少年修仙传客户端代码仓库
client_Hale
2018-10-09 fddfc335126c8e408f573449659ad5bd79811eed
Merge branch 'master' of http://192.168.0.87:10010/r/snxxz_scripts
5个文件已修改
2个文件已添加
241 ■■■■■ 已修改文件
System/Vip/VipInvest/CheckDisplay.cs 75 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Vip/VipInvest/CheckDisplay.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Vip/VipInvest/RotatePointer.cs 55 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Vip/VipInvest/WheelOfFortuneModel.cs 28 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Vip/VipInvest/WheelOfFortuneWin.cs 28 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Welfare/WelfareCenter.cs 24 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Welfare/WelfareWin.cs 19 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Vip/VipInvest/CheckDisplay.cs
New file
@@ -0,0 +1,75 @@
//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Tuesday, October 09, 2018
//--------------------------------------------------------
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
namespace Snxxz.UI {
    public class CheckDisplay:MonoBehaviour {
        [SerializeField] Image m_Image1;
        [SerializeField] Image m_Image2;
        [SerializeField] Image m_Image3;
        [SerializeField] Image m_Image4;
        [SerializeField] Image m_Image5;
        [SerializeField] Image m_Image6;
        [SerializeField] Image m_Image7;
        [SerializeField] Image m_Image8;
        [SerializeField] Image m_Image9;
        public void CloseAll()
        {
            m_Image1.gameObject.SetActive(false);
            m_Image2.gameObject.SetActive(false);
            m_Image3.gameObject.SetActive(false);
            m_Image4.gameObject.SetActive(false);
            m_Image5.gameObject.SetActive(false);
            m_Image6.gameObject.SetActive(false);
            m_Image7.gameObject.SetActive(false);
            m_Image8.gameObject.SetActive(false);
            m_Image9.gameObject.SetActive(false);
        }
        public void ShowSelected(int Index)
        {
            switch (Index)
            {
                case 1:
                    m_Image1.gameObject.SetActive(true);
                    break;
                case 2:
                    m_Image2.gameObject.SetActive(true);
                    break;
                case 3:
                    m_Image3.gameObject.SetActive(true);
                    break;
                case 4:
                    m_Image4.gameObject.SetActive(true);
                    break;
                case 5:
                    m_Image5.gameObject.SetActive(true);
                    break;
                case 6:
                    m_Image6.gameObject.SetActive(true);
                    break;
                case 7:
                    m_Image7.gameObject.SetActive(true);
                    break;
                case 8:
                    m_Image8.gameObject.SetActive(true);
                    break;
                case 9:
                    m_Image9.gameObject.SetActive(true);
                    break;
            }
        }
    }
}
System/Vip/VipInvest/CheckDisplay.cs.meta
New file
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 9c0e8745efd12dc438df8485acd59d27
timeCreated: 1539067713
licenseType: Free
MonoImporter:
  serializedVersion: 2
  defaultReferences: []
  executionOrder: 0
  icon: {instanceID: 0}
  userData:
  assetBundleName:
  assetBundleVariant:
System/Vip/VipInvest/RotatePointer.cs
@@ -6,6 +6,7 @@
using System.Collections;
using UnityEngine.UI;
using DG.Tweening;
using System;
namespace Snxxz.UI {
@@ -16,6 +17,7 @@
        private float Acceleration = 0;//加速度
        private float _time;
        private bool IsRotateBool = false;//是否进行旋转
        public static event Action<bool> IsButtonShow;
