476 lines
22 KiB
Lua
476 lines
22 KiB
Lua
RecruitEquipPanelNew = {}
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function RecruitEquipPanelNew: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 = RecruitEquipPanelNew })
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return b
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end
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local gameSetting = ConfigManager.GetConfig(ConfigName.GameSetting)
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local AllActSetConfig = ConfigManager.GetConfig(ConfigName.GlobalSystemConfig)
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local artResourcesConfig =ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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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 specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
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local wishConfig=ConfigManager.GetConfig(ConfigName.WishConfig)
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local getId=0
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function RecruitEquipPanelNew:InitComponent()
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self.spLoader = SpriteLoader.New()
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self.panel = Util.GetGameObject(self.gameObject,"Panel")
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self.bg1 = Util.GetGameObject(self.gameObject,"Bg/Bg1"):GetComponent("Image")
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self.bg2 = Util.GetGameObject(self.gameObject,"Bg/Bg2"):GetComponent("Image")
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self.bg3 = Util.GetGameObject(self.gameObject,"Bg/Bg3"):GetComponent("Image")
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self.title=Util.GetGameObject(self.panel,"title"):GetComponent("Image")
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self.root=Util.GetGameObject(self.panel,"root")
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self.rewardBox = Util.GetGameObject(self.panel, "btngroup/rewardBox")
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self.boxIcon = Util.GetGameObject(self.rewardBox, "boxIcon")
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self.slider = Util.GetGameObject(self.rewardBox,"Bg/Slider"):GetComponent("Image")
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self.sliderText = Util.GetGameObject(self.rewardBox, "progress/Text"):GetComponent("Text")
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self.boxNameText = Util.GetGameObject(self.rewardBox, "di/Text"):GetComponent("Text")
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self.boxNameText.text="等级宝箱"
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self.boxBtn=Util.GetGameObject(self.rewardBox,"Btn")
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self.UI_effect_RecruitPanel_box_normal = Util.GetGameObject(self.rewardBox,"UI_effect_RecruitPanel_box_normal")
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effectAdapte(Util.GetGameObject(self.UI_effect_RecruitPanel_box_normal, "quan01"))
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self.UI_effect_RecruitPanel_box_open = Util.GetGameObject(self.rewardBox,"UI_effect_RecruitPanel_box_open")
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effectAdapte(Util.GetGameObject(self.UI_effect_RecruitPanel_box_open, "quan01"))
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effectAdapte(Util.GetGameObject(self.UI_effect_RecruitPanel_box_open, "quan02"))
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self.UI_effect_RecruitPanel_particle = Util.GetGameObject(self.gameObject,"UI_effect_RecruitPanel_particle")
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self.previewBtn = Util.GetGameObject(self.panel, "PreviewBtn")
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self.helpBtn = Util.GetGameObject(self.panel, "helpBtn")
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self.helpPosition = self.helpBtn:GetComponent("RectTransform").localPosition
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self.wish = Util.GetGameObject(self.panel,"wishBtn")
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self.wishNoOpen = Util.GetGameObject(self.wish,"noOpen")
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self.wishBtn = Util.GetGameObject(self.wishNoOpen,"Img")
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self.wishTextImg = Util.GetGameObject(self.wishNoOpen,"ImgText")
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self.wishText = Util.GetGameObject(self.wishTextImg,"Text"):GetComponent("Text")
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self.wishTipIma = Util.GetGameObject(self.wishNoOpen,"tip"):GetComponent("Text")
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self.wishOpen = Util.GetGameObject(self.wish,"upHeroGrid")
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self.wishPre = Util.GetGameObject(self.wish,"upHeroPre")
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self.lsth = Util.GetGameObject(self.gameObject,"btngroup/zqbg")
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Util.GetGameObject(self.gameObject,"btngroup/zqbg/Text"):GetComponent("Text").text="珍奇宝阁"
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self.lsth.gameObject:SetActive(ActivityGiftManager.IsActivityTypeOpen(20015)~=nil)
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self.zqbgRed = Util.GetGameObject(self.gameObject,"btngroup/zqbg/red")
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BindRedPointObject(RedPointType.WishEquipStore,self.zqbgRed)
