少年修仙传客户端代码仓库
4435 子 【开发】【1.2.0】功能预告界面修改,新增可领取奖励 / 【前端】【1.2.0】功能预告界面修改,新增可领取奖励
6个文件已修改
56 ■■■■ 已修改文件
System/MainInterfacePanel/FeatureNotice2Win.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/MainInterfacePanel/FeatureNoticeModel.cs 8 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/MainInterfacePanel/FeatureNoticeTip.cs 13 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/MainInterfacePanel/FeaturesType3.cs 4 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/MainInterfacePanel/FunctionForecastTip.cs 19 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Strengthening/GodBeastModel.cs 10 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/MainInterfacePanel/FeatureNotice2Win.cs
@@ -141,7 +141,7 @@
                int openTag = config.FuncId;
                if (!FuncOpen.Instance.IsFuncOpen(openTag))
                {
                    featureNoticeModel.FunctionForecastIndex = config.OpenNumber;
                    featureNoticeModel.FunctionForecastIndex = config.FuncId;
                    return;
                }
            }
System/MainInterfacePanel/FeatureNoticeModel.cs
@@ -37,6 +37,9 @@
        //FuncOpen.Instance.OnFuncStateChangeEvent -= OnFuncStateChangeEvent;
        //treasureModel.treasureStateChangeEvent -= treasureStateChangeEvent;
        //treasureModel.treasureStageUpEvent -= treasureStageUpEvent;
        FunctionForecastIndex = 0;
        DicOpenFuncState.Clear();
        StageManager.Instance.onStageLoadFinish -= OnStageLoadFinish;
    }
    public void OnPlayerLoginOk()
@@ -44,8 +47,7 @@
        //FuncOpen.Instance.OnFuncStateChangeEvent += OnFuncStateChangeEvent;
        //PlayerDatas.Instance.PlayerDataRefreshInfoEvent += OnPlayersUpLV;
        //treasureModel.treasureStateChangeEvent += treasureStateChangeEvent;
        //treasureModel.treasureStageUpEvent += treasureStageUpEvent;
        StageManager.Instance.onStageLoadFinish -= OnStageLoadFinish;
        //treasureModel.treasureStageUpEvent += treasureStageUpEvent;
        StageManager.Instance.onStageLoadFinish += OnStageLoadFinish;
        RedPoint_State();
        // RedDotStatus();
@@ -169,7 +171,7 @@
        foreach (var _key in DicOpenFuncState.Keys)
        {
            if (DicRedPoint.ContainsKey(_key) && DicOpenFuncState[_key].State==1 
                && DicOpenFuncState[_key].AwardState==0)
                && DicOpenFuncState[_key].AwardState==0 && DicAwardItem.ContainsKey(_key))
            {
                DicRedPoint[_key].state = RedPointState.Simple;
            }
System/MainInterfacePanel/FeatureNoticeTip.cs
@@ -18,6 +18,8 @@
        [SerializeField] Text _NameText;//标题名
        [SerializeField] Text _Information;//信息内容
        [SerializeField] GameObject m_FeatureNoticeTipObj;
        [SerializeField] Text m_Information_reward;//有奖励可领取
        FeatureNoticeModel featureNoticeModel { get { return ModelCenter.Instance.GetModel<FeatureNoticeModel>(); } }
        public GameObject FeatureNoticeTipObj
        {
            get { return m_FeatureNoticeTipObj; }
@@ -40,10 +42,21 @@
                    return;
                }
            }
            if (featureNoticeModel.redPointStre1.state == RedPointState.Simple)//预告完毕还有奖励能领取
            {
                _FunctionIcon.SetSprite("PersonBossIcon");
                m_Information_reward.gameObject.SetActive(true);
                _NameText.gameObject.SetActive(false);
                _Information.gameObject.SetActive(false);
                return;
            }
            return;
        }
        void OpenPanel(int ID)
        {
            m_Information_reward.gameObject.SetActive(false);
            _NameText.gameObject.SetActive(true);
