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feat 活跃度已领取样式修改

Jae 2 years ago
parent
commit
0855a71d74

+ 4 - 1
FGUIProject/assets/Task/components/LinessRewardProcessItemBt.xml

@@ -1,6 +1,6 @@
 <?xml version="1.0" encoding="utf-8"?>
 <component size="114,119" extention="Button">
-  <controller name="c1" pages="0,NotGet,1,CanGet" selected="0"/>
+  <controller name="c1" pages="0,NotGet,1,CanGet,2,已领取" selected="0"/>
   <displayList>
     <image id="n4_9qpb" name="n4" src="o9gh4g" fileName="imagesNew/lm_kuang_icon.png" pkg="eg2y0ldp" xy="0,3" size="119,118"/>
     <image id="n5_9qpb" name="n5" src="dhoatk2" fileName="imgItemIcon/hlhdjficon.png" pkg="eg2y0ldp" xy="10,19" size="99,86"/>
@@ -9,6 +9,9 @@
       <gearDisplay controller="c1" pages="1"/>
     </image>
     <text id="n8_9qpb" name="text" xy="31,139" size="43,54" fontSize="40" color="#b46471" align="center" vAlign="middle" text="20"/>
+    <image id="n9_vnby" name="n9" src="orsttis" fileName="images/pfjl_ywc.png" pkg="eg2y0ldp" xy="25,42">
+      <gearDisplay controller="c1" pages="2"/>
+    </image>
   </displayList>
   <Button/>
   <customProperty target="text" propertyId="0"/>

+ 15 - 16
GameClient/Assets/Game/HotUpdate/Views/Task/CombTaskView.cs

@@ -91,23 +91,22 @@ namespace GFGGame
             {
                 var boxId = i + 1;
                 var state = DailyTaskDataManager.Instance.GetBoxStateById(boxId);
-                var index = state == ConstBonusStatus.CAN_GET ? 1 : 0;
                 switch (boxId)
                 {
                     case 1:
-                        _ui.m_LivenessProcess.m_Reward20.m_c1.selectedIndex = index;
+                        _ui.m_LivenessProcess.m_Reward20.m_c1.selectedIndex = state;
                         break;
                     case 2:
-                        _ui.m_LivenessProcess.m_Reward40.m_c1.selectedIndex = index;
+                        _ui.m_LivenessProcess.m_Reward40.m_c1.selectedIndex = state;
                         break;
                     case 3:
-                        _ui.m_LivenessProcess.m_Reward60.m_c1.selectedIndex = index;
+                        _ui.m_LivenessProcess.m_Reward60.m_c1.selectedIndex = state;
                         break;
                     case 4:
-                        _ui.m_LivenessProcess.m_Reward80.m_c1.selectedIndex = index;
+                        _ui.m_LivenessProcess.m_Reward80.m_c1.selectedIndex = state;
                         break;
                     case 5:
-                        _ui.m_LivenessProcess.m_Reward100.m_c1.selectedIndex = index;
+                        _ui.m_LivenessProcess.m_Reward100.m_c1.selectedIndex = state;
                         break;
                 }
             }
@@ -194,17 +193,17 @@ namespace GFGGame
             switch (state)
             {
                 case ConstBonusStatus.CAN_NOT_GET:
-                    {
-                        var rewards = ItemUtil.CreateItemDataList(cfg.rewardsArr);
-                        ViewManager.Show<RewardPreView>(new object[] { rewards, "活跃度奖励", $"满足{cfg.count}活跃度可领取" });
-                        break;
-                    }
+                {
+                    var rewards = ItemUtil.CreateItemDataList(cfg.rewardsArr);
+                    ViewManager.Show<RewardPreView>(new object[] { rewards, "活跃度奖励", $"满足{cfg.count}活跃度可领取" });
+                    break;
+                }
                 case ConstBonusStatus.CAN_GET:
-                    {
-                        var result = await DailyTaskSProxy.ReqLivenessBox(cfg.id);
-                        if (result) UpdateLivenessProcess();
-                        break;
-                    }
+                {
+                    var result = await DailyTaskSProxy.ReqLivenessBox(cfg.id);
+                    if (result) UpdateLivenessProcess();
+                    break;
+                }
                 case ConstBonusStatus.GOT:
                     //领取完毕
                     break;

BIN
GameClient/Assets/ResIn/UI/Task/Task_fui.bytes