local HomeLand = quick_class("HomeLand", BasePanel) local HomeLandConfig = ConfigManager.GetConfig(ConfigName.HomeLand) local HomeLandLevel = ConfigManager.GetConfig(ConfigName.HomeLandLevel) local HomeLandTask = ConfigManager.GetConfig(ConfigName.HomeLandTask) local GlobalSystemConfig = ConfigManager.GetConfig(ConfigName.GlobalSystemConfig) local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) local costStr = string.split(ConfigManager.GetConfigData(ConfigName.SpecialConfig,100).Value,"#") local bool = false function HomeLand:InitComponent() self.spLoader = SpriteLoader.New() -- if not self.playerInfoView then -- self.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, self.transform) -- end self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform) self.btnBack = Util.GetGameObject(self.gameObject,"btnBack") self.map = Util.GetGameObject(self.gameObject,"Map") self.Grid = Util.GetGameObject(self.map,"Grid") self.Bg = Util.GetGameObject(self.map,"Bg") self.Privi = Util.GetGameObject(self.map,"Privi") self.PriviBtn = Util.GetGameObject(self.map,"goBtn") self.RightUp = Util.GetGameObject(self.map,"RightUp") self.RightDown = Util.GetGameObject(self.map,"RightDown") self.helpBtn = Util.GetGameObject(self.RightUp, "helpBtn") self.helpPosition=self.helpBtn:GetComponent("RectTransform").localPosition --privi self.priviDi = Util.GetGameObject(self.Privi,"di") self.priviDi:SetActive(false) self.priviText = Util.GetGameObject(self.Privi,"di/Text"):GetComponent("Text") --btns self.taskBtn = Util.GetGameObject(self.RightUp,"Task") self.taskRed = Util.GetGameObject(self.taskBtn,"redpoint") self.yunYouBtn = Util.GetGameObject(self.RightUp,"YunYou") self.oneKey = Util.GetGameObject(self.RightDown,"OneKey") --产出详情框 self.GainDetail = Util.GetGameObject(self.map,"GainDetail") self.maskBtn = Util.GetGameObject(self.GainDetail,"mask") self.Kuang = Util.GetGameObject(self.GainDetail,"Kuang") self.Btn = Util.GetGameObject(self.GainDetail,"Btn") self.BtnImage = Util.GetGameObject(self.Btn,"Image") --progress self.progress = Util.GetGameObject(self.Kuang,"Progress") self.helpBtn1 = Util.GetGameObject(self.progress,"Help1") self.progressPre = Util.GetGameObject(self.progress,"progressPre") self.preList1 = {} --detail self.detail = Util.GetGameObject(self.Kuang,"Detail") self.helpBtn2 = Util.GetGameObject(self.detail,"Help2") self.detailPre = Util.GetGameObject(self.detail,"detailPre") self.preList2 = {} --地图点信息 self.mapData = {} for i = 1, 7 do self.mapData[i] = {} self.mapData[i].Obj = Util.GetGameObject(self.Bg,"Map ("..i..")") self.mapData[i].Title = Util.GetGameObject(self.mapData[i].Obj,"Title") self.mapData[i].levelImg = Util.GetGameObject(self.mapData[i].Title,"levelImg") self.mapData[i].level = Util.GetGameObject(self.mapData[i].levelImg,"levelText"):GetComponent("Text") self.mapData[i].NameImg = Util.GetGameObject(self.mapData[i].Title,"NameImg") self.mapData[i].RedPoint = Util.GetGameObject(self.mapData[i].Title,"redpoint") self.mapData[i].Lock = Util.GetGameObject(self.mapData[i].Title,"lock") self.mapData[i].RedPoint:SetActive(false) self.mapData[i].CanGet = Util.GetGameObject(self.mapData[i].Obj,"CanGet") self.mapData[i].Icon = Util.GetGameObject(self.mapData[i].Obj,"CanGet/Image"):GetComponent("Image") self.mapData[i].Btns = Util.GetGameObject(self.mapData[i].Obj,"Btns") self.mapData[i].BtnsCanvas = self.mapData[i].Btns:GetComponent("Canvas") self.mapData[i].OpenLimit = Util.GetGameObject(self.mapData[i].Title,"OpenLimit") self.mapData[i].limitText = Util.GetGameObject(self.mapData[i].OpenLimit,"OpenLimitText"):GetComponent("Text") self.mapData[i].upgradeImg = Util.GetGameObject(self.mapData[i].Obj,"Updating") self.mapData[i].upgradeImg:SetActive(true) self.mapData[i].updateTime = Util.GetGameObject(self.mapData[i].Obj,"updateTime") self.mapData[i].updateTimeText = Util.GetGameObject(self.mapData[i].updateTime,"updateText"):GetComponent("Text") self.mapData[i].timeSlide = Util.GetGameObject(self.mapData[i].updateTime,"Slide/Image"):GetComponent("Image") self.mapData[i].btnDetail = Util.GetGameObject(self.mapData[i].Btns,"Detail") self.mapData[i].btnUpgrade = Util.GetGameObject(self.mapData[i].Btns,"Upgrade") self.mapData[i].upGradeRed = Util.GetGameObject(self.mapData[i].btnUpgrade,"upGradeRed") self.mapData[i].btnCancel = Util.GetGameObject(self.mapData[i].Btns,"Cancel") self.mapData[i].btnCancel:SetActive(false) self.mapData[i].btnSpeedUp = Util.GetGameObject(self.mapData[i].Btns,"Speed") self.mapData[i].btnUsePri = Util.GetGameObject(self.mapData[i].Btns,"UsePri") self.mapData[i].leftTime = -1 self.mapData[i].showTime = -1 self.mapData[i].effect1 = Util.GetGameObject(self.mapData[i].upgradeImg,"c_jianzao") self.mapData[i].effect2 = Util.GetGameObject(self.mapData[i].upgradeImg,"c_shengji") self.mapData[i].effect1:SetActive(false) self.mapData[i].effect2:SetActive(false) end self.curSelect = 0 end function HomeLand:BindEvent() Util.AddClick(self.btnBack, function() PlaySoundWithoutClick(SoundConfig.Sound_UICancel) self:ClosePanel() end) --帮助按钮 Util.AddClick(self.helpBtn, function() UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.HomeLand, self.helpPosition.x,self.helpPosition.y) end) Util.AddClick(self.Bg, function() self.curSelect = 0 for j = 1, 5 do self.mapData[j].Btns:SetActive(false) end end) for i = 1, 5 do --打开菜单 Util.AddOnceClick(self.mapData[i].Obj,function () if self.curSelect ~= i then for j = 1, 5 do self.mapData[j].Btns:SetActive(false) end self.curSelect = i if HomeLandManager.BuildData[i].dataMain.IsOpen ~= 1 then PopupTipPanel.ShowTip(string.format("%s 暂未开放",HomeLandManager.BuildData[i].dataMain.Name)) return end if HomeLandConfig[i].UnlockLevel[1] == 2 and HomeLandManager.BuildData[5].level < HomeLandConfig[i].UnlockLevel[2] then PopupTipPanel.ShowTip(string.format("浮生殿到达%s级开启",HomeLandConfig[i].UnlockLevel[2])) return end self.mapData[i].Btns:SetActive(true) HomeLandManager.SetButtonPosition(self.mapData[i].Btns) PlayUIAnim(self.mapData[i].Btns) end end) --打开信息界面 Util.AddOnceClick(self.mapData[i].btnDetail,function () UIManager.OpenPanel(UIName.GeneralInfoPopup,GENERALINFO_TYPE.HomeLandBuildingDetail,HomeLandManager.BuildData[i]) end) --打开升级界面 Util.AddOnceClick(self.mapData[i].btnUpgrade,function () UIManager.OpenPanel(UIName.GeneralInfoPopup,GENERALINFO_TYPE.HomeLandUpgrade,{HomeLandManager.BuildData[i],self.mapData[i]}) end) --打开加速 Util.AddOnceClick(self.mapData[i].btnSpeedUp,function () local value = math.ceil((HomeLandManager.BuildData[i].endTime - GetTimeStamp())/tonumber(costStr[1]))*tonumber(costStr[3]) -- LogGreen("需要16:"..tostring(value).." 