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--self.zqbgEffect = Util.GetGameObject(self.gameObject,"btngroup/zqbg/Fx_Circle 1")
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-- self.tip = Util.GetGameObject(self.panel, "tip/text"):GetComponent("Text")
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self.tenTip = Util.GetGameObject(self.panel, "TenTip")
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self.tenTipText = Util.GetGameObject(self.tenTip, "scroll/Text"):GetComponent("Text")
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self.upper = Util.GetGameObject(self.panel,"Upper/Num"):GetComponent("Text")--"今日召唤上限:"
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if not self.upHeroPreList then
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self.upHeroPreList = {}
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end
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for i = 1,3 do
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self.upHeroPreList[i] = {}
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self.upHeroPreList[i].go = Util.GetGameObject(self.wishOpen,"upHeroPre"..i)
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self.upHeroPreList[i].pos = Util.GetGameObject(self.upHeroPreList[i].go,"di")
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self.upHeroPreList[i].itempos = Util.GetGameObject(self.upHeroPreList[i].go,"itempos")
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self.upHeroPreList[i].item = SubUIManager.Open(SubUIConfig.ItemView,self.upHeroPreList[i].itempos.transform)
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self.upHeroPreList[i].item.gameObject:SetActive(false)
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self.upHeroPreList[i].item.transform:SetSiblingIndex(0)
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self.upHeroPreList[i].choosed = Util.GetGameObject(self.upHeroPreList[i].go,"state")
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--心愿神将现在只显示一个
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if i>1 then
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self.upHeroPreList[i].go:SetActive(false)
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else
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self.upHeroPreList[i].go:SetActive(true)
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end
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end
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self.btns = {}
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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].layoutDi = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/di"):GetComponent("Image")
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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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self.btns[i].time = Util.GetGameObject(self.btns[i].btn.gameObject,"time"):GetComponent("Text")
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end
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end
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function RecruitEquipPanelNew:OnFocus()
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CheckRedPointStatus(RedPointType.WishEquipStore)
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end
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function RecruitEquipPanelNew:BindEvent()
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Util.AddOnceClick(self.lsth, function()
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local isOpen =CheckFunctionOpen(FUNCTION_OPEN_TYPE.EquipWish)
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local tip=GetFunctionOpenTip(FUNCTION_OPEN_TYPE.EquipWish)
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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(40082)
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end)
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--帮助按钮
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Util.AddClick(self.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup,self.config.HelpId,self.helpPosition.x,self.helpPosition.y)
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end)
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--宝箱按钮
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Util.AddClick(self.boxBtn,function()
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--UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitBox)
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--self.UI_effect_RecruitPanel_box_normal:SetActive(true)
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-- if RecruitManager.isCanOpenBox then
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-- LogError("getid=========="..getId)
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-- ActivityGiftManager.GetActivityRewardRequest(11901,getId)
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-- else
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-- UIManager.OpenPanel(UIName.WishHeroRewardPopup,self.config.ShopData[1][1])
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-- end
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UIManager.OpenPanel(UIName.WishHeroRewardPopup,self.config.ShopData[1][1])
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end)
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--奖池预览按钮
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Util.AddClick(self.previewBtn, function()
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UIManager.OpenPanel(UIName.HeroPreviewNewPanel,true,true,self.config.ShopData[4][1])
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end)
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end
