This commit is contained in:
chenxi 2023-05-24 19:19:34 +08:00
parent 142bf926b2
commit fdc400fd8d
20 changed files with 632 additions and 1 deletions

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@ -19,6 +19,7 @@ function DataManager:init()
self:initManager("BountyData", "app/userdata/bounty/bounty_data")
self:initManager("DailyTaskData", "app/userdata/task/daily_task_data")
self:initManager("IdleData", "app/userdata/idle/idle_data")
self:initManager("FundData", "app/userdata/fund/fund_data")
-- self:initManager("SevenDayData", "app/userdata/activity/seven_day/seven_day_data")
self:initManager("ShopData", "app/userdata/shop/shop_data")
self:initManager("SummonData", "app/userdata/summon/summon_data")
@ -90,6 +91,7 @@ function DataManager:clear()
self.BountyData:clear()
self.DailyTaskData:clear()
self.IdleData:clear()
self.FundData:clear()
-- self.SevenDayData:clear()
self.ShopData:clear()
self.SummonData:clear()
@ -133,6 +135,8 @@ function DataManager:initWithServerData(data)
self.ShopData:initGrowUpGift(data.act_grow_up_gift) -- 成长礼包
self.ShopData:initLevelUpGift(data.act_level_up_gift) -- 助力礼包
self.SummonData:init(data.summon)
-- 成长基金要在ShopData和PlayerDataBagData还有之后初始化依赖这些数据
self.FundData:init(data.fund)
self:scheduleGlobal()
self:checkDataBind()

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@ -27,6 +27,8 @@ local MODULE_PATHS = {
IdleManager = "app/module/idle/idle_manager",
-- 活动
-- SevenDayManager = "app/module/activity/seven_day/seven_day_manager",
-- 基金
FundManager = "app/module/fund/fund_manager",
-- 设置
GameSettingManager = "app/module/game_setting/game_setting_manager",
-- 活动
@ -57,6 +59,7 @@ ModuleManager.MODULE_KEY = {
IDLE_DROP = "idle_drop",
MALL = "mall", -- 商城
MALL_DAILY = "mall_daily", -- 每日商城
FUND = "act_level_gift" -- 成长基金
}
local _moduleMgrs = {}

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@ -187,6 +187,7 @@ GConst.ATLAS_PATH = {
ICON_TASK = "assets/arts/atlas/icon/task.asset",
SHOP = "assets/arts/atlas/ui/shop.asset",
HERO = "assets/arts/atlas/ui/hero.asset",
FUND = "assets/arts/atlas/ui/fund.asset",
}
GConst.TOUCH_EVENT = {

8
lua/app/module/fund.meta Normal file
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@ -0,0 +1,7 @@
local FundManager = class("FundManager", BaseModule)
function FundManager:showLevelFundUI()
UIManager:showUI("app/ui/fund/level_fund_ui")
end
return FundManager

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@ -24,6 +24,7 @@ MainCityConst.LEFT_SIDE_BARS = {
MainCityConst.RIGHT_SIDE_BARS = {
"app/ui/main_city/cell/side_bar_gold_pig_cell",
"app/ui/main_city/cell/side_bar_level_fund_cell",
}
return MainCityConst

