Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop
commit
fe00d8726a
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@ -120,26 +120,29 @@ function this.PatFaceSpecialMonitor(v,patFaceAllData,type,starUpGiftNum)
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end
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elseif v.Type == 5 then--星级成长礼特殊处理
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if starUpGiftNum then
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--Log("星级成长礼特殊处理 starUpGiftNum == v.Star "..starUpGiftNum .." ".. v.Star)
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Game.GlobalEvent:DispatchEvent(GameEvent.PatFace.PatFaceHaveGrowGift)--激活一次发一个
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if starUpGiftNum == v.Star then
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local conFigData = ConfigManager.GetConfigData(ConfigName.RechargeCommodityConfig, v.ShopId)
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if conFigData == nil then return end
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local shopItemData = OperatingManager.GetGiftGoodsInfo(conFigData.Type,v.ShopId)
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--shopItemData.startTime 大于零代表第一次开 需要拍脸 下次未购买并在时间内再次获得 shopItemData.startTime为零
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--shopItemData.buyTimes <= 0 今天没有购买才会弹
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--if shopItemData then
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-- Log(" PatFaceManager startTime buyTimes "..shopItemData.startTime.." "..shopItemData.buyTimes)
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--else
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-- Log("shopItemData 为nil")
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Log("星级成长礼特殊处理 starUpGiftNum == v.Star "..starUpGiftNum .." ".. v.Star)
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--Game.GlobalEvent:DispatchEvent(GameEvent.PatFace.PatFaceHaveGrowGift)--激活一次发一个
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if starUpGiftNum >= v.Star then
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-- local conFigData = ConfigManager.GetConfigData(ConfigName.RechargeCommodityConfig, v.ShopId)
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-- if conFigData == nil then return end
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-- local shopItemData = OperatingManager.GetGiftGoodsInfo(conFigData.Type,v.ShopId)
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-- --shopItemData.startTime 大于零代表第一次开 需要拍脸 下次未购买并在时间内再次获得 shopItemData.startTime为零
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-- --shopItemData.buyTimes <= 0 今天没有购买才会弹
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-- --if shopItemData then
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-- -- Log(" PatFaceManager startTime buyTimes "..shopItemData.startTime.." "..shopItemData.buyTimes)
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-- --else
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-- -- Log("shopItemData 为nil")
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-- --end
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-- if shopItemData and shopItemData.startTime > 0 and shopItemData.buyTimes <= 0 and type == 2 then
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-- if RedPointManager.PlayerPrefsGetStr(v.Id.."PatFace") == "0" then--商品未开启才会激活拍脸
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-- table.insert(patFaceAllData,v)
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-- end
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-- end
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if shopItemData and shopItemData.startTime > 0 and shopItemData.buyTimes <= 0 and type == 2 then
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if RedPointManager.PlayerPrefsGetStr(v.Id.."PatFace") == "0" then--商品未开启才会激活拍脸
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table.insert(patFaceAllData,v)
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end
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end
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end
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end
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elseif v.Type == 6 then--巅峰战
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local curState = ArenaTopMatchManager.GetBaseData().battleState
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local battleStage = ArenaTopMatchManager.GetBaseData().battleStage
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@ -123,7 +123,7 @@ function PatFacePanel:OnShowPatFaceData()
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self.obg2:SetActive(patFaceSingleData.Type == FacePanelType.Tesc)
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self.obg3:SetActive(patFaceSingleData.Type == FacePanelType.GuildFight or patFaceSingleData.Type == FacePanelType.Championship)
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self.obg4:SetActive(patFaceSingleData.Type == FacePanelType.SupremeHero)
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self.obg5:SetActive(patFaceSingleData.Type == FacePanelType.GrowGift)
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self.obg5:SetActive(false)
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self.obg6:SetActive(patFaceSingleData.Type == FacePanelType.FindFairy)
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self.obg7:SetActive(patFaceSingleData.Type == FacePanelType.UpgradePac)
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if patFaceSingleData.Type == FacePanelType.Sbtj then
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@ -143,6 +143,8 @@ function PatFacePanel:OnShowPatFaceData()
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self:OnShowOb6Data()
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elseif patFaceSingleData.Type == FacePanelType.UpgradePac then
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self:OnShowOb7Data()
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elseif patFaceSingleData.Type == FacePanelType.GrowGift then
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self:OnShowOb8Data()
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end
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end
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end
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@ -311,31 +313,11 @@ end
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--第五种显示 五星成长礼
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local timeOb5
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function PatFacePanel:OnShowOb5Data()
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self.obg5infoText.text = patFaceSingleData.Desc
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Util.AddOnceClick(self.obg5goJumpBtn, function()
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self:JumpBtnClickEvent()
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end)
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Util.AddOnceClick(self.obg5cancelBtn, function()
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self:ClosePanel()
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end)
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local timeDownNum = 5
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self.obg5cancelBtnText.text = Language[10552]..timeDownNum..")"
