主城战令显示
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2430f90295
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@ -156,6 +156,10 @@ function MainCityUI:_bind()
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self:bind(DataManager.DailyTaskData, "redPointFlag", function()
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self:bind(DataManager.DailyTaskData, "redPointFlag", function()
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self:refreshTask()
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self:refreshTask()
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end)
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end)
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self:bind(DataManager.BountyData, "dirty", function()
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self:refreshBounty()
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end)
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end
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end
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function MainCityUI:initBottomUI()
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function MainCityUI:initBottomUI()
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@ -451,6 +455,11 @@ function MainCityUI:initBounty()
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self.bountyBanner:addClickListener(function()
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self.bountyBanner:addClickListener(function()
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ModuleManager.BountyManager:showBountyMainUI()
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ModuleManager.BountyManager:showBountyMainUI()
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end)
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end)
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self.bountyBannerInfo = self.uiMap["main_ui.top_node.bounty_node.banner.info"]
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self.bountyBannerDescTx = self.uiMap["main_ui.top_node.bounty_node.banner.desc"]
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self.bountyBannerSlider = self.uiMap["main_ui.top_node.bounty_node.banner.info.progress_bg.slider"]
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self.bountyBannerSliderTx = self.uiMap["main_ui.top_node.bounty_node.banner.info.progress_bg.slider_tx"]
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self.bountyBannerLvTx = self.uiMap["main_ui.top_node.bounty_node.banner.info.progress_bg.lv_tx"]
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end
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end
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function MainCityUI:initSetting()
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function MainCityUI:initSetting()
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@ -476,8 +485,28 @@ function MainCityUI:refreshBounty()
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return
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return
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end
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end
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self.bountyNode:setVisible(true)
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self.bountyNode:setVisible(true)
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if DataManager.BountyData:getIfCanClaimReward() then
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local bannerName = DataManager.BountyData:getRewardBannerName()
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self.bountyBanner:setSprite(GConst.ATLAS_PATH.BOUNTY, bannerName)
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self.bountyBannerInfo:setVisible(false)
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self.bountyBannerDescTx:setText("临时文本:收集奖励")
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else
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local bannerName = DataManager.BountyData:getBannerName()
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local bannerName = DataManager.BountyData:getBannerName()
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self.bountyBanner:setSprite(GConst.ATLAS_PATH.BOUNTY, bannerName)
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self.bountyBanner:setSprite(GConst.ATLAS_PATH.BOUNTY, bannerName)
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self.bountyBannerInfo:setVisible(true)
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self.bountyBannerDescTx:setText(GConst.EMPTY_STRING)
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local exp = DataManager.BountyData:getExp()
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local lvUpExp = DataManager.BountyData:getLvUpExp()
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local level = DataManager.BountyData:getLevel()
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local maxLevel = DataManager.BountyData:getMaxLevel()
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self.bountyBannerSliderTx:setText(exp .. "/" .. lvUpExp)
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self.bountyBannerSlider:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER).value = exp / lvUpExp
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if level >= maxLevel then
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self.bountyBannerLvTx:setText("临时文本:MAX")
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else
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self.bountyBannerLvTx:setText(tostring(level))
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end
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end
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end
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end
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function MainCityUI:refreshTask()
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function MainCityUI:refreshTask()
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@ -18,7 +18,19 @@ function BountyData:init(data)
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self.exp = data.exp or 0
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self.exp = data.exp or 0
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self.bought = data.bought
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self.bought = data.bought
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self.claimed = data.claimed or {}
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self.claimed = data.claimed or {}
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self.claimedCount = 0
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for k, v in pairs(self.claimed) do
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if v then
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self.claimedCount = self.claimedCount + 1
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end
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end
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self.proClaimed = data.pro_claimed or {}
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self.proClaimed = data.pro_claimed or {}
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self.proClaimedCount = 0
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for k, v in pairs(self.proClaimed) do
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if v then
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self.proClaimedCount = self.proClaimedCount + 1
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end
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end
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self.endTime = 0
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self.endTime = 0
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self:initBountyTime()
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self:initBountyTime()
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self:initBountyLevelCfg()
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self:initBountyLevelCfg()
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@ -72,9 +84,11 @@ function BountyData:checkNextSeason()
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for k, v in pairs(self.claimed) do
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for k, v in pairs(self.claimed) do
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self.claimed[k] = false
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self.claimed[k] = false
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end
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end
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self.claimedCount = 0
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for k, v in pairs(self.proClaimed) do
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for k, v in pairs(self.proClaimed) do
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self.proClaimed[k] = false
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self.proClaimed[k] = false
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end
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end
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self.proClaimedCount = 0
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self:initBountyLevelCfg()
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self:initBountyLevelCfg()
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end
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end
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@ -132,6 +146,10 @@ function BountyData:getBannerName()
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return "bounty_btn_main_1"
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return "bounty_btn_main_1"
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end
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end
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function BountyData:getRewardBannerName()
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return "bounty_btn_main_0"
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end
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function BountyData:getSeason()
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function BountyData:getSeason()
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return self.season
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return self.season
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end
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end
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@ -160,6 +178,19 @@ function BountyData:getIfCanBuyLevel()
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return false
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return false
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end
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end
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function BountyData:getIfCanClaimReward()
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if not self:getIsOpen() then
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return false
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end
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if self.claimedCount < self.level then
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return true
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end
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if self.bought and self.proClaimedCount < self:getMaxLevel() then
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return true
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end
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return false
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end
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function BountyData:getIfCanClaimRepeatReward()
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function BountyData:getIfCanClaimRepeatReward()
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local maxLevel = self:getMaxLevel()
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local maxLevel = self:getMaxLevel()
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if maxLevel <= 0 then
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if maxLevel <= 0 then
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@ -172,12 +203,20 @@ function BountyData:getIfCanClaimRepeatReward()
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end
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end
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function BountyData:onClaimReward(level)
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function BountyData:onClaimReward(level)
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if self.claimed[level] then
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return
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end
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self.claimed[level] = true
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self.claimed[level] = true
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self.claimedCount = self.claimedCount + 1
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self:markDirty()
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self:markDirty()
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end
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end
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function BountyData:onClaimProReward(level)
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function BountyData:onClaimProReward(level)
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if self.proClaimed[level] then
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return
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end
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self.proClaimed[level] = true
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self.proClaimed[level] = true
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self.proClaimedCount = self.proClaimedCount + 1
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self:markDirty()
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self:markDirty()
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end
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end
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