(用于子类重写)
function TailsmanSoulChipLottery:BindEvent()
Util.AddOnceClick(self.zhenqibaogeBtn, function()
JumpManager.GoJump(40011)
end)
Util.AddOnceClick(self.btnHelp, function()
UIManager.OpenPanel(UIName.HelpPopup,self.actConfig.HelpId,self.helpPosition.x,self.helpPosition.y)
end)
Util.AddOnceClick(self.btnReward, function()
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.RecrutDetail,self.actConfig.HelpId,self.actType,PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP,PRE_REWARD_POOL_TYPE.LOTTERY_SOUL)
end)
Util.AddOnceClick(self.btnStore, function()
--JumpManager.GoJump()
end)
Util.AddOnceClick(self.btn_soul, function()
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.chooseTailsManSoul)
end)
end
--添加事件监听(用于子类重写)
function TailsmanSoulChipLottery:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Activity.TailsmanSoulChipChange,self.OnUPEquipChange,self)
end
--移除事件监听(用于子类重写)
function TailsmanSoulChipLottery:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.TailsmanSoulChipChange,self.OnUPEquipChange,self)
end
--up的魂印改变
function TailsmanSoulChipLottery:OnUPEquipChange(id)
self:contentShow()
end
--界面打开时调用(用于子类重写)
function TailsmanSoulChipLottery:OnOpen(_activityConfig,_index,parent)
self.actConfig = _activityConfig
self.pageIndex = _index
self.parent = parent
end
function TailsmanSoulChipLottery:OnSortingOrderChange(_sortingOrder)
sortingOrder = _sortingOrder or 0
Util.SetParticleSortLayer(self.zqbgEffect, sortingOrder+1)
for i = 1, 5 do
if self.icons[i] and self.icons[i].effect then
Util.SetParticleSortLayer(self.icons[i].effect.gameObject, sortingOrder+1)
end
end
end
-- 打开,重新打开时回调
function TailsmanSoulChipLottery:OnShow(_sortingOrder)
self.gameObject:SetActive(true)
sortingOrder = _sortingOrder
Util.SetParticleSortLayer(self.zqbgEffect, sortingOrder+1)
self.actId = self.actConfig.ActId
self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType
if self.actConfig.IfBack == 1 then
if self.actConfig.ActiveType > 0 then
local id = ActivityGiftManager.IsActivityTypeOpen(self.actConfig.ActiveType)
if id and id > 0 then
self.actId = id
local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.ActivityGroups,"PageType",self.actConfig.PageType,"ActiveType",self.actConfig.ActiveType,"ActId",id)
if config then
self.actConfig = config
end
end
end
end
local array = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySetting,"ActivityId",self.actId)
self.singleRecruit = array[1]
self.tenRecruit = array[2]
self.freeTimesId=self.singleRecruit.FreeTimes
self.maxtimesId=self.singleRecruit.MaxTimes
self:refreshMagicNum()
self:refreshBtnShow()--刷新按钮显示
self:contentShow()
end
function TailsmanSoulChipLottery:refreshMagicNum()
local actData = ActivityGiftManager.GetActivityTypeInfo(self.actType)
local d = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySpecialConfig,"Type",self.singleRecruit.MergePool)
self.updateTimesTip.text = string.format("召唤<color=#%s>%s次必得红色碎片</color>","A55A13",d[1].Count-math.floor(actData.value/1000))
local endTime = ActivityGiftManager.GetTaskEndTime(self.actType) - PlayerManager.serverTime
self.updateTimesTip1.text = string.format("活动剩余时间:"..self:TimeToDHMS(endTime))
local timeDown=CalculateSecondsNowTo_N_OClock(0)
self.timer = Timer.New(function()
if timeDown < 1 then
self:RefreshGetHeroTimes()
return
else
self.btnTime.text = TimeToHMS(timeDown).."后刷新"
end
if endTime < 1 then
self.timer:Stop()
self.timer = nil
self:OnShow(sortingOrder)
return
else
self.updateTimesTip1.text = string.format("活动剩余时间:"..self:TimeToDHMS(endTime))
end
endTime = endTime - 1
timeDown = timeDown - 1
end, 1, -1, true)
self.timer:Start()
end
function TailsmanSoulChipLottery:refreshBtnShow()
local curTimes = PrivilegeManager.GetPrivilegeUsedTimes(self.maxtimesId)
self.limit.text ="今日召唤上限:"..curTimes.."/"..privilegeConfig[self.maxtimesId].Condition[1][2]
self.btnTime.gameObject:SetActive(true)
local freeTime = 0
if self.freeTimesId and self.freeTimesId > 0 then
freeTime = PrivilegeManager.GetPrivilegeRemainValue(self.freeTimesId)
RecruitManager.freeUseTimeList[self.freeTimesId]=freeTime
end
--按钮赋值
for n, m in ipairs(self.btns) do
--存在免费次数 并且 免费>=1 并且是1按钮
local isFree = freeTime >= 1 and n == 1
m.red.gameObject:SetActive(isFree)
m.icon.gameObject:SetActive(not isFree)
m.num.gameObject:SetActive(not isFree)
local itemId=0
local itemNum=0
local type = 0
if n == 1 then
type = self.singleRecruit.Id
m.info.text = "1次"
else
type = self.tenRecruit.Id
m.info.text = "10次"
end
local d = {}
if (isFree) then
self.btnTime.gameObject:SetActive(false)
m.info.text="免费抽取"
else
local d = RecruitManager.GetExpendData(type)
itemId=d[1]
itemNum=d[2]
m.icon.sprite = self.spLoader:LoadSprite(artConfig[itemConfig[itemId].ResourceID].Name)
m.num.text= tostring(itemNum)
end
Util.AddOnceClick(m.btn,function()
if not isFree then
if BagManager.GetItemCountById(itemId) < itemNum then
PopupTipPanel.ShowTip(itemConfig[itemId].Name.."数量不足!")
