少年修仙传客户端代码仓库
Client_PangDeRong
2019-02-16 645d4c643afebb46e754ba3f741b7da8bf8c4971
5308 子 【1.6】运营活动-幸运鉴宝 / 【前端】【1.6】运营活动-幸运鉴宝
3个文件已修改
75 ■■■■ 已修改文件
System/OpenServerActivity/AutomaticTreasureWin.cs 18 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/OpenServerActivity/LuckyTreasureModel.cs 45 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/OpenServerActivity/LuckyTreasureWin.cs 12 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/OpenServerActivity/AutomaticTreasureWin.cs
@@ -14,16 +14,17 @@
        [SerializeField] Text treasureBtn_Text;
        [SerializeField] Transform container_Awards;
        [SerializeField] AutoTreasureAwardsRow awardsRow;
        [SerializeField] RectTransform container;
        PlayerDeadModel deadModel { get { return ModelCenter.Instance.GetModel<PlayerDeadModel>(); } }
        LuckyTreasureModel luckyTreasureModel { get { return ModelCenter.Instance.GetModel<LuckyTreasureModel>(); } }
        ItemTipsModel tipsModel { get { return ModelCenter.Instance.GetModel<ItemTipsModel>(); } }
        List<AutoTreasureAwardsRow> awardsRows = new List<AutoTreasureAwardsRow>();
        Vector3 pos = Vector3.zero;
        #region Built-in
        protected override void BindController()
        {
            pos = container.anchoredPosition3D;
        }
        protected override void AddListeners()
@@ -51,6 +52,7 @@
            luckyTreasureModel.UpdateLuckyResultEvent -= UpdateLuckyResult;
            OnDestroyAwardsRow();
            luckyTreasureModel.autoLuckyItems.Clear();
            container.anchoredPosition3D = pos;
        }
        protected override void OnAfterClose()
        {
@@ -60,6 +62,7 @@
        private void SetDisplay()
        {
            luckyTreasureModel.isAutoLuckyTreasure = true;
            awardsRows.Clear();
            UpdateAwardsItem();
            UpdateLuckyTreasureState();
@@ -90,7 +93,14 @@
        IEnumerator DelaySendLuckyTreasure()
        {
            yield return new WaitForSeconds(0.3f);
            luckyTreasureModel.SendStartLuckyTreasure();
            if(!luckyTreasureModel.IsEnoughMoney())
            {
                Close();
            }
            else
            {
                luckyTreasureModel.SendStartLuckyTreasure();
            }
        }
        private void UpdateLuckyTreasureState()
@@ -110,13 +120,11 @@
        private void ClickStopLuckyTreasure()
        {
            luckyTreasureModel.isAutoLuckyTreasure = false;
            UpdateLuckyTreasureState();
        }
        private void ClickLuckyTreasure()
        {
            luckyTreasureModel.isAutoLuckyTreasure = true;
            luckyTreasureModel.SendStartLuckyTreasure();
            UpdateLuckyTreasureState();
        }
System/OpenServerActivity/LuckyTreasureModel.cs
@@ -10,7 +10,6 @@
    public class LuckyTreasureModel : Model, IBeforePlayerDataInitialize, IAfterPlayerDataInitialize, IPlayerLoginOk, IOpenServerActivity
    {
        public event Action<int> onStateUpate;
        private bool isLogin = true;
        public bool isAutoLuckyTreasure = false;
        private bool isRefreshLoginRed = true;
        public override void Init()
@@ -30,8 +29,6 @@
            isAutoLuckyTreasure = false;
            curLuckValue = 0;
            curLuckyItem = null;
            resultInfolist.Clear();
            isLogin = true;
        }
        public void OnAfterPlayerDataInitialize()
@@ -41,7 +38,6 @@
        public void OnPlayerLoginOk()
        {
            isLogin = false;
            UpdateFreeLuckyTreasureRedpoint();
            if(isRefreshLoginRed)
            {
@@ -186,19 +182,14 @@
        {
            if (recInfo.Type != 12) return;
            foreach (var item in recInfo.UniversalGameRec)
            {
                string playerName = item.StrValue1;
                if (isLogin)
                {
                    resultInfolist.Add(playerName);
                }
                else
                {
                    resultInfolist.Insert(0, playerName);
                }
            resultInfolist.Clear();
            for(int i = recInfo.Count - 1; i > -1; i--)
            {
                string playerName = recInfo.UniversalGameRec[i].StrValue1;
                resultInfolist.Add(playerName);
            }
            if (UpdateMessageEvent != null)
            {
                UpdateMessageEvent();
@@ -233,6 +224,21 @@
        public bool IsSatifyLuckyTreasure()
        {
            if (!IsEnoughMoney()) return false;
            var playerPack = ModelCenter.Instance.GetModel<PlayerPackModel>();
            int remainGrid = playerPack.GetReaminGridCount(PackType.rptItem);
            if (remainGrid < 1)
            {
                isAutoLuckyTreasure = false;
                SysNotifyMgr.Instance.ShowTip("GeRen_chenxin_676165", PackType.rptItem);
                return false;
            }
            return true;
        }
        public bool IsEnoughMoney()
        {
            if (!isFree)
            {
                ulong haveMoney = UIHelper.GetMoneyCnt(1);
@@ -242,15 +248,6 @@
                    WindowCenter.Instance.Open<RechargeTipWin>();
                    return false;
                }
            }
            var playerPack = ModelCenter.Instance.GetModel<PlayerPackModel>();
            int remainGrid = playerPack.GetReaminGridCount(PackType.rptItem);
            if (remainGrid < 1)
            {
                isAutoLuckyTreasure = false;
                SysNotifyMgr.Instance.ShowTip("GeRen_chenxin_676165", PackType.rptItem);
                return false;
            }
            return true;
        }
System/OpenServerActivity/LuckyTreasureWin.cs
@@ -86,7 +86,7 @@
            UpdateSecond();
            ruleText.text = Language.Get("LuckyTreasure101",luckyTreasureModel.luckyTreasurePoint);
            luckValueSlider.minValue = 0;
            luckValueSlider.maxValue = operation.sumLuckPoint;
            luckValueSlider.maxValue = 600;
            UpdateLuckValue();
            luckValueSlider.value = luckyTreasureModel.curLuckValue;
            OperationLuckyTreasure.LuckyTreasureItem luckyItem = null;
@@ -156,16 +156,8 @@
        private void UpdateLuckValue()
        {
            luckValueText.text = StringUtility.Contact(luckyTreasureModel.curLuckValue, "/", operation.sumLuckPoint);
            float offset = luckyTreasureModel.curLuckValue - luckValueSlider.value;
            if (offset < 0.01f)
            {
                luckValueSlider.value = luckyTreasureModel.curLuckValue;
                return;
            }
            luckValueSlider.value = Mathf.SmoothDamp(luckValueSlider.value,luckyTreasureModel.curLuckValue,ref sliderSpeed,sliderTime);
            luckValueSlider.value = luckyTreasureModel.curLuckValue;
        }
        private void UpdatePlayerData(PlayerDataRefresh type)
        {