功能开启
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@ -1108,16 +1108,16 @@ function MainCityUI:checkMainPop()
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end
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end
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-- 礼包
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-- 礼包
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if self:checkGift() then
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-- if self:checkGift() 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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-- 圆月活动
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-- 圆月活动
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local showType = DataManager.FullMoonData:getNeedShowActPanel()
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-- local showType = DataManager.FullMoonData:getNeedShowActPanel()
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if showType then
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-- if showType then
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ModuleManager.FullMoonManager:showActMainUI(showType)
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-- ModuleManager.FullMoonManager:showActMainUI(showType)
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return
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-- return
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end
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-- end
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-- 金猪满了后下次进主城要弹出来
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-- 金猪满了后下次进主城要弹出来
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-- if DataManager.GoldPigData:getPopFlag() and not DataManager.TutorialData:getIsInTutorial() then
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-- if DataManager.GoldPigData:getPopFlag() and not DataManager.TutorialData:getIsInTutorial() then
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@ -1130,13 +1130,13 @@ function MainCityUI:checkMainPop()
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-- return
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-- return
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-- end
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-- end
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if DataManager.ActBossRushData:getIsOpen() and not DataManager.TutorialData:getIsInTutorial() then -- 弹窗
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-- if DataManager.ActBossRushData:getIsOpen() and not DataManager.TutorialData:getIsInTutorial() then -- 弹窗
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if not DataManager.ActBossRushData:getMarkPoped() then
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-- if not DataManager.ActBossRushData:getMarkPoped() then
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if ModuleManager.ActBossRushManager:showPopUI() then
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-- if ModuleManager.ActBossRushManager:showPopUI() 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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end
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-- end
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end
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-- end
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end
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end
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-- 检查引导
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-- 检查引导
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@ -44,9 +44,9 @@ function ModuleUnlockUI:onLoadRootComplete()
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self.moduleNameTx = self.uiMap["module_unlock_ui.bg.name_tx"]
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self.moduleNameTx = self.uiMap["module_unlock_ui.bg.name_tx"]
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self.moduleIcon = self.uiMap["module_unlock_ui.icon"]
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self.moduleIcon = self.uiMap["module_unlock_ui.icon"]
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self.titleTx = self.uiMap["module_unlock_ui.bg.spine_title.title_tx"]
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self.titleTx = self.uiMap["module_unlock_ui.bg.spine_title.title_tx"]
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-- self.spineTitle = self.uiMap["module_unlock_ui.bg.spine_title"]
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self.spineTitle = self.uiMap["module_unlock_ui.bg.spine_title"]
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-- self.spineCircle = self.uiMap["module_unlock_ui.icon.spine_circle"]
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self.spineCircle = self.uiMap["module_unlock_ui.icon.spine_circle"]
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-- self.spineStar = self.uiMap["module_unlock_ui.spine_star"]
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self.spineStar = self.uiMap["module_unlock_ui.spine_star"]
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self.uiMap["module_unlock_ui.bg.continue"]:setText(I18N:getGlobalText(I18N.GlobalConst.CLICK_TO_CONTINUE))
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self.uiMap["module_unlock_ui.bg.continue"]:setText(I18N:getGlobalText(I18N.GlobalConst.CLICK_TO_CONTINUE))
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self.titleTx:setText(I18N:getGlobalText(I18N.GlobalConst.FUNC_UNLOCK))
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self.titleTx:setText(I18N:getGlobalText(I18N.GlobalConst.FUNC_UNLOCK))
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@ -98,10 +98,10 @@ function ModuleUnlockUI:showModuleUnlockAppearAnim()
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self.moduleIcon:setLocalScale(1,1,1)
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self.moduleIcon:setLocalScale(1,1,1)
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self.moduleIcon:setPosition(self.initIconPos.x, self.initIconPos.y, self.initIconPos.z)
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self.moduleIcon:setPosition(self.initIconPos.x, self.initIconPos.y, self.initIconPos.z)
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-- self.spineTitle:playAnim("idle", false, true, true)
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self.spineTitle:playAnim("idle", false, true, true)
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-- self:performWithDelayGlobal(function()
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self:performWithDelayGlobal(function()
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-- self.spineCircle:playAnim("idle", false, true, true)
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self.spineCircle:playAnim("idle", false, true, true)
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-- end, 0.17)
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end, 0.17)
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if self.animAppear == nil then
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if self.animAppear == nil then
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self.animAppear = self.root:createBindTweenSequence()
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self.animAppear = self.root:createBindTweenSequence()
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self.animAppear:Insert(0, self.canvasGroupBg:DOFade(1, 0.14))
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self.animAppear:Insert(0, self.canvasGroupBg:DOFade(1, 0.14))
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@ -129,13 +129,13 @@ function ModuleUnlockUI:showModuleUnlockVanishAnim()
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self.animVanish:Insert(0.33, self.canvasGroupIcon:DOFade(0, 0.07))
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self.animVanish:Insert(0.33, self.canvasGroupIcon:DOFade(0, 0.07))
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local targetPos = ModuleManager.MaincityManager:getModuleEntrancePos(self.moduleKey)
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local targetPos = ModuleManager.MaincityManager:getModuleEntrancePos(self.moduleKey)
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if targetPos then
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if targetPos then
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-- self.spineStar:setPosition(targetPos.x, targetPos.y, targetPos.z)
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self.spineStar:setPosition(targetPos.x, targetPos.y, targetPos.z)
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self.animVanish:Insert(0.17, self.moduleIcon:getTransform():DOMove(CS.UnityEngine.Vector3(targetPos.x, targetPos.y, targetPos.z), 0.16))
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self.animVanish:Insert(0.17, self.moduleIcon:getTransform():DOMove(CS.UnityEngine.Vector3(targetPos.x, targetPos.y, targetPos.z), 0.16))
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self.animVanish:OnComplete(function()
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self.animVanish:OnComplete(function()
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self.animVanish = nil
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self.animVanish = nil
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-- self.spineStar:playAnimComplete("idle", false, true, function()
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self.spineStar:playAnimComplete("idle", false, true, function()
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-- self:checkShowNext()
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self:checkShowNext()
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-- end)
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end)
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end)
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end)
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else
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else
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self.animVanish:OnComplete(function()
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self.animVanish:OnComplete(function()
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