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if timeOb5 then
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timeOb5:Stop()
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timeOb5 = nil
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if OperatingManager.IsShowFiveStarPatch then
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OperatingManager.upGradePackagePanelType = 2
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UIManager.OpenPanel(UIName.UpGradePackagePanel,function() self:ClosePanel() end)
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OperatingManager.IsShowFiveStarPatch = false
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end
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timeOb5 = Timer.New(function()
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self.obg5cancelBtnText.text = Language[10552]..timeDownNum..")"
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if timeDownNum < 0 then
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self:ClosePanel()
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if timeOb5 then
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timeOb5:Stop()
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timeOb5 = nil
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end
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end
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timeDownNum = timeDownNum - 1
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end, 1, -1, true)
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timeOb5:Start()
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end
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function PatFacePanel:OnShowOb6Data()
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patFaceFindFairy.OnShow(self,patFaceSingleData)
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@ -349,6 +331,7 @@ function PatFacePanel:OnShowOb7Data()
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OperatingManager.upGradePackagePanelType = 1
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UIManager.OpenPanel(UIName.UpGradePackagePanel,function() self:ClosePanel() end)
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end
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function PatFacePanel:JumpBtnClickEvent()
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if openPanle then
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openPanle.patFaceCallList:Clear()
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@ -2071,7 +2071,8 @@ function this.GetCurHeroSidAndCurStarAllSkillDatas(sid, star)
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end
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function this.DetectionOpenFiveStarActivity(starUpGiftNum)
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Log(" ---- GameEvent.PatFace.PatFaceSend,14 ")
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Game.GlobalEvent:DispatchEvent(GameEvent.PatFace.PatFaceSend, FacePanelType.GrowGift, starUpGiftNum)
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PlayerManager.IsGetFiveStarHero = true
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end
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-- 判断英雄是否有魂印功能
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@ -1062,6 +1062,10 @@ function this:OnShow()
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-- UIManager.ClosePanel(UIName.RewardItemSingleShowPopup)
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--end
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CheckRedPointStatus(RedPointType.RankingSort)
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if PlayerManager.IsGetFiveStarHero and OperatingManager.IsShowFiveStarPatch then
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Game.GlobalEvent:DispatchEvent(GameEvent.PatFace.PatFaceSend, FacePanelType.GrowGift, 5)
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PlayerManager.IsGetFiveStarHero = false
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end
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end
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@ -63,9 +63,9 @@ function this:AddListener()
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end
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function this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.TreasureOfHeaven.BuyQinglongSerectLevelSuccess, this.refresh)
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Game.GlobalEvent:RemoveEvent(GameEvent.TreasureOfHeaven.RechargeQinglongSerectSuccess, this.refresh)
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Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnActivityOpenOrClose,this.Closefunction)
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Game.GlobalEvent:RemoveEvent(GameEvent.TreasureOfHeaven.BuyQinglongSerectLevelSuccess)
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Game.GlobalEvent:RemoveEvent(GameEvent.TreasureOfHeaven.RechargeQinglongSerectSuccess)
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Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnActivityOpenOrClose)
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end
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this.Closefunction = function()
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Timer.New(function()
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@ -181,9 +181,6 @@ function this:SingleTask(go, rewardSingleData)
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local text = Util.GetGameObject(lingquButton.gameObject, "Text") :GetComponent("Text")
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lingquButton:GetComponent("Image").sprite = Util.LoadSprite(type[state].sprite)
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text.text = type[state].text
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if state == 1 then
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text.text = sConFigData.integral[1][2]..itemConfig[tonumber(sConFigData.integral[1][1])].Name
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end
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Util.AddOnceClick(lingquButton, function()
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if state == 1 then
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NetManager.TakeMissionRewardRequest(TaskTypeDef.TreasureOfSomeBody,sConFigData.id, function(msg)
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@ -2,7 +2,7 @@ QinglongSerectTreasureManager = {}
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local this = QinglongSerectTreasureManager
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local TreasureSunlongConfig = ConfigManager.GetConfig(ConfigName.TreasureSunlongConfig)
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local TreasureSunLongTaskConfig = ConfigManager.GetConfig(ConfigName.TreasureSunLongTaskConfig)
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local rewardData = {}--表内活动任务数据
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this.rewardData = {}--表内活动任务数据
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local taskData = {}
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this.scoreId = 0
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this.score = 0
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@ -14,19 +14,19 @@ function this.Initialize()
