531 lines
23 KiB
Lua
531 lines
23 KiB
Lua
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local TimeLimitUpHero = {}
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local sortingOrder = 0
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local globalActive = ConfigManager.GetConfig(ConfigName.GlobalActivity)
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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 itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
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local wishConfig=nil
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local heroLiveObj=nil
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local curConfig=nil
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local curHeroId=0
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local activityData=nil
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function TimeLimitUpHero:New(gameObject)
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local b = {}
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b.gameObject = gameObject
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b.transform = gameObject.transform
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setmetatable(b, { __index = TimeLimitUpHero })
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return b
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end
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local Setting=nil
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local oneFunc=nil
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local tenFunc=nil
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local oneFunc2=nil
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local isYaojing=false
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--初始化组件(用于子类重写)
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function TimeLimitUpHero:InitComponent()
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self.spLoader = SpriteLoader.New()
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self.helpBtn = Util.GetGameObject(self.gameObject,"help")
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self.helpPosition=self.helpBtn:GetComponent("RectTransform").localPosition
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self.titleImg = Util.GetGameObject(self.gameObject,"title"):GetComponent("Image")
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self.btnActivity = Util.GetGameObject(self.gameObject,"btngroup/btnActivity")
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self.btnStore = Util.GetGameObject(self.gameObject,"btngroup/store")
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self.btnStore:SetActive(false)
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self.btnActivity:GetComponent("Image").sprite=self.spLoader:LoadSprite("r_shilian-jiangli_zh")
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self.btns = {}
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self.bgs = {}
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for i = 1 , 2 do
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self.btns[i] = {}
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self.btns[i].btn = Util.GetGameObject(self.gameObject,"btngroup/btn"..i)
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self.btns[i].red = Util.GetGameObject(self.btns[i].btn.gameObject,"redPoint")
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self.btns[i].info = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/Text"):GetComponent("Text")
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self.btns[i].icon = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/icon"):GetComponent("Image")
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self.btns[i].num = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/num"):GetComponent("Text")
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end
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self.timeupdate=Util.GetGameObject(self.gameObject,"timeupdate"):GetComponent("Text") --免费次数剩余刷新时间
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self.upper=Util.GetGameObject(self.gameObject,"maxtimes/times"):GetComponent("Text") ---召唤上限
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self.recruitTimesUpdate = Util.GetGameObject(self.gameObject,"recruitTimesUpdate/recruitTime") :GetComponent("Text") --保底剩余次数
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self.getBtn=Util.GetGameObject(self.gameObject,"nextlevel")
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self.slider = Util.GetGameObject(self.getBtn, "Slider"):GetComponent("Slider")
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self.sliderText=Util.GetGameObject(self.getBtn,"Text"):GetComponent("Text")
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self.sliderText2=Util.GetGameObject(self.slider.gameObject,"Text"):GetComponent("Text")
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self.nextReward = Util.GetGameObject(self.getBtn, "reward")
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self.effect=Util.GetGameObject(self.nextReward,"juneng_chenggong")
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self.Bg = Util.GetGameObject(self.gameObject,"Bg2"):GetComponent("Image")
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self.mask1=Util.GetGameObject(self.gameObject,"Bg2/mask")
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self.heroPar=Util.GetGameObject(self.mask1,"curObj")
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self.dragView=Util.GetGameObject(self.mask1,"dragView")
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self.btn_hero=Util.GetGameObject(self.gameObject,"btngroup/btn_hero")
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self.lsth = Util.GetGameObject(self.gameObject,"btngroup/zqbg")
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--self.lsth.gameObject:SetActive(false)
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self.zqbgRed = Util.GetGameObject(self.gameObject,"btngroup/zqbg/red")
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self.zqbgEffect = Util.GetGameObject(self.gameObject,"btngroup/zqbg/Fx_Circle 1")
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BindRedPointObject(RedPointType.TimeLimitWishStore,self.zqbgRed)
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self.heroIcon=Util.GetGameObject(self.btn_hero,"Icon"):GetComponent("Image")
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self.callTimeImg=Util.GetGameObject(self.gameObject,"callTimeImg"):GetComponent("Image")
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self.callTimeTxt=Util.GetGameObject(self.gameObject,"callTimeImg/Text"):GetComponent("Text")
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self.previewBtn = Util.GetGameObject(self.mask1,"PreviewBtn")