现有:"..tostring(BagManager.GetTotalItemNum(16))) if BagManager.GetTotalItemNum(16) >= value then MsgPanel.ShowTwo(string.format("是否花费%s妖晶立即升级?",value),function() end,function() if BagManager.GetTotalItemNum(16) < value then PopupTipPanel.ShowTip("妖晶不足!") return end NetManager.ArchitectureOperateRequest({HomeLandManager.BuildData[i].dataMain.Id},2,0,function () self.mapData[i].leftTime = -1 PopupTipPanel.ShowTip(string.format("%s已升级至%s级",HomeLandManager.BuildData[i].dataMain.Name,HomeLandManager.BuildData[i].dataSingle.level)) --特效 self.mapData[i].effect2:SetActive(true) Timer.New(function () self.mapData[i].effect2:SetActive(false) end,1):Start() NetManager.HomeInfoRequest(function () self:OnShow() end) end) end,"取消","确定") else PopupTipPanel.ShowTip("妖晶不足!") end end) --特权加速 Util.AddOnceClick(self.mapData[i].btnUsePri,function () local level = HomeLandManager.BuildData[i].dataSingle.level NetManager.ArchitectureOperateRequest({HomeLandManager.BuildData[i].dataMain.Id},4,4021,function () PrivilegeManager.RefreshPrivilegeUsedTimes(4021,1) self.mapData[i].leftTime = -1 if level ~= HomeLandManager.BuildData[i].dataSingle.level then PopupTipPanel.ShowTip(string.format("%s已升级至%s级",HomeLandManager.BuildData[i].dataMain.Name,HomeLandManager.BuildData[i].dataSingle.level)) end --特效 self.mapData[i].effect2:SetActive(true) Timer.New(function () self.mapData[i].effect2:SetActive(false) end,1):Start() NetManager.HomeInfoRequest(function () self:OnShow() end) end) end) --取消 -- Util.AddOnceClick(self.mapData[i].btnCancel,function () -- NetManager.ArchitectureOperateRequest({HomeLandManager.BuildData[i].dataMain.Id},3,0,function () -- self:OnShow() -- end) -- end) end --建木神树 Util.AddOnceClick(self.mapData[7].Obj,function () if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.SACREDTREE) then UIManager.OpenPanel(UIName.SacredTreePanel) end end) --摘星阁 Util.AddOnceClick(self.mapData[6].Obj,function () if HomeLandManager.BuildData[6].dataMain.IsOpen ~= 1 then PopupTipPanel.ShowTip(string.format("%s 暂未开放",HomeLandManager.BuildData[6].dataMain.Name)) return end if HomeLandConfig[6].UnlockLevel[1] == 2 and HomeLandManager.BuildData[5].level < HomeLandConfig[6].UnlockLevel[2] then PopupTipPanel.ShowTip(string.format("浮生殿到达%s级开启",HomeLandConfig[6].UnlockLevel[2])) return end -- UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HomeLandEquip) UIManager.OpenPanel(UIName.HomeLandEquipPopup) end) --产出详情框 Util.AddClick(self.maskBtn, function() bool = false self.maskBtn:SetActive(bool) self:SetDetailBar() end) Util.AddClick(self.Btn, function() bool = not bool self:SetDetailBar() end) --一键收获 Util.AddClick(self.oneKey, function() local time = GetTimeStamp() local count1 = 0--是否到达可收取的时间 local count2 = 0 for i = 1, 4 do local curObjData = self.mapData[i].data -- LogGreen("curObjData:"..tostring(curObjData.dataSingle.Id)) local remainTime = time - curObjData.startTime if remainTime < 60 then count1 = count1 + 1--时间不够 end if curObjData.dataSingle.Storage and curObjData.dataSingle.Storage[2][1] ~= 14 and curObjData.dataSingle.Storage[2][2] <= BagManager.GetTotalItemNum(curObjData.dataSingle.Storage[2][1]) then count2 = count2 + 1--容量不够 end end if count1 == 4 then PopupTipPanel.ShowTip("当前无资源可收取,请耐心等待~") return end if count2 == 4 then PopupTipPanel.ShowTip("资源已达储藏上限,无法收获~") return elseif count2 == 0 then --全部都可以收取 else local thread=coroutine.start(function() for i = 1, 4 do local curObjData = self.mapData[i].data LogRedTable(curObjData.dataSingle.Storage) if curObjData.dataSingle.Storage and curObjData.dataSingle.Storage[2][1] ~= 14 and curObjData.dataSingle.Storage[2][2]~=0 and curObjData.dataSingle.Storage[2][2] <= BagManager.GetTotalItemNum(curObjData.dataSingle.Storage[2][1]) then LogError("curObjData.dataSingle.Storage[2][2]=="..curObjData.dataSingle.Storage[2][1].." "..BagManager.GetTotalItemNum(curObjData.dataSingle.Storage[2][1])) PopupTipPanel.ShowTip(string.format("%s已达储藏上限,无法收获~",ItemConfig[curObjData.dataSingle.Storage[2][1]].Name)) end