8
lua/app/ui/fund.meta Normal file
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@ -0,0 +1,86 @@
local LevelFundCell = class("LevelFundCell", BaseCell)
local Fund_REWARD_CELL = "app/ui/fund/cell/level_fund_reward_cell"
function LevelFundCell:init()
local uiMap = self:getUIMap()
local width = GConst.UI_SCREEN_WIDTH
self.fundRewardCell1 = uiMap["level_fund_cell.fund_reward_cell_1"]:addLuaComponent(Fund_REWARD_CELL)
self.fundRewardCell1:setAnchoredPositionX(-width/3)
self.fundRewardCell1:addClickListener(function()
if self.fundId == nil then
return
end
local iCslaimed = DataManager.FundData:getIsClaimedBase(self.fundId)
local needLevel = DataManager.FundData:getNeedLevel(self.fundId)
local playerLevel = DataManager.PlayerData:getLv()
if not iCslaimed and playerLevel >= needLevel then
else
local freeReward = DataManager.FundData:getFreeFundRewards(self.fundId)
local reward = freeReward and freeReward[1]
if reward then
ModuleManager.TipsManager:showRewardTips(reward.id, reward.type, self.fundRewardCell1:getBaseObject())
end
end
end)
self.fundRewardCell2 = uiMap["level_fund_cell.fund_reward_cell_2"]:addLuaComponent(Fund_REWARD_CELL)
self.fundRewardCell2:addClickListener(function()
if self.fundId == nil then
return
end
local iCslaimed = DataManager.FundData:getIsClaimedBase(self.fundId)
local needLevel = DataManager.FundData:getNeedLevel(self.fundId)
local playerLevel = DataManager.PlayerData:getLv()
if not iCslaimed and playerLevel >= needLevel and DataManager.FundData:getIsBoughtBase(self.fundId) then
else
local baseReward = DataManager.FundData:getBaseFundRewards(self.fundId)
local reward = baseReward and baseReward[1]
if reward then
ModuleManager.TipsManager:showRewardTips(reward.id, reward.type, self.fundRewardCell2:getBaseObject())
end
end
end)
self.fundRewardCell3 = uiMap["level_fund_cell.fund_reward_cell_3"]:addLuaComponent(Fund_REWARD_CELL)
self.fundRewardCell3:addClickListener(function()
if self.fundId == nil then
return
end
local iCslaimed = DataManager.FundData:getIsClaimedAdvance(self.fundId)
local needLevel = DataManager.FundData:getNeedLevel(self.fundId)
local playerLevel = DataManager.PlayerData:getLv()
if not iCslaimed and playerLevel >= needLevel and DataManager.FundData:getIsBoughtAdvance(self.fundId) then
else
local advanceReward = DataManager.FundData:getAdvanceFundRewards(self.fundId)
local reward = advanceReward and advanceReward[1]
if reward then
ModuleManager.TipsManager:showRewardTips(reward.id, reward.type, self.fundRewardCell3:getBaseObject())
end
end
end)
self.fundRewardCell3:setAnchoredPositionX(width/3)
self.levelBg = uiMap["level_fund_cell.lv_bg"]
self.levelBg:setAnchoredPositionX(-width/6)
self.levelGrayImg = uiMap["level_fund_cell.lv_bg.gray"]
self.levelTx = uiMap["level_fund_cell.lv_bg.tx"]
end
function LevelFundCell:refresh(id)
self.fundId = id
local FundData = DataManager.FundData
local needLevel = DataManager.FundData:getNeedLevel(id)
local playerLevel = DataManager.PlayerData:getLv()
local isActive = playerLevel >= needLevel
self.levelGrayImg:setVisible(not isActive)
self.levelTx:setText(GFunc.intToString(needLevel))
local freeReward, baseReward, advanceReward = FundData:getAllStepFundRewards(id)
self.fundRewardCell1:refresh(freeReward[1], isActive and 1 or 0, false, FundData:getIsClaimedFree(id))
self.fundRewardCell2:refresh(baseReward[1], isActive and 2 or 0, not FundData:getIsBoughtBase(id), FundData:getIsClaimedBase(id))
self.fundRewardCell3:refresh(advanceReward[1], isActive and 3 or 0, not FundData:getIsBoughtAdvance(id), FundData:getIsClaimedAdvance(id))
end
function LevelFundCell:setVisible(visible)
self.baseObject:setVisible(visible)
end
return LevelFundCell