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self.heroNameTxt=Util.GetGameObject(self.previewBtn,"di/Name/Text"):GetComponent("Text")
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self.heroProImg=Util.GetGameObject(self.previewBtn,"di/Image"):GetComponent("Image")
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self.starPar=Util.GetGameObject(self.previewBtn,"di/Image"):GetComponent("Image")
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self.gailvImg=Util.GetGameObject(self.btn_hero,"InfoImg2"):GetComponent("Image")
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self.changeImg=Util.GetGameObject(self.btn_hero,"InfoImg"):GetComponent("Image")
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-- self.changeImg.sprite=self.spLoader:LoadSprite("x_xinjiangzhaohuan_icondi_ghwj_zh")
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self.gailvImg.sprite=self.spLoader:LoadSprite("x_xinjiangzhaohuan_gailv_zh")
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self.mask2 = Util.GetGameObject(self.gameObject,"Bg2/mask2")
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self.mask2Img = Util.GetGameObject(self.mask2,"curObj/Image"):GetComponent("Image")
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end
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--绑定事件(用于子类重写)
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function TimeLimitUpHero:BindEvent()
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Util.AddClick(self.btn_hero.gameObject, function()
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-- 制作数据
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local upConfig=ConfigManager.GetConfigDataByKey(ConfigName.WishActivityUp,"ActivityId", self.actId)
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if not upConfig then
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return
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end
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local str=upConfig.UpList
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local heros={}
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for i = 1, #str do
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table.insert(heros,{str[i][1],str[i][5],str[i][2]})
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end
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-- 打开选择界面
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.ChooseUpHero,heros, curHeroId, function(chooseId)
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NetManager.ChoiceHeroRewardRequest(self.actId,chooseId,function()
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ActivityGiftManager.SetActivityInfoRewardId(self.actId,chooseId)
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Game.GlobalEvent:DispatchEvent(GameEvent.Activity.TimeLimitUpHeroChange,chooseId)
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end)
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end)
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end)
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Util.AddClick(self.dragView.gameObject, function()
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local SkeletonGraphic = heroLiveObj:GetComponent("SkeletonGraphic")
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SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false)
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end)
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Util.AddOnceClick(self.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup,Setting.QAId,self.helpPosition.x,self.helpPosition.y)
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end)
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Util.AddOnceClick(self.btnActivity, function()
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.RecrutDetail,Setting.QAId,ActivityTypeDef.LimitUpHero,PRE_REWARD_POOL_TYPE.TIME_LIMITED_NEW,PRE_REWARD_POOL_TYPE.TIME_LIMITED_NEW_UP,curHeroId,self.actId)
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end)
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Util.AddOnceClick(self.btnStore, function()
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JumpManager.GoJump(40068)
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end)
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Util.AddOnceClick(self.lsth, function()
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local isOpen =CheckFunctionOpenClient(FUNCTION_OPEN_TYPE.ChouJiangRukou)
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local tip=GetFunctionOpenTipClient(FUNCTION_OPEN_TYPE.ChouJiangRukou)
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if isOpen==false then
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PopupTipPanel.ShowTip(tip)
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return
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end
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JumpManager.GoJump(40071)
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end)
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end
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--添加事件监听(用于子类重写)
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function TimeLimitUpHero:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Activity.TimeLimitUpHeroChange,self.OnUPHeroChange,self)
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end
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--移除事件监听(用于子类重写)
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function TimeLimitUpHero:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Activity.TimeLimitUpHeroChange,self.OnUPHeroChange,self)
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end
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--up的英雄改变
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function TimeLimitUpHero:OnUPHeroChange(id)
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curHeroId=id
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self:RefreshHeroData()
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self:RefreshNextLevelReward()
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end
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--界面打开时调用(用于子类重写)
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function TimeLimitUpHero:OnOpen(_activityConfig,_index,parent)
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self.actConfig = _activityConfig
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self.pageIndex = _index
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self.parent = parent
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end
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function TimeLimitUpHero:OnSortingOrderChange(layer)
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sortingOrder =layer
