界面调整
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@ -173,6 +173,7 @@ GConst.TYPEOF_LUA_CLASS = {
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LARGE_HERO_CELL = "app/ui/common/cell/large_hero_cell",
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LARGE_HERO_CELL = "app/ui/common/cell/large_hero_cell",
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POP_HERO_CELL = "app/ui/shop/cell/pop_hero_cell",
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POP_HERO_CELL = "app/ui/shop/cell/pop_hero_cell",
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POP_REWARD_CELL = "app/ui/shop/cell/pop_reward_cell",
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POP_REWARD_CELL = "app/ui/shop/cell/pop_reward_cell",
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GIFT_REWARD_CELL = "app/ui/shop/cell/gift_reward_cell",
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}
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}
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GConst.ATLAS_PATH = {
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GConst.ATLAS_PATH = {
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@ -22,7 +22,7 @@ function BeginnerSellCell:init()
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if not self.rewardCellList then
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if not self.rewardCellList then
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self.rewardCellList = {}
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self.rewardCellList = {}
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for i = 1, MAX_REWARD_COUNT do
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for i = 1, MAX_REWARD_COUNT do
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self.rewardCellList[i] = CellManager:addCellComp(uiMap["gift_cell.bg.reward_node.reward_cell_" .. i], GConst.TYPEOF_LUA_CLASS.REWARD_CELL)
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self.rewardCellList[i] = CellManager:addCellComp(uiMap["gift_cell.bg.reward_node.reward_cell_" .. i], GConst.TYPEOF_LUA_CLASS.GIFT_REWARD_CELL)
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end
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end
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end
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end
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@ -23,7 +23,7 @@ function ChapterCell:init()
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if not self.rewardCellList then
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if not self.rewardCellList then
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self.rewardCellList = {}
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self.rewardCellList = {}
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for i = 1, MAX_REWARD_COUNT do
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for i = 1, MAX_REWARD_COUNT do
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self.rewardCellList[i] = CellManager:addCellComp(uiMap["gift_cell.bg.reward_node.reward_cell_" .. i], GConst.TYPEOF_LUA_CLASS.REWARD_CELL)
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self.rewardCellList[i] = CellManager:addCellComp(uiMap["gift_cell.bg.reward_node.reward_cell_" .. i], GConst.TYPEOF_LUA_CLASS.GIFT_REWARD_CELL)
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end
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end
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end
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end
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@ -22,7 +22,7 @@ function CoinSellCell:init()
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if not self.rewardCellList then
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if not self.rewardCellList then
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self.rewardCellList = {}
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self.rewardCellList = {}
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for i = 1, MAX_REWARD_COUNT do
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for i = 1, MAX_REWARD_COUNT do
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self.rewardCellList[i] = CellManager:addCellComp(uiMap["gift_cell.bg.reward_node.reward_cell_" .. i], GConst.TYPEOF_LUA_CLASS.REWARD_CELL)
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self.rewardCellList[i] = CellManager:addCellComp(uiMap["gift_cell.bg.reward_node.reward_cell_" .. i], GConst.TYPEOF_LUA_CLASS.GIFT_REWARD_CELL)
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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.priceText = uiMap["gift_cell.bg.price"]
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self.priceText = uiMap["gift_cell.bg.price"]
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48
lua/app/ui/shop/cell/gift_reward_cell.lua
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48
lua/app/ui/shop/cell/gift_reward_cell.lua
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@ -0,0 +1,48 @@
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local GiftRewardCell = class("GiftRewardCell", BaseCell)
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function GiftRewardCell:init()
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local uiMap = self.baseObject:genAllChildren()
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self.bg = uiMap["gift_reward_cell.bg"]
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self.icon = uiMap["gift_reward_cell.icon"]
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self.fragmenImg = uiMap["gift_reward_cell.fragment"]
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self.numTx = uiMap["gift_reward_cell.num"]
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self.baseObject:addClickListener(function()
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if self.clickCallback then
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self.clickCallback()
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end
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end)
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end
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function GiftRewardCell:refreshByConfig(reward)
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Logger.logHighlight("refreshByConfig")
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Logger.printTable(reward)
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local id = reward.id
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local num = reward.num
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local heroCfgInfo = ConfigManager:getConfig("hero")[id]
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if heroCfgInfo then
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local qlt = heroCfgInfo.qlt
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self.bg:setSprite(GConst.ATLAS_PATH.SHOP, "shop_gift_bg_" .. qlt)
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self.icon:setSprite(GConst.ATLAS_PATH.ICON_HERO, tostring(heroCfgInfo.icon))
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self.fragmenImg:setVisible(true)
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self.numTx:setText("X" .. tostring(num))
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else
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local itemCfgInfo = ConfigManager:getConfig("item")[id]
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self.bg:setSprite(GConst.ATLAS_PATH.SHOP, "shop_gift_bg")
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self.icon:setSprite(GConst.ATLAS_PATH.ICON_ITEM, tostring(itemCfgInfo.icon))
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self.fragmenImg:setVisible(false)
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self.numTx:setText(num)
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end
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end
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function GiftRewardCell:addClickListener(callback)
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self.clickCallback = callback
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end
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function GiftRewardCell:setVisible(visible, scale)
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self.baseObject:setVisible(visible, scale)
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end
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return GiftRewardCell
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10
lua/app/ui/shop/cell/gift_reward_cell.lua.meta
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10
lua/app/ui/shop/cell/gift_reward_cell.lua.meta
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@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: 88089f781c49b0c4d8a41180459d2f3e
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ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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script: {fileID: 11500000, guid: 3b8b241bab4a4ac9a22fcce9c64f1242, type: 3}
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@ -21,7 +21,7 @@ function GrowCell:init()
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if not self.rewardCellList then
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if not self.rewardCellList then
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self.rewardCellList = {}
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self.rewardCellList = {}
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for i = 1, MAX_REWARD_COUNT do
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for i = 1, MAX_REWARD_COUNT do
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self.rewardCellList[i] = CellManager:addCellComp(uiMap["gift_cell.bg.reward_node.reward_cell_" .. i], GConst.TYPEOF_LUA_CLASS.REWARD_CELL)
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self.rewardCellList[i] = CellManager:addCellComp(uiMap["gift_cell.bg.reward_node.reward_cell_" .. i], GConst.TYPEOF_LUA_CLASS.GIFT_REWARD_CELL)
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end
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end
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end
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end
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@ -21,7 +21,7 @@ function LevelCell:init()
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if not self.rewardCellList then
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if not self.rewardCellList then
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self.rewardCellList = {}
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self.rewardCellList = {}
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for i = 1, MAX_REWARD_COUNT do
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for i = 1, MAX_REWARD_COUNT do
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self.rewardCellList[i] = CellManager:addCellComp(uiMap["gift_cell.bg.reward_node.reward_cell_" .. i], GConst.TYPEOF_LUA_CLASS.REWARD_CELL)
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self.rewardCellList[i] = CellManager:addCellComp(uiMap["gift_cell.bg.reward_node.reward_cell_" .. i], GConst.TYPEOF_LUA_CLASS.GIFT_REWARD_CELL)
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end
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end
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end
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end
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