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@ -0,0 +1,90 @@
local LevelFundRewardCell = class("LevelFundRewardCell", BaseCell)
function LevelFundRewardCell:init()
local uiMap = self:getUIMap()
self.bg = uiMap["fund_reward_cell.bg"]
self.icon = uiMap["fund_reward_cell.icon"]
self.numTx = uiMap["fund_reward_cell.num"]
self.check = uiMap["fund_reward_cell.check"]
self.fragment = uiMap["fund_reward_cell.fragment"]
self.light = uiMap["fund_reward_cell.light"]
self.lock = uiMap["fund_reward_cell.lock"]
self.baseObject:addClickListener(function()
if self.clickCallback then
self.clickCallback()
elseif self.rewardId ~= nil then
ModuleManager.TipsManager:showRewardTips(self.rewardId, self.rewardType, self.baseObject)
end
end)
end
function LevelFundRewardCell:refresh(reward, step, isLock, showCheck)
if step == 0 then
self.bg:setSprite(GConst.ATLAS_PATH.FUND, "fund_bg_5")
elseif step == 1 then
self.bg:setSprite(GConst.ATLAS_PATH.FUND, "fund_bg_2")
elseif step == 2 then
self.bg:setSprite(GConst.ATLAS_PATH.FUND, "fund_bg_3")
else
self.bg:setSprite(GConst.ATLAS_PATH.FUND, "fund_bg_4")
end
if isLock then
self.lock:setVisible(true)
self.light:setVisible(false)
else
self.lock:setVisible(false)
if step == 0 then
self.light:setVisible(false)
else
self.light:setVisible(true)
end
end
self.check:setVisible(showCheck == true)
if reward.type == GConst.REWARD_TYPE.ITEM then
self:_refreshItem(reward)
self.rewardId = reward.id
self.rewardType = reward.type
else
self.rewardId = nil
end
end
function LevelFundRewardCell:_refreshItem(item)
local info = ConfigManager:getConfig("item")[item.id]
if info == nil then
return
end
self.numTx:setText(item.count or item.num)
if info.type == GConst.ItemConst.ITEM_TYPE.HERO_FRAGMENT then
local heroInfo = ConfigManager:getConfig("hero")[info.parameter]
if heroInfo then
self.icon:setLocalScale(0.86, 0.86, 0.86)
self.icon:setSprite(GConst.ATLAS_PATH.ICON_HERO, heroInfo.icon)
else
self.icon:setSprite(GConst.ATLAS_PATH.COMMON, "common_alpha")
end
self.fragment:setVisible(true)
else
self.icon:setLocalScale(1, 1, 1)
self.icon:setSprite(GConst.ATLAS_PATH.ICON_ITEM, info.icon)
self.fragment:setVisible(false)
end
end
function LevelFundRewardCell:setVisible(visible)
self.baseObject:setActive(visible)
end
function LevelFundRewardCell:setAnchoredPositionX(x)
self.baseObject:setAnchoredPositionX(x)
end
function LevelFundRewardCell:setTouchEnable(enable)
self.baseObject:setTouchEnable(enable)
end
function LevelFundRewardCell:addClickListener(callback)
self.clickCallback = callback
end
return LevelFundRewardCell