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SetParticleSortLayer(self.effect,layer)
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SetParticleSortLayer(self.zqbgEffect,layer)
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end
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-- 打开,重新打开时回调
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function TimeLimitUpHero:OnShow(_sortingOrder)
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self.gameObject:SetActive(true)
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sortingOrder = _sortingOrder
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self.titleImg.sprite=self.spLoader:LoadSprite("gm_chouka_xxzm_title_zh")
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Util.SetParticleSortLayer(self.effect, sortingOrder+1)
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Util.SetParticleSortLayer(self.zqbgEffect, sortingOrder+1)
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self.actId = self.actConfig.ActId
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LogError("self.actId===="..self.actId.." self.actConfig.ActiveType=="..self.actConfig.ActiveType.." self.actConfig.FunType== "..self.actConfig.FunType)
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self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType
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if self.actConfig.IfBack == 1 then
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if self.actConfig.ActiveType > 0 then
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local id = ActivityGiftManager.IsActivityTypeOpen(self.actConfig.ActiveType)
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if id and id > 0 then
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self.actId = id
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local actConfig = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.ActivityGroups,"ActId",globalActive[id].ShowArt,"PageType",self.actConfig.PageType,"ActiveType",self.actConfig.ActiveType)
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if not actConfig then
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actConfig = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.ActivityGroups,"ActId",id,"PageType",self.actConfig.PageType,"ActiveType",self.actConfig.ActiveType)
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end
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if actConfig then
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self.actConfig = actConfig
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end
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end
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end
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end
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for k,v in ipairs(self.bgs) do
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v.bg.gameObject:SetActive(false)
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end
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-- LogError(" actid===="..self.actId)
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wishConfig=ConfigManager.GetConfigDataByKey(ConfigName.WishActivityUp,"ActivityId",self.actId)
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Setting= ConfigManager.GetConfigData(ConfigName.WishActivitySetting,1)
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self.freeTimesId=Setting.FreeTimes
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self.maxtimesId=Setting.MaxTimes
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self.yaojingMaxTimeId =Setting.DiamondMaxTimes
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activityData=ActivityGiftManager.GetActivityInfoByType(self.actId)
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curHeroId=activityData.choiceRewardId
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local curTimes = PrivilegeManager.GetPrivilegeUsedTimes(self.maxtimesId)
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self.upper.text= "今日召唤上限:"..curTimes.."/"..privilegeConfig[self.maxtimesId].Condition[1][2]--特权上限
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-- LogError("活动数据英雄id: "..activityData.choiceRewardId)
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self:RefreshHeroData()
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self:RefreshGetHeroTimes()
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self:TimeCountDown()
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self:RefreshNextLevelReward()
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CheckRedPointStatus(RedPointType.TimeLimitWishStore)
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end
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local lastLiveName
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function TimeLimitUpHero:RefreshHeroData()
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Log("curHeroId:"..tostring(curHeroId))
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local id=curHeroId
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if itemConfig[curHeroId] and itemConfig[curHeroId].RewardGroup then
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local rewardConfig=ConfigManager.TryGetConfigData(ConfigName.RewardGroup,itemConfig[curHeroId].RewardGroup[1])
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if rewardConfig and rewardConfig.ShowItem then
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id=rewardConfig.ShowItem[1][1]
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LogError("curHeroId=="..id)
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end
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end
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local bool = not not heroConfig[id]--判断是神将还是什么
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curConfig = bool and heroConfig[id] or itemConfig[id]
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self.mask1:SetActive(bool)
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self.mask2:SetActive(not bool)
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if bool then--是神将
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self.heroIcon.sprite=self.spLoader:LoadSprite(artResourcesConfig[curConfig.Icon].Name)
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self.heroNameTxt.text=curConfig.ReadingName
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self.heroProImg.sprite=self.spLoader:LoadSprite(GetProStrImageByProNum(curConfig.PropertyName))
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if heroLiveObj then
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poolManager:UnLoadLive(lastLiveName, heroLiveObj)
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end
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lastLiveName=GetResourcePath(curConfig.Live)