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function RecruitEquipPanelNew:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Recruit.OnRecruitRefreshData, self.UpdataPanel,self)
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end
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function RecruitEquipPanelNew:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Recruit.OnRecruitRefreshData, self.UpdataPanel,self)
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end
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function RecruitEquipPanelNew:OnSortingOrderChange(sortingOrder)
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self.sortingOrder = sortingOrder
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Util.SetParticleSortLayer(self.UI_effect_RecruitPanel_box_normal, self.sortingOrder + 1)
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Util.SetParticleSortLayer(self.UI_effect_RecruitPanel_box_open, self.sortingOrder + 1)
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Util.SetParticleSortLayer(self.UI_effect_RecruitPanel_particle, self.sortingOrder + 1)
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--SetParticleSortLayer(self.zqbgEffect,self.sortingOrder+1)
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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 RecruitEquipPanelNew:OnOpen(_Config,_index, parent)
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self.config = _Config
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self.parent = parent
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self.gameObject.name = "RecruitEquipPanelNew"..self.config.Id
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end
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function RecruitEquipPanelNew:OnShow(sortingOrder)
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self.sortingOrder = sortingOrder
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self:OnSortingOrderChange(sortingOrder)
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self.gameObject:SetActive(true)
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RecruitManager.curWishType=self.config.ShopData[1][1]
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self.singleConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"LotteryType",self.config.ShopData[1][1],"PerCount",1)
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self.tenConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"LotteryType",self.config.ShopData[1][1],"PerCount",10)
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self.XianZhaoConfig = ConfigManager.GetConfigDataByKey(ConfigName.LotterySetting,"LotteryType",TableRecruitType.xianyuan)
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self:UpdataPanel()
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SoundManager.PlayMusic(SoundConfig.BGM_Recruit)
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if self.liveNode then
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poolManager:UnLoadLive(self.liveNode.name, self.liveNode)
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end
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if self.config.ShopData[2][1] == 1 then
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local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig,self.config.ShopData[2][2])
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local name = GetResourcePath(heroConfig.Painting)
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self.liveNode = poolManager:LoadLive(name, self.root.transform, Vector3.one *0.32, Vector3.New(heroConfig.Position[1], heroConfig.Position[2], 0))
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self.liveNode.name = name
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SetHEeroLiveToward(self.liveNode,heroConfig.Toward)
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local SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic")
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SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
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end
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CheckRedPointStatus(RedPointType.WishEquipStore)
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end
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local progresss=0
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local wishLv=0
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function RecruitEquipPanelNew:UpdataPanel()
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-- self.bg1.sprite = self.spLoader:LoadSprite(self.config.Icon[3])
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self.bg2.sprite = self.spLoader:LoadSprite(self.config.Icon[4])
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self.bg3.sprite = self.spLoader:LoadSprite(self.config.Icon[8])
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--self.title.sprite = self.spLoader:LoadSprite(self.config.Icon[5])
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--宝箱活动数据
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local actconfigs=ActivityGiftManager.GetActivityInfoByType(11901)
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if actconfigs then
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for i = 1,#actconfigs.mission do
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progresss=actconfigs.mission[i].progress
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end
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end
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--LogError("progress==============="..progresss)
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for i, v in ConfigPairs(wishConfig) do
