结算界面的表现
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@ -285,6 +285,7 @@ end
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function ActPvpManager:rspFightEnd(result)
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if result.err_code == GConst.ERROR_STR.SUCCESS then
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local herolv = DataManager.ActPvpData:getHeroLv()
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DataManager.ActPvpData:recordLastBountyLevel()
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DataManager.ActPvpData:updateData(result.activity_pvp)
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DataManager.ActPvpData:setLastTurnWin(nil) -- 默认不给状态
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DataManager.ActPvpData:setHeroLevelUp(false)
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@ -172,7 +172,7 @@ function ActPvpBountyUI:refreshLevelInfo()
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uiMap["act_pvp_bounty_ui.bg.bg.point_bg.desc_lv_desc"]:setText(I18N:getGlobalText(I18N.GlobalConst.ACT_DESC_12))
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uiMap["act_pvp_bounty_ui.bg.bg.point_bg.desc_lv"]:setText(lv)
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uiMap["act_pvp_bounty_ui.bg.bg.point_bg.desc_1"]:setText(I18N:getGlobalText(I18N.GlobalConst.ACT_PVP_DESC_15))
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local needExp = DataManager.ActPvpData:getBountyLevelExp(lv + 1)
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local needExp = DataManager.ActPvpData:getBountyLevelExp(lv)
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local txSlider = uiMap["act_pvp_bounty_ui.bg.bg.point_bg.desc_slider"]
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local slider = uiMap["act_pvp_bounty_ui.bg.bg.point_bg.slider_bg.slider"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER)
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if needExp <= 0 then -- 满级了
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@ -1,3 +1,4 @@
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local ProgressBar = require "app/tools/progress_bar"
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local BattleActPvpResultUI = class("BattleActPvpResultUI", BaseUI)
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local UNIT_RESULT_RERPORT_CELL = "app/ui/battle/cell/unit_result_report_cell"
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@ -157,21 +158,85 @@ end
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function BattleActPvpResultUI:refreshBountyNode()
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local uiMap = self.root:genAllChildren()
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local lv = DataManager.ActPvpData:getBountyLevel()
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local txLv = uiMap["battle_actpvp_result_ui.reward_node.point_bg.desc_lv"]
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uiMap["battle_actpvp_result_ui.reward_node.point_bg.desc_lv_desc"]:setText(I18N:getGlobalText(I18N.GlobalConst.ACT_DESC_12))
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uiMap["battle_actpvp_result_ui.reward_node.point_bg.desc_lv"]:setText(lv)
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uiMap["battle_actpvp_result_ui.reward_node.point_bg.desc_1"]:setText(I18N:getGlobalText(I18N.GlobalConst.ACT_PVP_DESC_15))
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local needExp = DataManager.ActPvpData:getBountyLevelExp(lv + 1)
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local txSlider = uiMap["battle_actpvp_result_ui.reward_node.point_bg.desc_slider"]
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local slider = uiMap["battle_actpvp_result_ui.reward_node.point_bg.slider_bg.slider"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER)
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if needExp <= 0 then -- 满级了
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txSlider:setText(I18N:getGlobalText(I18N.GlobalConst.STR_MAX))
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slider.value = 1
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else
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local exp = DataManager.ActPvpData:getBountyExp()
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txSlider:setText(exp .. "/" .. needExp)
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slider.value = exp / needExp
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local addExp = 0
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local lastLevel, lastExp = DataManager.ActPvpData:getLastBountyLevel()
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local curLevel = DataManager.ActPvpData:getBountyLevel()
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local exp = DataManager.ActPvpData:getBountyExp()
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if not lastLevel then
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lastLevel = curLevel
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end
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if not lastExp then
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lastExp = exp
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end
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local calExp = lastExp
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for i = lastLevel, curLevel - 1 do
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local need = DataManager.ActPvpData:getBountyLevelExp(i)
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if need > 0 then
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addExp = addExp + need - calExp
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calExp = 0
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end
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end
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addExp = addExp + exp
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local lastNeedExp = DataManager.ActPvpData:getBountyLevelExp(lastLevel)
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local oldSliderValue = 0
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if lastNeedExp <= 0 then
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local need = DataManager.ActPvpData:getBountyLevelExp(lastLevel - 1)
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if need <= 0 then
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need = 1
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end
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oldSliderValue = lastExp / need
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else
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oldSliderValue = lastExp / lastNeedExp
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end
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local needExp = DataManager.ActPvpData:getBountyLevelExp(curLevel)
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local newSliderValue = 0
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if needExp <= 0 then
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local need = DataManager.ActPvpData:getBountyLevelExp(curLevel - 1)
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if need <= 0 then
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need = 1
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end
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newSliderValue = needExp / need
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else
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newSliderValue = exp / needExp
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end
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local params = {}
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params.ui = self
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params.oldLv = lastLevel
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params.newLv = curLevel
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params.beginPer = oldSliderValue
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params.endPer = newSliderValue
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params.time = 0.01
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params.perStep = 0.01
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params.callback = function (curLv, curPer)
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slider.value = curPer
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local nextCount = DataManager.ActPvpData:getBountyLevelExp(curLv)
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local ss = nextCount
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if nextCount then
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ss = math.floor(curPer * nextCount + 0.0000001)
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end
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txSlider:setText(ss .. "/" .. nextCount)
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txLv:setText(curLv)
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end
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params.endCallback = function()
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txSlider:setText(exp .. "/" .. needExp)
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if needExp <= 0 then
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txSlider:setText(I18N:getGlobalText(I18N.GlobalConst.STR_MAX))
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end
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txLv:setText(curLevel)
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end
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local progressBar = ProgressBar:create()
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progressBar:runBar(params)
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uiMap["battle_actpvp_result_ui.reward_node.point_bg.desc_1"]:setText(I18N:getGlobalText(I18N.GlobalConst.ACT_PVP_DESC_15) .. "+" .. addExp)
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end
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function BattleActPvpResultUI:refreshUnitInfo()
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@ -405,6 +405,15 @@ function ActPvpData:setHeroLevelUp(up)
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self.heroLevelUp = up
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end
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function ActPvpData:recordLastBountyLevel()
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self.lastBountyLevel = self.level
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self.lastBountyExp = self.exp
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end
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function ActPvpData:getLastBountyLevel()
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return self.lastBountyLevel, self.lastBountyExp
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end
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---- 排行榜
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function ActPvpData:updateRankInfo(ranks, selfRank)
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@ -523,7 +532,7 @@ function ActPvpData:getBountyLevelExp(level)
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if not info then
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return 0
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end
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return info.exp
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return info.exp or 0
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end
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function ActPvpData:getBountyList()
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