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@ -0,0 +1,149 @@
local LevelFundUI = class("LevelFundUI", BaseUI)
function LevelFundUI:isFullScreen()
return true
end
function LevelFundUI:getCurrencyParams()
if self.currencyParams == nil then
self.currencyParams = {
itemIds = {
GConst.ItemConst.ITEM_ID_VIT,
GConst.ItemConst.ITEM_ID_GOLD,
GConst.ItemConst.ITEM_ID_GEM
},
showType = GConst.CURRENCY_TYPE.HORIZONTAL
}
end
return self.currencyParams
end
function LevelFundUI:getPrefabPath()
return "assets/prefabs/ui/fund/level_fund_ui.prefab"
end
function LevelFundUI:ctor()
self.levelInfoList = DataManager.FundData:getCurrLevelInfoList()
local playerLevel = DataManager.PlayerData:getLv()
local cfg = ConfigManager:getConfig("act_level_fund")
for k, v in ipairs(self.levelInfoList) do
if cfg[v] then
if playerLevel < cfg[v].level then
self.inactiveIndex = k
break
end
end
end
if self.inactiveIndex == nil then
self.inactiveIndex = #self.levelInfoList
end
end
function LevelFundUI:onLoadRootComplete()
self.uiMap = self.root:genAllChildren()
self.uiMap["level_fund_ui.down.close_btn"]:addClickListener(function()
self:closeUI()
end)
self:initTitle()
self:initPayBtns()
self:initRewards()
end
function LevelFundUI:initTitle()
self.uiMap["level_fund_ui.title_img.title_tx"]:setText("临时文本:购买成长基金后,可通过提升等级获得钻石,多档基金可同时购买")
end
function LevelFundUI:initPayBtns()
local width = GConst.UI_SCREEN_WIDTH
local freeTx = self.uiMap["level_fund_ui.title_bg_2.free_tx"]
freeTx:setText(I18N:getGlobalText(I18N.GlobalConst.STR_FREE))
freeTx:setAnchoredPositionX(-width/3)
local payBtn1 = self.uiMap["level_fund_ui.title_bg_2.btn_1"]
payBtn1:addClickListener(function()
end)
if not DataManager.FundData:getIsBoughtBase() then
local rechargeId = DataManager.FundData:getCurrLevelBaseRechargeId()
self.uiMap["level_fund_ui.title_bg_2.btn_1.text"]:setText(GFunc.getFormatPrice(rechargeId))
else
self.uiMap["level_fund_ui.title_bg_2.btn_1.text"]:setText(I18N:getGlobalText(I18N.GlobalConst.ALREADY_ACTIVE))
end
local payBtn2 = self.uiMap["level_fund_ui.title_bg_2.btn_2"]
payBtn2:setAnchoredPositionX(width/3)
payBtn2:addClickListener(function()
end)
if not DataManager.FundData:getIsBoughtAdvance() then
local rechargeId = DataManager.FundData:getCurrLevelAdvanceRechargeId()
self.uiMap["level_fund_ui.title_bg_2.btn_2.text"]:setText(GFunc.getFormatPrice(rechargeId))
else
self.uiMap["level_fund_ui.title_bg_2.btn_2.text"]:setText(I18N:getGlobalText(I18N.GlobalConst.ALREADY_ACTIVE))
end
end
function LevelFundUI:initRewards()
