diff --git a/lua/app/ui/main_city/cell/side_bar_first_recharge_cell.lua b/lua/app/ui/main_city/cell/side_bar_first_recharge_cell.lua index 16ccd14a..ec4da44b 100644 --- a/lua/app/ui/main_city/cell/side_bar_first_recharge_cell.lua +++ b/lua/app/ui/main_city/cell/side_bar_first_recharge_cell.lua @@ -17,8 +17,4 @@ function SideBarFirstRechargeCell:onClick() ModuleManager.ShopManager:showGiftPopUI(PayManager.PURCHARSE_TYPE.ACT_GIFT, GConst.ShopConst.FIRST_RECHARGE_ID, true) end -function SideBarFirstRechargeCell:getIsShowRedPoint() - return false -end - return SideBarFirstRechargeCell \ No newline at end of file diff --git a/lua/app/ui/shop/box_reward_ui.lua b/lua/app/ui/shop/box_reward_ui.lua index b3f98445..797c426c 100644 --- a/lua/app/ui/shop/box_reward_ui.lua +++ b/lua/app/ui/shop/box_reward_ui.lua @@ -6,9 +6,10 @@ local QLT_DELAY_TIME = { [1] = 0.3, -- 预留 [2] = 0.3, -- 绿 [3] = 0.3, -- 蓝 - [4] = 0.5, -- 紫 + [4] = 1.5, -- 紫 [5] = 0.5, -- 预留 } +local FIRST_DELAY_TIME = 0 local FADE_TIME = 0.5 local MAX_SCREEN_CELL_COUNT = 12 -- 同屏界面能展示的最大数量 @@ -22,6 +23,8 @@ function BoxRewardUI:ctor(params) -- self.turnIdx = MAX_SCREEN_CELL_COUNT // CELL_NUM -- self.maxIdx = math.ceil(#self.params.rewards / CELL_NUM) -- end + + -- 将超过界面展示范围外的cell默认打开 if #self.params.rewards > MAX_SCREEN_CELL_COUNT then for i = MAX_SCREEN_CELL_COUNT + 1, #self.params.rewards do self.actionStatus[i] = true @@ -105,7 +108,12 @@ function BoxRewardUI:playCellAction(cell, idx) if self.actionStatus[idx] then return end - local delayTime = self:getCellDelayTime(idx) + + local delayTime = FIRST_DELAY_TIME + if idx > 1 then + delayTime = self:getCellDelayTime(idx - 1) + end + local canvasGroup = cell.baseObject:getComponent(GConst.TYPEOF_UNITY_CLASS.CANVAS_GROUP) if not canvasGroup then canvasGroup = cell.baseObject:addComponent(GConst.TYPEOF_UNITY_CLASS.CANVAS_GROUP) @@ -113,8 +121,8 @@ function BoxRewardUI:playCellAction(cell, idx) canvasGroup.alpha = 0 local seq = cell.baseObject:createBindTweenSequence() - seq:AppendInterval(delayTime) local tween = canvasGroup:DOFade(1, FADE_TIME) + seq:AppendInterval(delayTime) tween:SetEase(CS.DG.Tweening.Ease.InOutSine) seq:Append(tween) seq:AppendCallback(function()