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if RecruitManager.drawTimes[4] and RecruitManager.drawTimes[4]>= v.DrawCardNumber and v.LotteryType==4 then
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wishLv=v.Level
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RecruitManager.SetWishPro(v.Weight/10000*100)
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end
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end
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self.boxNameText.text="宝箱等级:"..wishLv
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--self.title:SetNativeSize()
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for i = 1,2 do
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self.btns[i].layoutDi.sprite = self.spLoader:LoadSprite(self.config.Icon[6])
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end
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self.parent.mask2.sprite = self.spLoader:LoadSprite(self.config.Icon[7])
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self.parent.mask1.sprite = self.spLoader:LoadSprite(self.config.Icon[7])
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-- self.tip.text = self.config.TitleText
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self:UpdataWishPanel()
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self:UpdataBoxReward()
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local num=PrivilegeManager.GetPrivilegeRemainValue(self.singleConfig.MoneyTimes)
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self.upper.text=string.format(self.config.TitleText,PrivilegeManager.GetPrivilegeUsedTimes(self.singleConfig.MaxTimes),privilegeConfig[self.singleConfig.MaxTimes].Condition[1][2]) --string.format(self.config.TitleText,PrivilegeManager.GetPrivilegeUsedTimes(self.singleConfig.MaxTimes),privilegeConfig[self.singleConfig.MaxTimes].Condition[1][2].." 剩余妖晶召唤次数:"..num) --特权上限
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self:UpdatePanelData()
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self:TimeCountDown()
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end
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function RecruitEquipPanelNew:UpdataWishPanel()
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self.tenTip.gameObject:SetActive(false)
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--如果没有达到150抽按钮置灰
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local data = tonumber(specialConfig[119].Value)
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NetManager.ChoiceWishHeroRequest(self.config.ShopData[1][1],function ()
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if RecruitManager.drawTimes[4] then
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LogError(" RecruitManager.drawTimes[4]===".. RecruitManager.drawTimes[4])
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if wishLv < data then
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self.wishNoOpen.gameObject:SetActive(true)
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self.wishOpen.gameObject:SetActive(false)
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Util.SetGray(self.wishBtn,true)
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self.wishText.text = string.format("%s/%s",wishLv,data)
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self.wishTipIma.text = "宝箱等级"..data.."级后开启心愿功能,\n将有更高概率获得心愿生命卡~"
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else
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self.wishNoOpen.gameObject:SetActive(false)
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self.wishOpen.gameObject:SetActive(true)
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for i = 1,1 do
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local data = RecruitManager.WishEquipData[i]
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local id =0
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if data then
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id=data.heroTid
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end
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LogError("id================================"..id)
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if id > 0 then
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self.upHeroPreList[i].item.gameObject:SetActive(true)
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self.upHeroPreList[i].item:OnOpen(false, {id,0},1, false, false, false, self.sortingOrder)
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self.upHeroPreList[i].item.frame.sprite = self.spLoader:LoadSprite(GetBgByHeroNatural(ConfigManager.GetConfigData(ConfigName.ItemConfig,id).Quantity))
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self.upHeroPreList[i].choosed:SetActive(data.status == 1)
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else
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self.upHeroPreList[i].item.gameObject:SetActive(false)
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self.upHeroPreList[i].choosed.gameObject:SetActive(false)
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end
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Util.AddOnceClick(self.upHeroPreList[i].pos,function()
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local tempdata = tonumber(specialConfig[119].Value)
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if RecruitManager.drawTimes[4] then
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RecruitManager.curWishType=self.config.ShopData[1][1]
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if RecruitManager.drawTimes[4] >= tempdata then
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.WishEquipDraw)
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else