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heroLiveObj=HeroManager.LoadHerolive1(curConfig,self.heroPar)
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SetHEeroLiveToward(heroLiveObj,curConfig.Toward,curConfig.Position)
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self.Bg.sprite = self.spLoader:LoadSprite("x_xinjiangzhaohuan_beijin")
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self.callTimeImg.sprite=self.spLoader:LoadSprite("x_xinjiangzhaohuan_28zi_zh")
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else--不是神将
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self.heroIcon.sprite=self.spLoader:LoadSprite(artResourcesConfig[curConfig.ResourceID].Name)
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self.Bg.sprite = self.spLoader:LoadSprite("f_feishengshi_beijing")
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self.mask2Img.sprite = self.spLoader:LoadSprite("f_feishengshi_daicon")
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self.callTimeImg.sprite=self.spLoader:LoadSprite("x_xinjiangzhaohuan_feishengshi")
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end
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local reMaintimes = ActivityGiftManager.GetActivityValueInfo(self.actId)
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local totalTimes = 0
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for i = 1, #wishConfig.UpList do
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if wishConfig.UpList[i][1]==curHeroId then
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totalTimes=wishConfig.UpList[i][4]
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end
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end
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reMaintimes = totalTimes - reMaintimes
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if reMaintimes <= 0 then
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reMaintimes = 1
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end
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self.callTimeTxt.text=reMaintimes
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end
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local freeTime = 0
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--刷新剩余次数
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function TimeLimitUpHero:RefreshGetHeroTimes()
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self.timeupdate.gameObject:SetActive(true)
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if self.freeTimesId and self.freeTimesId > 0 then
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freeTime = PrivilegeManager.GetPrivilegeRemainValue(self.freeTimesId)
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RecruitManager.freeUseTimeList[self.freeTimesId]=freeTime
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end
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--按钮赋值
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local num=PrivilegeManager.GetPrivilegeRemainValue(Setting.DiamondMaxTimes)
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self.recruitTimesUpdate.text = string.format("今日剩余妖晶召唤次数:<color=#F27D0F>%s</color>",num)
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for n, m in ipairs(self.btns) do
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--存在免费次数 并且 免费>=1 并且是1按钮
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local isFree = freeTime >= 1 and n == 1
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m.red.gameObject:SetActive(isFree)
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m.icon.gameObject:SetActive(not isFree)
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m.num.gameObject:SetActive(not isFree)
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local itemId=0
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local itemNum=0
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local type = 0
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if n == 1 then
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type = Setting.CostItemSingle
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m.info.text = "1次"
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else
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type = Setting.CostItemMul
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m.info.text = "10次"
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end
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local d = {}
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if isFree then
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self.timeupdate.gameObject:SetActive(false)
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m.info.text="免费抽取"
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else
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local d = RecruitManager.GetExpendDataByCostItem(type,n,num)
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itemId=d[1]
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if itemId==16 then
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isYaojing=true
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end
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itemNum=d[2]
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m.icon.sprite=self.spLoader:LoadSprite(artResourcesConfig[itemConfig[itemId].ResourceID].Name)
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m.num.text= PrintWanNum2(itemNum)
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end
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local sureFunc=function()
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local isOpen =CheckFunctionOpenClient(FUNCTION_OPEN_TYPE.ChouJiangRukou)
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local tip=GetFunctionOpenTipClient(FUNCTION_OPEN_TYPE.ChouJiangRukou)
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if isOpen==false then
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PopupTipPanel.ShowTip(tip)
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return
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end
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local isFree = PrivilegeManager.GetPrivilegeRemainValue(self.freeTimesId)>= 1 and n == 1
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if not isFree then
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local count=PrivilegeManager.GetPrivilegeRemainValue(Setting.DiamondMaxTimes)
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local d = RecruitManager.GetExpendDataByCostItem(type,n,count)
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itemId=d[1]
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if BagManager.GetItemCountById(itemId)<d[2] then
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PopupTipPanel.ShowTip(itemConfig[itemId].Name.."数量不足!")