            _Information.gameObject.SetActive(true);
            _FunctionIcon.SetSprite(Config.Instance.Get<FunctionForecastConfig>(ID).FuncIconKey);
            _NameText.text = Config.Instance.Get<FunctionForecastConfig>(ID).Describe;
            FuncOpenLVConfig funcoPenConfig = Config.Instance.Get<FuncOpenLVConfig>(ID);
System/MainInterfacePanel/FeaturesType3.cs
@@ -60,7 +60,8 @@
            }
            if (!FuncOpen.Instance.IsFuncOpen(funcId) && Type && NeedLv > playerLv)
            {
                m_FunctionName.text = "?";
                m_FunctionName.gameObject.SetActive(false);
              //  m_FunctionName.text = "?";
                m_FeaturesTypeIcon.SetSprite("UnKnowIcon");
                m_Award.SetActive(false);
                m_Content.gameObject.SetActive(true);
@@ -68,6 +69,7 @@
            }
            else
            {
                m_FunctionName.gameObject.SetActive(true);
                m_FunctionName.text = functionForecastConfig.FuncName;
                m_FeaturesTypeIcon.SetSprite(functionForecastConfig.FuncIconKey);
                if (featureNoticeModel.DicAwardItem.ContainsKey(funcId))
System/MainInterfacePanel/FunctionForecastTip.cs
@@ -21,7 +21,9 @@
        [SerializeField] Button _FunctionIconBtn;//面板开关按钮
        [SerializeField] Text _NameText;//标题名
        [SerializeField] Text _Information;//信息内容
        [SerializeField] Text m_Information_reward;//有奖励可领取
        public static Action<int> FunctionOpenTagEvent;
        FeatureNoticeModel featureNoticeModel { get { return ModelCenter.Instance.GetModel<FeatureNoticeModel>(); } }
        public void Init()//初始化
        {
            PlayerDatas.Instance.PlayerDataRefreshInfoEvent += OnPlayersUpLV;
@@ -82,13 +84,28 @@
                    return;
                }
            }
            _FunctionForecastPanel.gameObject.SetActive(false);
            if (featureNoticeModel.redPointStre1.state == RedPointState.Simple)//预告完毕还有奖励能领取
            {
                _FunctionForecastPanel.gameObject.SetActive(true);
                _FunctionIcon.SetSprite("PersonBossIcon");
                m_Information_reward.gameObject.SetActive(true);
                _NameText.gameObject.SetActive(false);
                _Information.gameObject.SetActive(false);
            }
            else
            {
                _FunctionForecastPanel.gameObject.SetActive(false);
            }
            return;
        }
        void OpenPanel(int ID)
        {
            _FunctionForecastPanel.gameObject.SetActive(true);
            m_Information_reward.gameObject.SetActive(false);
            _NameText.gameObject.SetActive(true);
            _Information.gameObject.SetActive(true);
            _FunctionIcon.SetSprite(Config.Instance.Get<FunctionForecastConfig>(ID).FuncIconKey);
            _NameText.text = Config.Instance.Get<FunctionForecastConfig>(ID).Describe;
            FuncOpenLVConfig funcoPenConfig = Config.Instance.Get<FuncOpenLVConfig>(ID);
System/Strengthening/GodBeastModel.cs
@@ -39,16 +39,16 @@
    public void OnBeforePlayerDataInitialize()
    {
    }
    public void OnPlayerLoginOk()
    {
        playerPack.ItemCntAddAct -= ItemCntAddAct;
        playerPack.ItemCntReduceAct -= ItemCntReduceAct;
        dogz_model.UpdateAssistDogzEvent -= UpdateAssistDogzEvent;
        FuncOpen.Instance.OnFuncStateChangeEvent -= OnFuncStateChangeEvent;
        DTC0721_tagMakeItemAnswer.MakeItemAnswerEvent -= MakeItemAnswerEvent;
    }
    public void OnPlayerLoginOk()
    {
        DTC0721_tagMakeItemAnswer.MakeItemAnswerEvent += MakeItemAnswerEvent;
        playerPack.ItemCntAddAct += ItemCntAddAct;//物品数量增加
        playerPack.ItemCntReduceAct += ItemCntReduceAct;//物品数量减少