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PopupTipPanel.ShowTip(string.format("%s次英雄召唤后,开启心愿抽卡!",tempdata - RecruitManager.drawTimes[4]))
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end
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else
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PopupTipPanel.ShowTip(string.format("%s次英雄召唤后,开启心愿抽卡!",tempdata))
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end
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end)
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end
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end
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else
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self.wishNoOpen.gameObject:SetActive(true)
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self.wishOpen.gameObject:SetActive(false)
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Util.SetGray(self.wishBtn,true)
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self.wishText.text = string.format("%s/%s",0,data)
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self.wishTipIma.text = "宝箱等级"..data.."级后开启心愿功能,\n将有更高概率获得心愿生命卡~"
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end
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--self:CheckNewWishHero()
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end)
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self.tenTip.gameObject:SetActive(true)
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-- if RecruitManager.isTenRecruit == 0 then
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-- self.tenTipText.text = "<color=#FFB83B><size=30>每次十连</size><color=#FEDA90><size=30>必得</size></color></color><color=#FFB83B><size=30>五星</size></color><color=#FEDA90><size=30>神将法宝</size></color>"
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-- else
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self.tenTipText.text = string.format("剩余<color=#22A70C>%s次</color>必得五星生命卡",RecruitManager.GetRecruit2MustCount())
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--end
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end
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function RecruitEquipPanelNew:UpdataBoxReward()
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--local num = BagManager.GetItemCountById(self.XianZhaoConfig.CostItem[1][1])
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LogError("更新宝箱显示s")
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local actconfigs=ActivityGiftManager.GetActivityInfoByType(11901)
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RecruitManager.isCanOpenBox=false
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if actconfigs then
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for i = 1,#actconfigs.mission do
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local config=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.WishConfig,"Level",actconfigs.mission[i].missionId,"LotteryType",4)
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if config and actconfigs.mission[i].state==0 and RecruitManager.drawTimes[4] and RecruitManager.drawTimes[4]>=config.DrawCardNumber then
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RecruitManager.isCanOpenBox=true
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getId=actconfigs.mission[i].missionId
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break
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end
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end
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end
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self.boxIcon:GetComponent("Animator").enabled = RecruitManager.isCanOpenBox
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local wishData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.WishConfig,"Level",wishLv+1,"LotteryType",4)
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if wishData then
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self.sliderText.text = string.format("%s/%s", RecruitManager.drawTimes[4] or 0,wishData.DrawCardNumber )
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if RecruitManager.drawTimes[4] then
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self.slider.fillAmount = RecruitManager.drawTimes[4]/wishData.DrawCardNumber
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else
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self.slider.fillAmount = 0 /wishData.DrawCardNumber
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end
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else
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self.slider.fillAmount = 1
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self.sliderText.text ="<color=#E15362>宝箱已达最大等级</color>"
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end
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end
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function RecruitEquipPanelNew:OnClose()
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self.gameObject:SetActive(false)
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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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end
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function RecruitEquipPanelNew:OnDestroy()
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self.spLoader:Destroy()
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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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ClearRedPointObject(RedPointType.WishEquipStore,self.zqbgRed)
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for i = 1,3 do