coroutine.wait(0.1) end end) end NetManager.HomeAllGainRequset(0,function () self:OnShow() end) end) --特权卡 Util.AddClick(self.Privi, function() UIManager.OpenPanel(UIName.GeneralInfoPopup,GENERALINFO_TYPE.HomeLandPrivilege) end) Util.AddClick(self.PriviBtn, function() UIManager.OpenPanel(UIName.GeneralInfoPopup,GENERALINFO_TYPE.HomeLandPrivilege) end) --右侧按钮们 Util.AddClick(self.taskBtn, function() MonsterCampManager.preType = 5 UIManager.OpenPanel(UIName.TrialRewardPopup,HomeLandManager.SetRewardData(),function(id,rewardFunc) NetManager.TakeMissionRewardRequest(TaskTypeDef.HomeLandTask,id, function(msg) UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function () if rewardFunc then rewardFunc() end end) end) end,5) end) end function HomeLand:AddListener() Game.GlobalEvent:AddEvent(GameEvent.UI.OnUpdateData, self.OnShow,self) Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, self.OnShow,self) Game.GlobalEvent:AddEvent(GameEvent.Privilege.OnPrivilegeZeroUpdate, self.OnShow,self) end function HomeLand:RemoveListener() Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnUpdateData, self.OnShow,self) Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, self.OnShow,self) Game.GlobalEvent:RemoveEvent(GameEvent.Privilege.OnPrivilegeZeroUpdate, self.OnShow,self) end --待功能扩展(试图打开某个状态) function HomeLand:OnOpen() self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.HomeLand }) end function HomeLand:OnSortingOrderChange() for i = 1, 7 do local curObj = self.mapData[i] Util.SetParticleSortLayer(curObj.effect1,self.sortingOrder + 1) Util.SetParticleSortLayer(curObj.effect2,self.sortingOrder + 1) curObj.BtnsCanvas.overrideSorting = true curObj.BtnsCanvas.sortingOrder = self.sortingOrder + 2 end SetParticleSortLayer(self.PriviBtn,self.sortingOrder+2) end function HomeLand:OnShow() self.curSelect = 0 for j = 1, 5 do self.mapData[j].Btns:SetActive(false) end HomeLandManager.CheckPrivilege() self:SetBuildsState() self:SetTime() self:InitDetailBar() self:SetRedPoint() self.Privi:SetActive(false) self.PriviBtn:SetActive(false) end --初始化详细信息列表 function HomeLand:InitDetailBar() local targetPos = bool and Vector3.zero or Vector3.New(863,-722,0) self.Kuang:GetComponent("RectTransform").localPosition = targetPos self.maskBtn:SetActive(bool) for key, value in pairs(self.preList1) do value:SetActive(false) end for key, value in pairs(self.preList2) do value:SetActive(false) end for i = 1, 7 do local data = HomeLandManager.BuildData[i] if data.dataMain.Type == 1 and data.startTime > 0 then --进度条部分 if data.dataSingle.Gain[1] ~= 14 and data.dataSingle.Storage[2][2]~=0 then local go = self.preList1[i] if not go then go = newObjToParent(self.progressPre,self.progress.transform) self.preList1[i] = go end go:SetActive(true) local icon = Util.GetGameObject(go,"Icon"):GetComponent("Image") local num = Util.GetGameObject(go,"Num"):GetComponent("Text") local slider = Util.GetGameObject(go,"Slide/Image"):GetComponent("Image") icon.sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(data.dataSingle.Gain[1])) local value = data.dataSingle.Storage[2][2]/100000 > 10 and math.floor(data.dataSingle.Storage[2][2]/10000).."