self.scrollRect = self.uiMap["level_fund_ui.scrollrect"]
self.scrollRectComp = self.scrollRect:addLuaComponent(GConst.TYPEOF_LUA_CLASS.SCROLL_RECT_BASE)
self.scrollRectComp:addInitCallback(function()
return "app/ui/fund/cell/level_fund_cell"
end)
self.scrollRectComp:addRefreshCallback(function(index, cell)
cell:refresh(self.levelInfoList[index])
end)
self.scrollRectComp:clearCells()
self.scrollRectComp:setTotalCount(0)
self.progressBg = self.uiMap["level_fund_ui.scrollrect.viewport.content.progress_bg"]
self.progressComp = self.uiMap["level_fund_ui.scrollrect.viewport.content.progress_bg.progress"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER)
self.grayImg = self.uiMap["level_fund_ui.scrollrect.viewport.content.gray_img"]
self.lineImg = self.uiMap["level_fund_ui.scrollrect.viewport.content.line_img"]
self.verticalLine1 = self.uiMap["level_fund_ui.scrollrect.viewport.content.vertical_line_1"]
self.verticalLine2 = self.uiMap["level_fund_ui.scrollrect.viewport.content.vertical_line_2"]
end
function LevelFundUI:onRefresh()
self:refreshRewards()
end
function LevelFundUI:refreshRewards()
local count = #self.levelInfoList
if self.scrollRectComp:getTotalCount() ~= count then -- 打开界面的时候定位到当前可领取的最低等级奖励,如果没有则定位到当前等级
self.scrollRectComp:clearCells()
self.scrollRectComp:refillCells(count)
-- local level = DataManager.BountyData:getMinUnclaimedRewardIndex()
-- if level > 1 then
-- self:scrollToIndex(level)
-- end
else
self.scrollRectComp:updateAllCell()
end
local topRecoveryOffset = self.scrollRectComp:getTopRecoveryOffset()
local contentWidth = self.scrollRect:getRectWidth()
local cellWidth = self.scrollRectComp:getCellHeight()
self.progressBg:setAnchoredPosition(contentWidth/3, -topRecoveryOffset - cellWidth/2)
self.progressBg:setSizeDeltaX(cellWidth*(count - 1))
local percent = (self.inactiveIndex - 2) / (count - 1)
if percent < 0 then
percent = 0
end
self.progressComp.value = percent
self.grayImg:setAnchoredPositionY(-topRecoveryOffset - (self.inactiveIndex - 1)*cellWidth)
self.grayImg:setSizeDeltaY(cellWidth*count + GConst.UI_SCREEN_HEIGHT)
self.lineImg:setAnchoredPositionY(-topRecoveryOffset - (self.inactiveIndex - 1)*cellWidth)
local lineHeight = topRecoveryOffset + cellWidth*count + GConst.UI_SCREEN_HEIGHT*2
self.verticalLine1:setAnchoredPositionX(contentWidth/3)
self.verticalLine1:setSizeDeltaY(lineHeight)
self.verticalLine2:setAnchoredPositionX(contentWidth*2/3)
self.verticalLine2:setSizeDeltaY(lineHeight)
end
return LevelFundUI