        [Header("总旋转时间")]
        public float ContinuousTime = 4;//旋转时间
        [Header("加速减速时间")]
@@ -24,22 +26,38 @@
        public float MinSpeed= 400;
        [Header("最大速度")]
        public float MaxSpeed = 800;
        WheelOfFortuneModel wheelOfFortuneModel { get { return ModelCenter.Instance.GetModel<WheelOfFortuneModel>(); } }
        [SerializeField] CheckDisplay m_CheckDisplay;
        private void OnEnable()
        public void Init()
        {
            IsRotateBool = false;
            _time = 0;
            transform.localRotation = Quaternion.Euler(0, 0, -wheelOfFortuneModel.AngleSave);
            Acceleration = (MaxSpeed - MinSpeed) / SpeedTime;
            m_CheckDisplay.CloseAll();
        }
        private void OnEnable()
        {
        }
        void Update()
        {
            if (!_isRotate)
            {
              //  transform.DORotate(new Vector3(0, 0, 360 + Angle), 0.5f, RotateMode.FastBeyond360);
                if (-Angle != transform.localRotation.z)
                {
                    transform.localRotation = Quaternion.Euler(0, 0, -Angle);
                    m_CheckDisplay.ShowSelected(wheelOfFortuneModel.Lattice);
                    if (IsButtonShow != null)
                    {
                        IsButtonShow(true);
                    }
                    IsRotateBool = false;
                }
                return; //不旋转结束
            }
               
@@ -71,26 +89,49 @@
                }
                if (_time < ContinuousTime) // 没结束
                {
                    transform.Rotate(Vector3.forward * Speed * Time.deltaTime);
                    transform.Rotate(-Vector3.forward * Speed * Time.deltaTime);
                }
                else
                {
                    //结束,使用DoTween旋转到结束角度,耗时1秒
                    //这里有个360,使用来防止指针回转的,如果不加这个360,你会看到指针倒退
                    transform.DORotate(new Vector3(0, 0, 360 + Angle), 1f, RotateMode.FastBeyond360);
                    Sequence sequence = DOTween.Sequence();
                    sequence.Append(transform.DORotate(new Vector3(0, 0, -(360 + Angle)), 2f, RotateMode.FastBeyond360));
                    sequence.AppendCallback(()=>
                    {
                    _isRotate = false; // 设置不旋转
                        if (IsButtonShow != null)
                        {
                            IsButtonShow(true);
                        }
                        m_CheckDisplay.ShowSelected(wheelOfFortuneModel.Lattice);
                    });
                    IsRotateBool = false;
                }
            }          
        }
        //外部调用,初始化时间和打开旋转
        public void SetTime()
        public void SetTime(bool _bool)
        {
            _time =0;
            if (_bool)
            {
                IsRotateBool = false;
                _isRotate = false;
            }
            else
            {
            IsRotateBool = true;
            _isRotate = true;
        }
        }
        private void TweenOver()
        {
        }
        //外部调用,设置停止角度
    }
System/Vip/VipInvest/WheelOfFortuneModel.cs
@@ -30,6 +30,11 @@
        private string StrKey = string.Empty;
        private bool IsOk = false;
        private const int Redpoint_key1 = 66666;//幸运转盘红点
        public Redpoint redPointStre1 = new Redpoint(6666, Redpoint_key1);
        VipModel m_Vipmodel;
        VipModel vipmodel { get { return m_Vipmodel ?? (m_Vipmodel = ModelCenter.Instance.GetModel<VipModel>()); } }
        public override void Init()
        {
            var BindJadewheel = Config.Instance.Get<FuncConfigConfig>("BindJadeWheelCfg");
@@ -61,10 +66,15 @@
        public void OnPlayerLoginOk()
        {
            PlayerDatas.Instance.PlayerDataRefreshInfoEvent -= Updatefighting;//数据的刷新(h0418)