万" or data.dataSingle.Storage[2][2] num.text = string.format("%s/%s",BagManager.GetTotalItemNum(data.dataSingle.Storage[2][1]),value) slider.fillAmount = BagManager.GetTotalItemNum(data.dataSingle.Storage[2][1])/data.dataSingle.Storage[2][2] end --数值部分 local go2 = self.preList2[i] if not go2 then go2 = newObjToParent(self.detailPre,self.detail.transform) self.preList2[i] = go2 end go2:SetActive(true) local icon = Util.GetGameObject(go2,"Icon"):GetComponent("Image") local num = Util.GetGameObject(go2,"Num"):GetComponent("Text") icon.sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(data.dataSingle.Gain[1])) --local v = ConfigManager.GetConfigData(ConfigName.PrivilegeTypeConfig,4022).Condition[1][2]/10000-1 local lv=GetShenzunLv() local v = ConfigManager.GetConfigData(ConfigName.PrivilegeTypeConfig,4022).Condition[lv+1][2]/10000-1 -- local priValue = HomeLandManager.activePrivilege and string.format("+%s",math.ceil(data.dataSingle.Gain[2]*v)) or "" local priValue = string.format("+%s",math.ceil(data.dataSingle.Gain[2]*v)) num.text = string.format("%s产量:%s %s/分钟",ItemConfig[data.dataSingle.Gain[1]].Name,data.dataSingle.Gain[2],priValue) end end end --详细信息列表的移动 function HomeLand:SetDetailBar() self.maskBtn:SetActive(bool) local targetPos = bool and Vector3.New(216,-722,0) or Vector3.New(863,-722,0) local rotation = bool and Vector3.New(0,180,0) or Vector3.zero self.Kuang.transform:DOLocalMove(targetPos, 0.8) self.BtnImage.transform:DORotate(rotation,0.8) end --设置地图内建筑信息 function HomeLand:SetBuildsState() for i = 1, 7 do local data = HomeLandManager.BuildData[i] local curObj = self.mapData[i] curObj.data = HomeLandManager.BuildData[i] curObj.OpenLimit:SetActive(true) curObj.Lock:SetActive(true) curObj.btnUpgrade:SetActive(false) -- curObj.btnCancel:SetActive(false) curObj.btnSpeedUp:SetActive(false) curObj.btnUsePri:SetActive(false) curObj.levelImg:SetActive(false) Util.SetGray(curObj.NameImg,true) curObj.effect1:SetActive(false) curObj.updateTime:SetActive(false) curObj.CanGet:SetActive(false) Util.SetParticleSortLayer(curObj.effect1,self.sortingOrder + 1) Util.SetParticleSortLayer(curObj.effect2,self.sortingOrder + 1) curObj.BtnsCanvas.overrideSorting = true curObj.BtnsCanvas.sortingOrder = self.sortingOrder + 2 if data.dataMain.IsOpen == 1 then--部分建筑未进入版本显示未开放 --如果主城未到等级,显示开启条件 if HomeLandConfig[i].UnlockLevel[1] == 1 and PlayerManager.level < HomeLandConfig[i].UnlockLevel[2] then curObj.limitText.text = string.format("玩家等级到达%s级开启",HomeLandConfig[i].UnlockLevel[2]) elseif HomeLandConfig[i].UnlockLevel[1] == 2 and HomeLandManager.BuildData[5].level < HomeLandConfig[i].UnlockLevel[2] then curObj.limitText.text = string.format("浮生殿到达%s级开启",HomeLandConfig[i].UnlockLevel[2]) elseif HomeLandConfig[i].UnlockLevel[1] == 3 and PlayerManager.level < GlobalSystemConfig[HomeLandConfig[i].UnlockLevel[2]].OpenRules[2] then curObj.limitText.text = string.format("玩家等级到达%s级开启",GlobalSystemConfig[HomeLandConfig[i].UnlockLevel[2]].OpenRules[2]) else curObj.OpenLimit:SetActive(false) curObj.Lock:SetActive(false) Util.SetGray(curObj.NameImg,false) if data.dataSingle then curObj.level.text = string.format("%s级",data.dataSingle.level) curObj.levelImg:SetActive(true) end end if data.dataSingle then if data.dataSingle.Gain then--有产出的才需要icon curObj.Icon.sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(data.dataSingle.Gain[1])) if not curObj.OpenLimit.activeInHierarchy then curObj.showTime = data.startTime + 60 curObj.CanGet:SetActive(data.startTime + 60 < GetTimeStamp()) PlayUIAnim(curObj.CanGet) end end if data.endTime > GetTimeStamp() then--如果有结束时间说明在升级,可以取消,可以加速 -- curObj.btnCancel:SetActive(true) curObj.btnSpeedUp:SetActive(true) curObj.btnUsePri:SetActive(PrivilegeManager.GetPrivilegeRemainValue(4021)>0) curObj.effect1:SetActive(true) curObj.updateTime:SetActive(true) curObj.leftTime = data.endTime - GetTimeStamp() >= 0 and data.endTime - GetTimeStamp() or -1 curObj.updateTimeText.text = TimeToFelaxible(curObj.leftTime) curObj.timeSlide.fillAmount = (data.dataSingle.Time-curObj.leftTime)/data.dataSingle.Time -- PlayUIAnim(curObj.upgradeImg) else--如果没有就是可以点击升级 if data.dataSingle.Cost then -- LogGreen("Name:"..tostring(data.dataSingle.Name).." cost:"..tostring(data.dataSingle.Cost[1][1]).."