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--只在不足提示的时候返回,用以判断特效是否显示
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return true
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end
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end
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local state = PlayerPrefs.GetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.PrayerTen)
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--local recrutId = n == 1 and self.singleRecruit.Id or self.tenRecruit.Id
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local recrutNum = n == 1 and 1 or 10
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if state==0 and itemId == 16 and not isFree then
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitConfirm,"timeLimitHero",function()
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self:Recruit(self.actId,n,itemId)
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end,n)
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else
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self:Recruit(self.actId,n,itemId)
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end
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end
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if n==1 then
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oneFunc=sureFunc
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oneFunc2=sureFunc
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else
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tenFunc=sureFunc
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end
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Util.AddOnceClick(m.btn,sureFunc)
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end
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end
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function TimeLimitUpHero:OnFocus()
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CheckRedPointStatus(RedPointType.TimeLimitWishStore)
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end
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function TimeLimitUpHero:Recruit(actId,type,itemId)
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local recrutType =type==1 and 1 or 10
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if PrivilegeManager.GetPrivilegeUsedTimes(self.maxtimesId)+recrutType>privilegeConfig[self.maxtimesId].Condition[1][2] then
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PopupTipPanel.ShowTip("无法超出每日召唤次数上限!")
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return
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end
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NetManager.ChoiceDrawCardRequest(actId,type, function(msg)
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if freeTime>=1 and type==1 then
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PrivilegeManager.RefreshPrivilegeUsedTimes(self.freeTimesId,recrutType)--记录抽卡次数
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end
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PrivilegeManager.RefreshPrivilegeUsedTimes(self.maxtimesId,recrutType)--记录抽卡次数
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--记录妖晶抽卡
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if itemId==16 then
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PrivilegeManager.RefreshPrivilegeUsedTimes(self.yaojingMaxTimeId,recrutType)--记录妖晶抽卡次数
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end
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if type == 1 then
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UIManager.OpenPanel(UIName.QianKunBoxBuyOnePanel, msg.drop,RecruitType.PrayerSingle,{RecruitType.PrayerSingle,RecruitType.PrayerTen},oneFunc)
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else
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--UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero,actId,type,{RecruitType.TimeLimitSingle,RecruitType.TimeLimitTen})
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UIManager.OpenPanel(UIName.QianKunBoxBuyTenPanel, msg.drop,RecruitType.PrayerTen,{RecruitType.PrayerSingle,RecruitType.PrayerTen},tenFunc)
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end
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-- if msg.drop.Hero[1] then
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-- UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero[1],actId,1,{RecruitType.PrayerSingle,RecruitType.PrayerTen},oneFunc2)
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-- end
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CheckRedPointStatus(RedPointType.TimeLimitWish)
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end,self.freeTimesId)
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end
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--刷新时间