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@ -0,0 +1,16 @@
local SideBarBaseCellComp = require "app/ui/main_city/cell/side_bar_base_cell"
local SideBarLevelFundCell = class("SideBarLevelFundCell", SideBarBaseCellComp)
function SideBarLevelFundCell:getIsOpen()
return DataManager.FundData:getIsOpen()
end
function SideBarLevelFundCell:getIconRes()
return "main_btn_fund"
end
function SideBarLevelFundCell:onClick()
ModuleManager.FundManager:showLevelFundUI()
end
return SideBarLevelFundCell

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@ -0,0 +1,182 @@
local FundData = class("FundData", BaseData)
local ACT_GIFT_FUND_BASE_ID_1 = 60202
local ACT_GIFT_FUND_BASE_ID_2 = 60102
local ACT_GIFT_FUND_ADVANCE_ID_1 = 60402
local ACT_GIFT_FUND_ADVANCE_ID_2 = 60302
function FundData:init(data)
data = data or GConst.EMPTY_TABLE
self.freeClaimed = {}
self.freeClaimedCount = 0
if data.free_awarded then
for _, v in ipairs(data.free_awarded) do
self.freeClaimed[v] = true
self.freeClaimedCount = self.freeClaimedCount + 1
end
end
self.baseClaimed = {}
self.baseClaimedCount = 0
if data.pay_low_awarded then
for _, v in ipairs(data.pay_low_awarded) do
self.baseClaimed[v] = true
self.baseClaimedCount = self.baseClaimedCount + 1
end
end
self.advanceClaimed = {}
self.advanceClaimedCount = 0
if data.pay_high_awarded then
for _, v in ipairs(data.pay_high_awarded) do
self.advanceClaimed[v] = true
self.advanceClaimedCount = self.advanceClaimedCount + 1
end
end
self:initLevelInfo()
local fundLevel = 1
local totalCount = 0
while true do
local levelInfoIds = self.levelInfoMap[fundLevel]
if levelInfoIds == nil then
fundLevel = fundLevel - 1
break
end
local firstLevelInfoId = levelInfoIds[1]
local cfg = self:getLevelFundCfg()
if DataManager.PlayerData:getLv() < cfg[firstLevelInfoId].level then -- 等级不够
fundLevel = fundLevel - 1
break
end
totalCount = totalCount + #levelInfoIds
if self.freeClaimedCount == totalCount and
self.freeClaimedCount == self.baseClaimedCount and
self.freeClaimedCount == self.advanceClaimedCount then
fundLevel = fundLevel + 1
else
break
end
end
if fundLevel < 1 then
fundLevel = 1
end
self.data.fundLevel = fundLevel
if self.data.fundLevel == 2 then
self.fundBaseId = ACT_GIFT_FUND_BASE_ID_2
self.fundAdvanceId = ACT_GIFT_FUND_ADVANCE_ID_2
else
self.fundBaseId = ACT_GIFT_FUND_BASE_ID_1
self.fundAdvanceId = ACT_GIFT_FUND_ADVANCE_ID_1
end
end
function FundData:initLevelInfo()
if not self.levelInfoMap then
self.levelInfoMap = {}
local cfg = self:getLevelFundCfg()
for id, info in pairs(cfg) do
if not self.levelInfoMap[info.stage] then
self.levelInfoMap[info.stage] = {}
end
table.insert(self.levelInfoMap[info.stage], id)
end
for level, _ in pairs(self.levelInfoMap) do
table.sort(self.levelInfoMap[level], function(a, b)
return a < b
end)
end
end
end
function FundData:getIsOpen()
return ModuleManager:getIsOpen(ModuleManager.MODULE_KEY.FUND, true)
end
function FundData:getCurrLevelBaseRechargeId()
local info = self:getActGiftCfg()[self.fundBaseId]
return info.recharge_id
end
function FundData:getCurrLevelAdvanceRechargeId()
local info = self:getActGiftCfg()[self.fundAdvanceId]
return info.recharge_id
end
function FundData:getActGiftCfg()
if self.cfg == nil then
self.cfg = ConfigManager:getConfig("act_gift")
end
return self.cfg
end
function FundData:getLevelFundCfg()
if self.levelFundCfg == nil then
self.levelFundCfg = ConfigManager:getConfig("act_level_fund")
end
return self.levelFundCfg
end
function FundData:getCurrLevelInfoList()
return self.levelInfoMap[self.data.fundLevel] or GConst.EMPTY_TABLE
end
function FundData:getNeedLevel(id)
local levelFundInfo = self:getLevelFundCfg()[id]
if levelFundInfo == nil then
return 9999
end
return levelFundInfo.level
end
function FundData:getAllStepFundRewards(id)
local levelFundInfo = self:getLevelFundCfg()[id]
if levelFundInfo == nil then
return nil, nil, nil
end
return levelFundInfo.reward_free, levelFundInfo.reward_small, levelFundInfo.reward
end
function FundData:getFreeFundRewards(id)
local levelFundInfo = self:getLevelFundCfg()[id]
if levelFundInfo == nil then
return nil
end
return levelFundInfo.reward_free
end
function FundData:getBaseFundRewards(id)
local levelFundInfo = self:getLevelFundCfg()[id]
if levelFundInfo == nil then
return nil
end
return levelFundInfo.reward_small
end
function FundData:getAdvanceFundRewards(id)
local levelFundInfo = self:getLevelFundCfg()[id]
if levelFundInfo == nil then
return nil
end
return levelFundInfo.reward
end
function FundData:getIsBoughtBase()
return DataManager.ShopData:getGiftBoughtNum(PayManager.PURCHARSE_TYPE.ACT_GIFT, self.fundBaseId) > 0
end
function FundData:getIsBoughtAdvance()
return DataManager.ShopData:getGiftBoughtNum(PayManager.PURCHARSE_TYPE.ACT_GIFT, self.fundAdvanceId) > 0
end
function FundData:getIsClaimedFree(id)
return self.freeClaimed[id]
end
function FundData:getIsClaimedBase(id)
return self.baseClaimed[id]
end
function FundData:getIsClaimedAdvance(id)
return self.advanceClaimed[id]
end
return FundData

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