#"..data.dataSingle.Cost[1][2]) curObj.btnUpgrade:SetActive(true) end end end else curObj.limitText.text = "暂未开放" end Util.AddOnceClick(curObj.CanGet,function () if data.dataSingle.Storage[2][1] ~= 14 and data.dataSingle.Storage[2][2]~=0 and data.dataSingle.Storage[2][2] <= BagManager.GetTotalItemNum(data.dataSingle.Storage[2][1]) then PopupTipPanel.ShowTip("当前资源已达库存上限,提升建筑等级可增加库存上限!") return end NetManager.HomeAllGainRequset(data.dataMain.Id,function () self:OnShow() end) end) end end --时间 function HomeLand:SetTime() if self.timer then self.timer:Stop() self.timer = nil end Util.SetGray(self.Privi,not HomeLandManager.activePrivilege) self.timer = Timer.New(function () for i = 1, 7 do local curObj = self.mapData[i] curObj.updateTime:SetActive(curObj.leftTime >= 0) if curObj.leftTime >= 0 then curObj.updateTimeText.text = TimeToFelaxible(curObj.leftTime) curObj.leftTime = curObj.leftTime -1 curObj.timeSlide.fillAmount = (curObj.data.dataSingle.Time-curObj.leftTime)/curObj.data.dataSingle.Time if curObj.leftTime < 0 then curObj.effect2:SetActive(true) NetManager.HomeInfoRequest(function () self:OnShow() if UIManager.IsOpen(UIName.MsgPanel) then UIManager.ClosePanel(UIName.MsgPanel) end PopupTipPanel.ShowTip(string.format("%s已升级至%s级",curObj.data.dataMain.Name,curObj.data.dataSingle.level)) Timer.New(function () curObj.effect2:SetActive(false) end,1):Start() end) end end curObj.CanGet:SetActive(curObj.showTime > 0 and curObj.showTime < GetTimeStamp()) if curObj.showTime > 0 then local bool = (GetTimeStamp() - curObj.data.startTime)/60*curObj.data.dataSingle.Gain[2] >= curObj.data.dataSingle.Storage[1][2] local img = bool and "f_fushengmeni_qipaohuang" or "f_fushengmeni_qipao" curObj.CanGet:GetComponent("Image").sprite = self.spLoader:LoadSprite(img) end end --self.priviDi:SetActive(HomeLandManager.activePrivilege) --self.PriviBtn:SetActive(not HomeLandManager.activePrivilege) --Util.SetGray(self.Privi,not HomeLandManager.activePrivilege) local leftTime = PrivilegeManager.GetPrivilegeLeftTimeById(4022) --self.priviText.text= Language[10469]..GetLeftTimeStrByDeltaTime(leftTime) --self.priviText.text = string.format("今日剩余:%s",HomeLandManager.priviLeftTime) end, 1, -1, true) self.timer:Start() end function HomeLand:SetRedPoint() for i = 1, 5 do self.mapData[i].RedPoint:SetActive(HomeLandManager.singleGet(i) or HomeLandManager.singleUpgrade(i)) self.mapData[i].upGradeRed:SetActive(HomeLandManager.singleUpgrade(i)) end self.mapData[6].RedPoint:SetActive(HomeLandManager.CheckEquipUpgrade()) self.taskRed:SetActive(HomeLandManager.CheckMission()) end function HomeLand:OnClose() self.curSelect = 0 bool = false for j = 1, 5 do self.mapData[j].Btns:SetActive(false) end end function HomeLand:OnDestroy() self.spLoader:Destroy() SubUIManager.Close(self.UpView) self.UpView = nil if self.timer then self.timer:Stop() self.timer = nil end -- if self.playerInfoView then -- SubUIManager.Close(self.playerInfoView) -- self.playerInfoView = nil -- end end return HomeLand