return
end
end
local state = PlayerPrefs.GetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.QianKunBoxTen)
local recrutId = n == 1 and self.singleRecruit.Id or self.tenRecruit.Id
local recrutNum = n == 1 and 1 or 10
local uiName = n == 1 and UIName.QianKunBoxBuyOnePanel or UIName.QianKunBoxBuyTenPanel
if state==0 and itemId == 16 and not isFree then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitConfirm,recrutId,function()
self:Recruit(recrutNum,recrutId,uiName)
end)
else
self:Recruit(recrutNum,recrutId,uiName)
end
end)
end
end
function TailsmanSoulChipLottery:Recruit(recrutType,recrutId,uiName)
if PrivilegeManager.GetPrivilegeUsedTimes(self.maxtimesId)+recrutType>privilegeConfig[self.maxtimesId].Condition[1][2] then
PopupTipPanel.ShowTip("无法超出每日召唤次数上限!")
return
end
RecruitManager.RecruitRequest(recrutId, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(self.maxtimesId,recrutType)--记录抽卡次数
UIManager.OpenPanel(uiName, msg.drop,recrutId,{RecruitType.QianKunBoxTen,RecruitType.QianKunBoxTen})
CheckRedPointStatus(RedPointType.TailsmanSoulChipLottery)
end,self.freeTimesId)
end
--五个魂印头像
function TailsmanSoulChipLottery:contentShow()
wishSoulData = RecruitManager.GetWishTailsManSoulChips()
local iconsData = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotteryRewardConfig,"Pool",self.singleRecruit.DiamondBoxContain[1][1])
if wishSoulData and #wishSoulData > 0 then
else
local li = {}
for i = 1,#iconsData do
table.insert(li,iconsData[i].Reward[1])
end
RecruitManager.SetWishTailsManSoulChips(li)
end
--如果没有默认数值,默认的就是表里面的请三个魂印
if wishSoulData and #wishSoulData~=0 then
for i = 1, #self.icons do
if i<=#wishSoulData then
self.icons[i].icon.gameObject:SetActive(true)
self.icons[i].kuang.gameObject:SetActive(true)
local id=wishSoulData[i]
self.icons[i].icon.sprite = self.spLoader:LoadSprite(artConfig[itemConfig[id].ResourceID].Name)
self.icons[i].kuang.sprite = self.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[id].Quantity].circle)
--点击能查看魂印信息
Util.AddOnceClick(self.icons[i].kuang.gameObject,function ()
UIManager.OpenPanel(UIName.SoulPrintPopUp,nil,nil,id,nil,nil)
end)
end
Util.SetParticleSortLayer(self.icons[i].effect, sortingOrder+1)
end
end
self.upSoulImg.sprite=self.spLoader:LoadSprite(artConfig[itemConfig[wishSoulData[1]].ResourceID].Name)
end
--- 将一段时间转换为天时分秒
function TailsmanSoulChipLottery:TimeToDHMS(second)
local day = math.floor(second / (24 * 3600))
local minute = math.floor(second / 60) % 60
local sec = math.floor(second % 60)
local hour = math.floor(math.floor(second - day * 24 * 3600 - sec - minute * 60) / 3600)
if day <= 0 and hour <= 0 then
return string.format("%s分%s秒",minute, sec)
else
return string.format("%s天%s小时",day, hour)
end
end
--界面关闭时调用(用于子类重写)
function TailsmanSoulChipLottery:OnClose()
self.gameObject:SetActive(false)
if self.timer then
self.timer:Stop()
self.timer = nil
end
if self.shopView then
SubUIManager.Close(self.shopView)
end
self.shopView = nil
end
--界面销毁时调用(用于子类重写)
function TailsmanSoulChipLottery:OnDestroy()
self.btns = {}
if self.shopView then
SubUIManager.Close(self.shopView)
end
self.shopView = nil
end
return TailsmanSoulChipLottery

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