            PlayerDatas.Instance.PlayerDataRefreshInfoEvent += Updatefighting;//数据的刷新(h0418)
            IsOk = true;
            StrKey = "IsOpenFiaryJadeRedPoint" + PlayerDatas.Instance.baseData.PlayerID;
            AngleSave = LocalSave.GetFloat(StrKey);
            RedPoint();
        }
        public void BindJadeWheelResult(HA324_tagMCBindJadeWheelResult Info)
        {
@@ -83,6 +93,7 @@
                {
                    WheelOfFortuneUpdate(AngleSave);
                }
                RedPoint();
            }
           
        }
@@ -91,6 +102,23 @@
            CA517_tagCMStartBindJadeWheel _tagC517 = new CA517_tagCMStartBindJadeWheel();
            GameNetSystem.Instance.SendInfo(_tagC517);
        }
        private void Updatefighting(PlayerDataRefresh obj)//红点
        {
            if (obj == PlayerDataRefresh.VIPLv)
            {
                RedPoint();
            }
        }
        private void RedPoint()
        {
            redPointStre1.state = RedPointState.None;
            int LotteryNumber = vipmodel.GetVipPrivilegeCnt(VipPrivilegeType.BindJadeWheel);
            if (LotteryNumber > Number)
            {
                redPointStre1.state = RedPointState.Simple;
            }
        }
    }
}
System/Vip/VipInvest/WheelOfFortuneWin.cs
@@ -9,14 +9,18 @@
using UnityEngine;
using UnityEngine.UI;
namespace Snxxz.UI {
namespace Snxxz.UI
{
    public class WheelOfFortuneWin : Window
    {
        [SerializeField] Button m_LotteryBtn;
        [SerializeField] RotatePointer m_RotatePointer;
        [SerializeField] Toggle m_Toggle;
        [SerializeField] Button m_CloseBtn;
        [SerializeField] CheckDisplay m_CheckDisplay;
        [SerializeField] Text Money1_Text;
        [SerializeField] Text Money2_Text;
        //[SerializeField] UIEffectFly m_UIEffectFly;
        VipModel m_Vipmodel;
        VipModel vipmodel { get { return m_Vipmodel ?? (m_Vipmodel = ModelCenter.Instance.GetModel<VipModel>()); } }
        WheelOfFortuneModel wheelOfFortuneModel { get { return ModelCenter.Instance.GetModel<WheelOfFortuneModel>(); } }
@@ -29,24 +33,30 @@
        protected override void AddListeners()
        {
            m_LotteryBtn.AddListener(OnClickButton);
            m_CloseBtn.AddListener(()=> { Close(); });
            m_Toggle.onValueChanged.AddListener(OnClickToggle);
        }
        protected override void OnPreOpen()
        {
            Money1_Text.text = UIHelper.GetMoneyCnt(2).ToString();
            Money2_Text.text = UIHelper.GetMoneyCnt(1).ToString();
            m_RotatePointer.Init();
            IsLottery();//判断是否拥有次数
        }
        protected override void OnAfterOpen()
        {
            wheelOfFortuneModel.WheelOfFortuneUpdate += WheelOfFortuneUpdate;
            RotatePointer.IsButtonShow += IsButtonShow;
        }
        protected override void OnPreClose()
        {
            wheelOfFortuneModel.WheelOfFortuneUpdate -= WheelOfFortuneUpdate;
            RotatePointer.IsButtonShow -= IsButtonShow;
        }
        private void WheelOfFortuneUpdate(float Angel)
        {
@@ -59,8 +69,13 @@
        private void OnClickButton()
        {
         //   m_UIEffectFly.StartFly(Text);
            m_CheckDisplay.CloseAll();
            wheelOfFortuneModel.StartTheDraw();//开始抽奖
            m_RotatePointer.SetTime();
            m_LotteryBtn.interactable = false;
            float angel = UnityEngine.Random.Range(0f, 360f);
            m_RotatePointer.Angle = angel;
            m_RotatePointer.SetTime(m_Toggle.isOn);
        }
        private void OnClickToggle(bool _bool)
        {
@@ -74,7 +89,10 @@
            }
        }
        private void IsButtonShow(bool _bool)
        {
            m_LotteryBtn.interactable = _bool;
