zhibo
parent
42f824de9b
commit
028684e43b
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@ -13,13 +13,14 @@ local this = FirstRechargePanel
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local kMaxTab, kMaxDay = 2, 3
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local TextColorDef = {
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[1] = Color.New(255 / 255, 255 / 255, 255 / 255, 76/255),
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[2] = Color.New(255 / 255, 255 / 255, 255 / 255, 204/255)
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[1] = Color.New(255 / 255, 255 / 255, 255 / 255, 76 / 255),
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[2] = Color.New(255 / 255, 255 / 255, 255 / 255, 204 / 255)
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}
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local orginLayer
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local activityRewardConfig = ConfigManager.GetConfig(ConfigName.ActivityRewardConfig)
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local artResourcesConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
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local heroNum = 0
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local thread = nil --协程
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-- --显示英雄ID
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-- local showHeroIDs = {
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@ -30,7 +31,7 @@ local thread = nil --协程
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-- local showHeroId = 10042
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--当前显示英雄的下标
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local showHeroIndex = 0
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local shift = {}--档位
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local shift = {} --档位
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function FirstRechargePanel:InitComponent()
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orginLayer = 0
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@ -43,7 +44,7 @@ function FirstRechargePanel:InitComponent()
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this.pro = Util.GetGameObject(this.lihuiInfo, "pro"):GetComponent("Image")
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self.closeBtn = Util.GetGameObject(self.transform, "closeBtn")
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this.Btnback = Util.GetGameObject(this.transform, "Btnback")
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this.Btnback = Util.GetGameObject(this.transform, "Btnback")
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self.tabs = {}
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self.selectTabs = {}
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@ -74,7 +75,7 @@ function FirstRechargePanel:InitComponent()
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self.dayRewardList = {}
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for i = 1, kMaxDay do
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self.dayRewardList[i] = DayRewardItem.new(self,self.transform:Find("frame/rewardBg/rewardDay" .. i))
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self.dayRewardList[i] = DayRewardItem.new(self, self.transform:Find("frame/rewardBg/rewardDay" .. i))
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end
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--bottomPart
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@ -93,7 +94,7 @@ function FirstRechargePanel:BindEvent()
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Util.AddClick(self.closeBtn, function()
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self:ClosePanel()
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end)
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Util.AddClick(this.Btnback, function()
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Util.AddClick(this.Btnback, function()
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self:ClosePanel()
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end)
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Util.AddClick(self.reChargeBtn, function()
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@ -114,8 +115,9 @@ function FirstRechargePanel:OnSortingOrderChange()
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self.dayRewardList[i]:OnSortingOrderChange(self.sortingOrder)
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end
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end
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local fun = nil
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function FirstRechargePanel:OnOpen(context,_fun)
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function FirstRechargePanel:OnOpen(context, _fun)
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context = context and context or {}
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self.selectTabIndex = context.tabIndex and context.tabIndex or 1
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fun = _fun
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@ -130,13 +132,13 @@ function FirstRechargePanel:OnShow()
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AccumRecharge = missInfo.progress
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end
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end
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--根据渠道配置界面显示充值金额或充值积分
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if GetChannelConfig().RechargeNum_Mode == 1 then
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self.reChargeTips.text = string.format(GetLanguageStrById(50420), AccumRecharge/1000)
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else
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self.reChargeTips.text = string.format(GetLanguageStrById(10663), AccumRecharge/100)
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end
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if AccumRecharge/1000 >= 100 then
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--根据渠道配置界面显示充值金额或充值积分
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if GetChannelConfig().RechargeNum_Mode == 1 then
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self.reChargeTips.text = string.format(GetLanguageStrById(50420), AccumRecharge / 1000)
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else
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self.reChargeTips.text = string.format(GetLanguageStrById(10663), AccumRecharge / 100)
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end
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if AccumRecharge / 1000 >= 100 then
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self.reChargeBtn:SetActive(false)
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else
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self.reChargeBtn:SetActive(true)
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@ -150,13 +152,13 @@ function FirstRechargePanel:OnShow()
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-- Util.GetGameObject(self.oneLihuiInfo,"name"):GetComponent("Text").text = GetLanguageStrById(this.oneHeroData.ReadingName)
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-- Util.GetGameObject(self.oneLihuiInfo,"pro"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(this.oneHeroData.PropertyName))
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SetHeroData(GetHeroId())
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--SetHeroData(GetHeroId())
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--随机英雄
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--thread = coroutine.start(function ()
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--for i = 1, 10, 0 do
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--SetHeroData(GetHeroId())
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--end
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--end)
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thread = coroutine.start(function()
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for i = 1, 10, 0 do
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SetHeroData(GetHeroId())
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end
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end)
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end
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function SetHeroData(heroId)
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@ -172,45 +174,44 @@ function SetHeroData(heroId)
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this.liveNode = LoadHerolive(this.heroData, this.lihui.transform)
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--随机英雄
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--[[
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local stopV3 = Vector3.New(this.heroData.Position[1], this.heroData.Position[2],0)
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local startV3 = Vector3.New(this.heroData.Position[1], this.heroData.Position[2],0)
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local endV3 = Vector3.New(this.heroData.Position[1], this.heroData.Position[2],0)
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if heroNum > 1 then