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if self.upHeroPreList[i] then
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SubUIManager.Close(self.upHeroPreList[i].item)
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end
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end
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self.upHeroPreList = {}
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if self.liveNode then
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poolManager:UnLoadLive(self.liveNode.name, self.liveNode)
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self.liveNode = nil
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end
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end
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--刷新剩余次数
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function RecruitEquipPanelNew:UpdatePanelData()
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local freeTime = 0
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if self.singleConfig.FreeTimes and self.singleConfig.FreeTimes > 0 then
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freeTime = PrivilegeManager.GetPrivilegeRemainValue(self.singleConfig.FreeTimes)
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RecruitManager.freeUseTimeList[self.singleConfig.FreeTimes] = freeTime
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end
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--按钮赋值
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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.icon.gameObject:SetActive(not isFree)
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m.num.gameObject:SetActive(not isFree)
|
||
local itemId=0
|
||
local itemNum=0
|
||
local type = 0
|
||
if n == 1 then
|
||
type = self.singleConfig.Id
|
||
m.info.text = "1次"
|
||
m.time.gameObject:SetActive(true)
|
||
m.red.gameObject:SetActive(RecruitManager.GetRecruitBtnRedpoint1(PreConfigure[RevertPreConfigure[self.config.ShopData[3][1]]]))
|
||
else
|
||
m.time.gameObject:SetActive(false)
|
||
type = self.tenConfig.Id
|
||
m.info.text = "10次"
|
||
m.red.gameObject:SetActive(RecruitManager.GetRecruitBtnRedpoint1(PreConfigure[RevertPreConfigure[self.config.ShopData[3][2]]]))
|
||
end
|
||
if self.config.ShopData[1][1] == TableRecruitType.Youqing then
|
||
m.time.gameObject:SetActive(false)
|
||
end
|
||
local d = {}
|
||
if (isFree) then
|
||
m.time.gameObject:SetActive(false)
|
||
m.info.text="免费召唤"
|
||
else
|
||
local d = RecruitManager.GetExpendData(type)
|
||
itemId=d[1]
|
||
itemNum=d[2]
|
||
m.icon.sprite=self.spLoader:LoadSprite(artResourcesConfig[itemConfig[itemId].ResourceID].Name)
|
||
m.num.text= PrintWanNum2(itemNum)
|
||
end
|
||
|
||
Util.AddOnceClick(m.btn,function()
|
||
local isOpen =CheckFunctionOpen(FUNCTION_OPEN_TYPE.EquipWish)
|
||
local tip=GetFunctionOpenTip(FUNCTION_OPEN_TYPE.EquipWish)
|
||
if isOpen==false then
|
||
PopupTipPanel.ShowTip(tip)
|
||
return
|
||
end
|
||
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"..self.config.ShopData[3][2])
|
||
LogGreen("self.config.ShopData[3][2]:"..self.config.ShopData[3][2].." state:"..state)
|
||
local recrutId = n == 1 and self.singleConfig.Id or self.tenConfig.Id
|
||
local recrutNum = n == 1 and 1 or 10
|
||
if state==0 and itemId == 16 and not isFree then
|
||
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitConfirm,recrutId,function()
|
||
self:Recruit(recrutNum,recrutId,n,itemId)
|
||
end)
|
||
else
|
||
self:Recruit(recrutNum,recrutId,n,itemId)
|
||
end
|
||
end)
|
||
end
|
||
end
|
||
|
||
function RecruitEquipPanelNew:Recruit(recrutType,recrutId,bType,itemId)
|
||
if PrivilegeManager.GetPrivilegeUsedTimes(self.singleConfig.MaxTimes)+recrutType>privilegeConfig[self.singleConfig.MaxTimes].Condition[1][2] then
|
||
PopupTipPanel.ShowTip("无法超出每日召唤次数上限!")
|
||
return
|
||
end
|
||
if itemId==16 and PrivilegeManager.GetPrivilegeRemainValue(self.singleConfig.MaxTimes)<recrutType then
|
||
PopupTipPanel.ShowTip("无法超出每日妖晶召唤次数上限!")
|
||
return
|
||
end
|
||
RecruitManager.RecruitRequest(recrutId, function(msg)
|
||
PrivilegeManager.RefreshPrivilegeUsedTimes(self.singleConfig.MaxTimes,recrutType)--记录抽卡次数
|
||
if itemId==16 then
|
||
PrivilegeManager.RefreshPrivilegeUsedTimes(self.singleConfig.MoneyTimes,recrutType)
|
||
end
|
||
if bType == 1 then
|
||
|
||
UIManager.OpenPanel(UIName.WishEquipBuyOnePanel,msg.drop,recrutId,{self.config.ShopData[3][1],self.config.ShopData[3][2]})
|
||
else
|
||
RecruitManager.isTenRecruit = 1
|
||
UIManager.OpenPanel(UIName.WishEquipBuyTenPanel,msg.drop,recrutId,{self.config.ShopData[3][1],self.config.ShopData[3][2]})
|
||
|
||
end
|
||
CheckRedPointStatus(self.config.RpType)
|
||
end,self.singleConfig.FreeTimes)
|
||
end
|
||
|
||
function RecruitEquipPanelNew:TimeCountDown()
|
||
if self.timer then
|
||
self.timer:Stop()
|
||
self.timer = nil
|
||
end
|
||
local timeDown=CalculateSecondsNowTo_N_OClock(0)
|
||
self.btns[1].time.text = Language[10023]..TimeToHMS(timeDown)
|
||
self.timer = Timer.New(function()
|
||
if timeDown < 1 then
|
||
self.timer:Stop()
|
||
self.timer = nil
|
||
return
|
||
end
|
||
timeDown = timeDown - 1
|
||
self.btns[1].time.text = Language[10023]..TimeToHMS(timeDown)
|
||
end, 1, -1, true)
|
||
self.timer:Start()
|
||
end
|
||
|
||
--检查是否有新开放的心愿英雄
|
||
function RecruitEquipPanelNew:CheckNewWishHero()
|
||
if #RecruitManager.newWishList > 0 and #RecruitManager.newWishList<10 then
|
||
if not GuideManager.IsFunctionGuideExist() and not GuideManager.IsInMainGuide() then
|
||
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.NewAddWishHero)
|
||
end
|
||
end
|
||
end
|
||
|
||
return RecruitEquipPanelNew |