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function TimeLimitUpHero:TimeCountDown()
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if self.timer then
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self.timer:Stop()
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self.timer = nil
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end
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local timeDown=CalculateSecondsNowTo_N_OClock(0)
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self.timeupdate.text = TimeToHMS(timeDown).."后刷新"
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||
self.timer = Timer.New(function()
|
||
self.timeupdate.text = TimeToHMS(timeDown).."后刷新"
|
||
timeDown = timeDown - 1
|
||
if timeDown <= 0 then
|
||
self:RefreshGetHeroTimes()
|
||
return
|
||
end
|
||
end, 1, -1, true)
|
||
self.timer:Start()
|
||
end
|
||
|
||
function TimeLimitUpHero:RefreshNextLevelReward()
|
||
|
||
-- 0 无法领取 1已领取 2可领取 -1 全部领取完
|
||
local curState = 0
|
||
local data1 = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig,"ActivityId",self.actId) --通过活动id获取阶段任务
|
||
local rewardItem = nil
|
||
local mission = nil
|
||
|
||
local reward=nil
|
||
for i = 1,#wishConfig.UpList do
|
||
if wishConfig.UpList[i][1]==curHeroId then
|
||
reward=wishConfig.RewardList[i]
|
||
end
|
||
end
|
||
--替换奖励数据
|
||
for i = 1, #data1 do
|
||
data1[i].Reward[1][1]=reward[i]
|
||
end
|
||
for n,m in ipairs(data1) do
|
||
mission = ActivityGiftManager.GetActivityInfo(self.actId, m.Id)
|
||
if(mission.progress >= m.Values[1][1])then
|
||
if mission.state == 0 then
|
||
rewardItem = m
|
||
curState = 2
|
||
break
|
||
end
|
||
else
|
||
curState = 0
|
||
rewardItem = m
|
||
break
|
||
end
|
||
end
|
||
|
||
--所有任务都已完成
|
||
if not rewardItem then
|
||
curState = -1
|
||
rewardItem = data1[#data1]
|
||
end
|
||
|
||
OperatingManager.TimeLimitedTimes = mission.progress
|
||
|
||
if not self.itemView then
|
||
self.itemView = SubUIManager.Open(SubUIConfig.ItemView,self.nextReward.transform)
|
||
end
|
||
self.itemView:OnOpen(false, {rewardItem.Reward[1][1],rewardItem.Reward[1][2]}, 0.73, false)
|
||
self.itemView.gameObject:SetActive(true)
|
||
Util.GetGameObject(self.itemView.gameObject,"item/frame"):GetComponent("Button").enabled=false
|
||
|
||
if (curState == 2) then
|
||
local temp = mission.progress <= rewardItem.Values[1][1] and mission.progress or rewardItem.Values[1][1]
|
||
self.sliderText2.text = temp.."/"..rewardItem.Values[1][1]
|
||
self.slider.value = temp /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.text="奖励可领取"
|
||
self.sliderText.fontSize=26
|
||
Util.AddOnceClick(self.getBtn,function()
|
||
NetManager.GetActivityRewardRequest(mission.missionId, self.actId,
|
||
function(respond)
|
||
UIManager.OpenPanel(UIName.RewardItemPopup, respond, 1)
|
||
ActivityGiftManager.SetActivityInfo(self.actId,mission.missionId,1)
|
||
self:RefreshGetHeroTimes()
|
||
self:RefreshNextLevelReward()
|
||
end)
|
||
end)
|
||
self.effect.gameObject:SetActive(true)
|
||
elseif (curState == -1) then
|
||
self.slider.value=1
|
||
self.sliderText2.text = rewardItem.Values[1][1].."/"..rewardItem.Values[1][1]
|
||
self.sliderText.text="奖励已全部领取"
|
||
Util.AddOnceClick(self.getBtn,function()
|
||
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecrutReward,self.actType,self.actId,curHeroId)
|
||
end)
|
||
else
|
||
self.slider.gameObject:SetActive(true)
|
||
Util.GetGameObject(self.slider.gameObject,"Text"):GetComponent("Text").text=mission.progress.."/"..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.text="下一阶段:"..mission.progress.."/"..rewardItem.Values[1][1]
|
||
self.sliderText.fontSize=26
|
||
self.slider.value=mission.progress/rewardItem.Values[1][1]
|
||
self.effect.gameObject:SetActive(false)
|
||
Util.AddOnceClick(self.getBtn,function()
|
||
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecrutReward,self.actType,self.actId,curHeroId)
|
||
end)
|
||
end
|
||
end
|
||
--- 将一段时间转换为天时分秒
|
||
function TimeLimitUpHero: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
|
||
|
||
--
|
||
function TimeLimitUpHero:ShowGuideGo()
|
||
JumpManager.ShowGuide(UIName.ActivityMainPanel, self.btn_hero)
|
||
end
|
||
|
||
--界面关闭时调用(用于子类重写)
|
||
function TimeLimitUpHero:OnClose()
|
||
self.gameObject:SetActive(false)
|
||
if self.timer then
|
||
self.timer:Stop()
|
||
self.timer = nil
|
||
end
|
||
|
||
if UIManager.IsOpen(UIName.GeneralPopup) then
|
||
UIManager.ClosePanel(UIName.GeneralPopup)
|
||
end
|
||
end
|
||
--界面销毁时调用(用于子类重写)
|
||
function TimeLimitUpHero:OnDestroy()
|
||
self.spLoader:Destroy()
|
||
self.btns = {}
|
||
ClearRedPointObject(RedPointType.TimeLimitWishStore,self.zqbgRed)
|
||
--SubUIManager.Close(self.itemView)
|
||
self.itemView = nil
|
||
heroLiveObj=nil
|
||
lastLiveName=nil
|
||
curHeroId=0
|
||
if oneFunc then
|
||
oneFunc=nil
|
||
end
|
||
if tenFunc then
|
||
tenFunc=nil
|
||
end
|
||
end
|
||
|
||
return TimeLimitUpHero |