        }
        private void IsLottery()
        {
            int LotteryNumber = vipmodel.GetVipPrivilegeCnt(VipPrivilegeType.BindJadeWheel);
System/Welfare/WelfareCenter.cs
@@ -13,8 +13,8 @@
        InSevenDayModel sevenDayModel { get { return ModelCenter.Instance.GetModel<InSevenDayModel>(); } }
        //FairyJadeInvestmentModel m_FairyJadeInvestmentModel;
        //FairyJadeInvestmentModel fairyJadeInvestmentModel { get { return m_FairyJadeInvestmentModel ?? (m_FairyJadeInvestmentModel = ModelCenter.Instance.GetModel<FairyJadeInvestmentModel>()); } }
        WheelOfFortuneModel m_WheelOfFortuneModel;
        WheelOfFortuneModel wheelOfFortuneModel { get { return m_WheelOfFortuneModel ?? (m_WheelOfFortuneModel = ModelCenter.Instance.GetModel<WheelOfFortuneModel>()); } }
        /// <summary>
        /// 点击主界面福利按钮打开
        /// </summary>
@@ -63,12 +63,12 @@
                return;
            }
            //if (fairyJadeInvestmentModel.redPointStre1.state == RedPointState.Simple || fairyJadeInvestmentModel.redPointStre1.state == RedPointState.GetReward)
            //{
            //    WindowCenter.Instance.Close<MainInterfaceWin>();
            //    WindowCenter.Instance.Open<WelfareWin>(false, 5);
            //    return;
            //}
            if (wheelOfFortuneModel.redPointStre1.state == RedPointState.Simple)//绑玉转盘
            {
                WindowCenter.Instance.Close<MainInterfaceWin>();
                WindowCenter.Instance.Open<WelfareWin>(false, 5);
                return;
            }
            WindowCenter.Instance.Close<MainInterfaceWin>();
            WindowCenter.Instance.Open<WelfareWin>(false, functionOrder);
        }
@@ -110,10 +110,10 @@
                return 3;
            }
            //if (fairyJadeInvestmentModel.redPointStre1.state == RedPointState.Simple || fairyJadeInvestmentModel.redPointStre1.state == RedPointState.GetReward)
            //{
            //    return 5;
            //}
            if (wheelOfFortuneModel.redPointStre1.state == RedPointState.Simple)
            {
                return 5;
            }
            return functionOrder;
        }
    }
System/Welfare/WelfareWin.cs
@@ -19,6 +19,7 @@
        [SerializeField] FunctionButton Btn_InSeven;
        [SerializeField] FunctionButton m_LevelGiftBtn;
        [SerializeField] FunctionButton m_ExchangeBtn;
        [SerializeField] FunctionButton m_TurntableBtn;
        [SerializeField] FunctionButtonGroup buttonGroup;
        [SerializeField] Button closeBtn;
@@ -39,6 +40,7 @@
            Btn_InSeven.AddListener(InSeven);
            m_LevelGiftBtn.onClick.AddListener(OnLevelGift);
            m_ExchangeBtn.onClick.AddListener(OnExchange);
            m_TurntableBtn.onClick.AddListener(OnTurntableBtn);
            closeBtn.onClick.AddListener(CloseClick);
        }
@@ -96,7 +98,20 @@
            }
            functionOrder = 4;
        }
        private void OnTurntableBtn()
        {
            CloseChildWin();
            if (windowState == WindowState.Opened)
            {
                WindowCenter.Instance.OpenWithoutAnimation<WheelOfFortuneWin>();
            }
            else
            {
                WindowCenter.Instance.Open<WheelOfFortuneWin>();
            }
            functionOrder = 5;
        }
        private void OnSignIn()
        {
            CloseChildWin();
@@ -181,6 +196,10 @@
            {
                WindowCenter.Instance.CloseImmediately<AwardExchangeWin>();
            }
            if (WindowCenter.Instance.IsOpen<WheelOfFortuneWin>())
            {
                WindowCenter.Instance.CloseImmediately<WheelOfFortuneWin>();
            }
        }
        private void OperationStartEvent(Operation arg1, int arg2)