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end
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function this.InitializeData()
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rewardData = {}
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this.rewardData = {}
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taskData = {}
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this.scoreId = TreasureSunlongConfig[1].Integral[1][1]
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for i, v in ConfigPairs(TreasureSunlongConfig) do
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rewardData[v.Level] = {}
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rewardData[v.Level].level = v.Level
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rewardData[v.Level].activityId = v.ActivityId
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this.rewardData[v.Level] = {}
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this.rewardData[v.Level].level = v.Level
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this.rewardData[v.Level].activityId = v.ActivityId
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if v.Integral then
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rewardData[v.Level].needScore = v.Integral[1][2]
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this.rewardData[v.Level].needScore = v.Integral[1][2]
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else
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rewardData[v.Level].needScore = 0
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this.rewardData[v.Level].needScore = 0
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end
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rewardData[v.Level].Reward = {}
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this.rewardData[v.Level].Reward = {}
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local temp = {}
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if v.Reward then
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for n,m in ipairs(v.Reward) do
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@ -38,7 +38,7 @@ function this.InitializeData()
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table.insert(temp,{ type = 2,item = { m[1] , m[2] } })
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end
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end
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rewardData[v.Level].Reward = temp
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this.rewardData[v.Level].Reward = temp
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end
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for i, v in ConfigPairs(TreasureSunLongTaskConfig) do
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if not taskData[v.Type] then
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@ -56,11 +56,9 @@ end
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function this.UpdateTreasureState()
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local level = this.GetLevel()
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for k,v in pairs(rewardData) do
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if level > k then
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for k,v in pairs(this.rewardData) do
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if level < k then
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v.state = -2
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else
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v.state = 0
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end
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end
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this.activityId = ActivityGiftManager.GetActivityIdByType(ActivityTypeDef.TreasureOfSomeBody)
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@ -69,14 +67,26 @@ function this.UpdateTreasureState()
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--state -2 未达成 -1 普通和额外全部领取 0未领取 1激活秘宝,可以再次领取
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for k,v in ipairs(TreasureRewardState.mission) do
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if v and level >= v.missionId then
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rewardData[v.missionId].state = v.state
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this.rewardData[v.missionId].state = v.state
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else
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rewardData[v.missionId].state = -2
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this.rewardData[v.missionId].state = -2
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end
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end
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end
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end
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function this.UpdateTreasureState2()
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local level = this.GetLevel()
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for k,v in pairs(this.rewardData) do
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if level < k then
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v.state = -2
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elseif v.state == -2 then
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v.state = 0
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end
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end
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end
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function this.UpdateTrailWeekTime(msg)
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LogRed("msg.weekTime:"..msg.weekTime)
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this.traiWeekTime = msg.weekTime
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@ -114,12 +124,13 @@ function this.GetScore()
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end
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function this.SetSingleRewardState(id,state)
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rewardData[id].state = state
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this.rewardData[id].state = state
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LogBlue("SetSingleRewardState:id:"..id.." state:"..state)
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end
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function this.GetAllRewardData()
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local temp ={}
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for i, v in pairs(rewardData) do
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for i, v in pairs(this.rewardData) do
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if i ~= 0 and v.activityId == this.activityId then
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table.insert(temp,v)
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end
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@ -128,7 +139,7 @@ function this.GetAllRewardData()
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end
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function this.GetRewardData(lv)
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return rewardData[lv]
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return this.rewardData[lv]
