装备礼包重登不弹窗
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@ -19,7 +19,7 @@ function DungeonArmorEntity:init(data)
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self.fundRewards = data.fund_rewards
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self.fundRewards = data.fund_rewards
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self.totalChallengeCount = data.total_challenge_count
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self.totalChallengeCount = data.total_challenge_count
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self:updateGift(data.gift_info)
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self:updateGift(data.gift_info, true)
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DataManager.FormationData:initDungeonArmor(self.heroes)
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DataManager.FormationData:initDungeonArmor(self.heroes)
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DataManager:registerCrossDayFunc("DungeonArmorEntity", function()
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DataManager:registerCrossDayFunc("DungeonArmorEntity", function()
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@ -52,8 +52,8 @@ function DungeonArmorEntity:refreshFarmCount(chapterId, count)
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end
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end
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-- 更新礼包状态
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-- 更新礼包状态
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function DungeonArmorEntity:updateGift(giftInfo)
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function DungeonArmorEntity:updateGift(giftInfo, isInit)
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DataManager.ShopData:initGift(PayManager.PURCHARSE_ACT_TYPE.ARMOR_GIFT, giftInfo)
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DataManager.ShopData:initGift(PayManager.PURCHARSE_ACT_TYPE.ARMOR_GIFT, giftInfo, isInit)
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end
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end
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function DungeonArmorEntity:setStarReward(starId)
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function DungeonArmorEntity:setStarReward(starId)
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@ -15,7 +15,7 @@ function DungeonWeaponEntity:init(data)
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self.totalChallengeCount = data.total_challenge_count or {}
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self.totalChallengeCount = data.total_challenge_count or {}
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self.data.isDirty = not self.data.isDirty
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self.data.isDirty = not self.data.isDirty
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self:updateGift(data.gift_info)
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self:updateGift(data.gift_info, true)
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DataManager.FormationData:initDungeonWeapon(self.heroes)
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DataManager.FormationData:initDungeonWeapon(self.heroes)
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DataManager:registerCrossDayFunc("DungeonWeaponEntity", function()
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DataManager:registerCrossDayFunc("DungeonWeaponEntity", function()
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@ -38,8 +38,8 @@ function DungeonWeaponEntity:refreshInfoOnFarm(result)
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end
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end
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-- 更新礼包状态
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-- 更新礼包状态
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function DungeonWeaponEntity:updateGift(giftInfo)
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function DungeonWeaponEntity:updateGift(giftInfo, isInit)
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DataManager.ShopData:initGift(PayManager.PURCHARSE_ACT_TYPE.WEAPON_GIFT, giftInfo)
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DataManager.ShopData:initGift(PayManager.PURCHARSE_ACT_TYPE.WEAPON_GIFT, giftInfo, isInit)
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end
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end
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function DungeonWeaponEntity:setDirty()
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function DungeonWeaponEntity:setDirty()
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@ -823,7 +823,7 @@ end
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-- 武器礼包 --------------------------------------------------------------------------------------------
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-- 武器礼包 --------------------------------------------------------------------------------------------
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-- 初始化礼包(礼包类型1下的礼包,可以直接复用这里的方法)
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-- 初始化礼包(礼包类型1下的礼包,可以直接复用这里的方法)
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function ShopData:initGift(giftType, gift)
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function ShopData:initGift(giftType, gift, isInit)
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if giftType == nil or gift == nil then
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if giftType == nil or gift == nil then
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return
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return
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end
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end
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@ -846,7 +846,7 @@ function ShopData:initGift(giftType, gift)
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local tempId = self.gifts[giftType] and self.gifts[giftType].id or 0
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local tempId = self.gifts[giftType] and self.gifts[giftType].id or 0
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self.gifts[giftType] = giftStruct
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self.gifts[giftType] = giftStruct
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if self:hasGift(giftType) then
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if not isInit and self:hasGift(giftType) then
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if tempId == self.gifts[giftType].id then
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if tempId == self.gifts[giftType].id then
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if EDITOR_MODE then
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if EDITOR_MODE then
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Logger.logHighlight("重复礼包数据,不处理弹窗:" .. tempId)
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Logger.logHighlight("重复礼包数据,不处理弹窗:" .. tempId)
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