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local stopV3 = Vector3.New(this.heroData.Position[1], this.heroData.Position[2], 0)
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local startV3 = Vector3.New(this.heroData.Position[1], this.heroData.Position[2], 0)
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local endV3 = Vector3.New(this.heroData.Position[1], this.heroData.Position[2], 0)
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startV3.x = 1000
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endV3.x = -1000
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startV3.x = 1000
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endV3.x = -1000
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DoTween.To(
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DG.Tweening.Core.DOGetter_UnityEngine_Vector3(
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function()
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return this.liveNode.transform.localPosition
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end
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),
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DG.Tweening.Core.DOSetter_UnityEngine_Vector3(
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function(progress)
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this.liveNode.transform.localPosition = progress
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end
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),
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stopV3,
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0.3
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):SetEase(Ease.InQuad)
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coroutine.wait(3)
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DoTween.To(
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DG.Tweening.Core.DOGetter_UnityEngine_Vector3(
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function()
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return this.liveNode.transform.localPosition
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end
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),
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DG.Tweening.Core.DOSetter_UnityEngine_Vector3(
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function(progress)
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this.liveNode.transform.localPosition = progress
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end
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),
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endV3,
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0.3
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):SetEase(Ease.InQuad)
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]]
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DoTween.To(
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DG.Tweening.Core.DOGetter_UnityEngine_Vector3(
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function()
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return this.liveNode.transform.localPosition
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end
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),
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DG.Tweening.Core.DOSetter_UnityEngine_Vector3(
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function(progress)
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this.liveNode.transform.localPosition = progress
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end
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),
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stopV3,
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0.3
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):SetEase(Ease.InQuad)
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coroutine.wait(3)
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DoTween.To(
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DG.Tweening.Core.DOGetter_UnityEngine_Vector3(
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function()
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return this.liveNode.transform.localPosition
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end
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),
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DG.Tweening.Core.DOSetter_UnityEngine_Vector3(
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function(progress)
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this.liveNode.transform.localPosition = progress
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end
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),
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endV3,
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0.3
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):SetEase(Ease.InQuad)
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end
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coroutine.wait(0.3)
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end
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@ -228,7 +229,7 @@ function GetHeroId()
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if showHeroIndex > #showHeroIDs then
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showHeroIndex = 1
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end
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heroNum = #showHeroIDs
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return showHeroIDs[showHeroIndex]
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end
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@ -259,8 +260,8 @@ function FirstRechargePanel:ShowContent(index)
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local tempData = {}
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for _, rewardInfo in ConfigPairs(activityRewardConfig) do
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if rewardInfo.ActivityId == ActivityTypeDef.FirstRecharge and
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-- rewardInfo.Values[1][2] == IndexValueDef[index] then
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rewardInfo.Values[1][2] == shift[index] then
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-- rewardInfo.Values[1][2] == IndexValueDef[index] then
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rewardInfo.Values[1][2] == shift[index] then
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table.insert(tempData, rewardInfo)
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end
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end
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@ -289,14 +290,15 @@ function FirstRechargePanel:SetTabRedPointStatus(tabIndex)
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end
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self.tabRedPoint[tabIndex]:SetActive(redPointStatus)
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end
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--界面关闭时调用(用于子类重写)
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function FirstRechargePanel:OnClose()
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if FirstRechargeManager.GetFirstRewardState() then
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local AgainRechargePanelisEject = PlayerPrefs.GetInt(PlayerManager.uid .. "AgainRechargePanelisEject") == 0
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if AgainRechargePanelisEject then
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PlayerPrefs.SetInt(PlayerManager.uid .. "AgainRechargePanelisEject", 1)
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UIManager.OpenPanel(UIName.AgainRechargePanel)
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end
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if AgainRechargePanelisEject then
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PlayerPrefs.SetInt(PlayerManager.uid .. "AgainRechargePanelisEject", 1)
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UIManager.OpenPanel(UIName.AgainRechargePanel)
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end
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end
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if thread then
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coroutine.stop(thread)
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@ -318,6 +320,7 @@ function FirstRechargePanel:OnClose()
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-- this.Onelive = nil
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-- end
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end
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--界面销毁时调用(用于子类重写)
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function FirstRechargePanel:OnDestroy()
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if this.liveNode then
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@ -327,4 +330,4 @@ function FirstRechargePanel:OnDestroy()
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end
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end
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return FirstRechargePanel
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return FirstRechargePanel
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