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end
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function this.SetLevel(_level)
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@ -159,7 +170,7 @@ function this.GetQinglongSerectTreasureRedPot()
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return false
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end
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local state = this.GetTreasureState()
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for i, v in pairs(rewardData) do
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for i, v in pairs(this.rewardData) do
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if i ~= 0 then
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if v.state == 0 or (v.state == 1 and state > 0) then
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return true
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@ -642,7 +642,7 @@ function this.RefreshTreasureLevel(buffer)
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msg:ParseFromString(data)
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LogGreen("青龙秘宝等级更新了:"..msg.level)
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QinglongSerectTreasureManager.SetLevel(msg.level)
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QinglongSerectTreasureManager.UpdateTreasureState()
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QinglongSerectTreasureManager.UpdateTreasureState2()
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end
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--幸运转盘
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@ -20,6 +20,7 @@ local giftGoodsInfo
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this.upGradePackagePanelType = 1
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this.upGradePackagePanelIndex = 1
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this.IsShowFiveStarPatch = true
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--初始化
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function this.Initialize()
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Game.GlobalEvent:AddEvent(GameEvent.Player.OnLevelChange, function()
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@ -24,7 +24,7 @@ this.heroHandBookListData={}
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--移动速度 和 视野范围
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this.MapSpeed = 0
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this.MapView = 0
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this.IsGetFiveStarHero = false
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local update = function()
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local dt = Time.unscaledDeltaTime
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this.serverTime = this.serverTime + dt
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@ -61,7 +61,7 @@ function this:OnShow(_parent,...)
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rewardData = QinglongSerectTreasureManager.GetAllRewardData()
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this:showRewardQinglong()
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end
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this.tip.text = "<color=#60A22C>解锁高阶战令,激活进阶</color><color=#95523B>专属奖励+直升15级</color><color=#60A22C>解锁立获限定称号+限定气泡</color>"
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this.tip.text = "<color=#60A22C>解锁高阶战令,激活进阶</color><color=#95523B>专属奖励+直升15级</color>"
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end
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--充值成功
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@ -74,7 +74,8 @@ function TenRecruitPanel:OnOpen(...)
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for i = 1, #_roleDatas do
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cardList[i]:OnOpen(_roleDatas[i].id,false,false,-1,self.sortingOrder)
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local heorConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig,_roleDatas[i].heroId)
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if heorConfig and heorConfig.Quality == 5 and heorConfig.Natural >= 13 then
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LogBlue("heorConfig.Star:"..heorConfig.Star)
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if heorConfig and heorConfig.Star >= 5 then
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HeroManager.DetectionOpenFiveStarActivity(heorConfig.Star)
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end
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end
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@ -15,8 +15,8 @@ local curType
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local fun--回调
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local rechargeData
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local activityType = {
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[1] = {name = "等级礼包",timePos = Vector3.New(0,-255.6,0),price = true,comp = "bg1",showType = 21},
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[2] = {name = "五星成长礼",timePos = Vector3.New(0,-567,0),price = false,comp = "bg2",showType = 8},
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[1] = {name = "等级礼包",timePos = Vector3.New(0,-255.6,0),comp = "bg1",showType = 21},
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[2] = {name = "五星成长礼",timePos = Vector3.New(0,-567,0),comp = "bg2",showType = 8},
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}
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--初始化组件(用于子类重写)
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function this:InitComponent()
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@ -187,6 +187,9 @@ end
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--设置奖励
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local _ItemViewList = {}
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function this:SetGfitShow(rechargeData)
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for k,v in pairs(_ItemViewList) do
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v.gameObject:SetActive(false)
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end
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for i=1, #RechargeConfig[curGiftId].RewardShow do
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if not _ItemViewList[i] then
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local view = SubUIManager.Open(SubUIConfig.ItemView,this.grid.transform)
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@ -197,7 +200,7 @@ function this:SetGfitShow(rechargeData)
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end
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this.times.text = Language[10535]..rechargeData.dynamicBuyTimes..Language[10054]
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this.price.text = RechargeConfig[curGiftId].Price..Language[10538]
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this.oriPrice.gameObject:SetActive(activityType[curType].price)
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--this.oriPrice.gameObject:SetActive(activityType[curType].price)
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end
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--设置剩余时间,取剩余时间最短的礼包
|
||||
|
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