开宝箱
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@ -47,7 +47,7 @@ function ChapterManager:endFight(id, combatReport)
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ServerDataManager:dataOperate(GConst.ServerDataConst.DATA_OP_BEHAVIOR.END_FIGHT, parmas, function(result)
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ServerDataManager:dataOperate(GConst.ServerDataConst.DATA_OP_BEHAVIOR.END_FIGHT, parmas, function(result)
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if result.status == 0 then
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if result.status == 0 then
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GFunc.addRewards(result.rewards, BIReport.ITEM_GET_TYPE.FIGHT_END)
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GFunc.addRewards(result.rewards, BIReport.ITEM_GET_TYPE.FIGHT_END)
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ModuleManager.BattleManager:showBattleResultUI(parmas.rewards, combatReport)
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ModuleManager.BattleManager:showBattleResultUI(result.rewards, combatReport)
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DataManager.ChapterData:init(result.chapterData)
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DataManager.ChapterData:init(result.chapterData)
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DataManager.ChapterData:setDirty()
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DataManager.ChapterData:setDirty()
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end
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end
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@ -6,7 +6,7 @@ function ServerChapterData:init(data)
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self.data.chapterId = data and data.chapterId or MIN_CHAPTER_ID
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self.data.chapterId = data and data.chapterId or MIN_CHAPTER_ID
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self.data.maxChapterId = data and data.maxChapterId or (self.data.chapterId - 1)
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self.data.maxChapterId = data and data.maxChapterId or (self.data.chapterId - 1)
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self.data.chapterBoxInfo = data and data.chapterBoxInfo or {}
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self.data.chapterBoxInfo = data and data.chapterBoxInfo or {}
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self.data.chapterFightInfo = data and data.chapterBoxInfo or {}
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self.data.chapterFightInfo = data and data.chapterFightInfo or {}
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end
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end
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function ServerChapterData:fightChapter(id, victory, wave)
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function ServerChapterData:fightChapter(id, victory, wave)
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@ -121,6 +121,8 @@ function ServerGameData:addRewards(cfgRewards, getType)
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local cfg = ConfigManager:getItemConfig()[rewardId]
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local cfg = ConfigManager:getItemConfig()[rewardId]
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if cfg.box_drop then
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if cfg.box_drop then
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self:openRewardBox(TempRewards, cfg.box_drop, rewardNum, rewardId)
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self:openRewardBox(TempRewards, cfg.box_drop, rewardNum, rewardId)
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elseif cfg.hero_drop then
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self:openRewardBox(TempRewards, cfg.hero_drop, rewardNum, rewardId)
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else
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else
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table.insert(TempRewards, reward)
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table.insert(TempRewards, reward)
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end
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end
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@ -93,7 +93,7 @@ function BattleResultUI:refreshRewards()
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return GConst.TYPEOF_LUA_CLASS.REWARD_CELL
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return GConst.TYPEOF_LUA_CLASS.REWARD_CELL
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end)
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end)
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self.scrollRect:addRefreshCallback(function(index, cell)
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self.scrollRect:addRefreshCallback(function(index, cell)
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cell:refreshByConfig(self.rewards[index])
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cell:refresh(self.rewards[index])
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end)
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end)
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self.scrollRect:clearCells()
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self.scrollRect:clearCells()
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self.scrollRect:refillCells(#self.rewards)
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self.scrollRect:refillCells(#self.rewards)
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@ -93,7 +93,7 @@ end
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function MainCityUI:_bind()
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function MainCityUI:_bind()
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self:bind(DataManager.ChapterData, "isDirty", function()
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self:bind(DataManager.ChapterData, "isDirty", function()
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if self.selectedIndex == GConst.MainCityConst.BOTTOM_PAGE.MAIN then
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if self.selectedIndex == GConst.MainCityConst.BOTTOM_PAGE.MAIN then
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self.subComps[self.selectedIndex]:refreshChapter()
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self.subComps[self.selectedIndex]:refreshChapter(true)
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end
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end
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end)
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end)
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self:bind(DataManager.PlayerData, "dirty", function(binder, value)
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self:bind(DataManager.PlayerData, "dirty", function(binder, value)
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@ -24,6 +24,10 @@ function ChapterData:init(data)
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self.data.chapterFightInfo = data and data.chapterFightInfo or {}
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self.data.chapterFightInfo = data and data.chapterFightInfo or {}
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end
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end
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function ChapterData:setDirty()
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self.data.isDirty = not self.data.isDirty
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end
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function ChapterData:getChapterId()
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function ChapterData:getChapterId()
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return self.data.chapterId
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return self.data.chapterId
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end
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end
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