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修改活动时间判断方式

zhangyuqian 1 ano atrás
pai
commit
b9b0d04ac9

+ 20 - 10
GameClient/Assets/Game/HotUpdate/Views/ActivityAfternoonTea/ActivityTeaVisitView.cs

@@ -11,6 +11,7 @@ namespace GFGGame
     {
         private UI_ActivityTeaVisitUI _ui;
         private int time;
+        private int activityID;
         private EffectUI _effectUI1;
         public override void Dispose()
         {
@@ -51,17 +52,17 @@ namespace GFGGame
             base.OnShown();
             _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("xnbh_bg");
             _ui.m_ruleIcon.data = 300028;
-
-
+            activityID = 5004;
             RoleLimitData limitData = RoleLimitDataManager.GetLimitData(ActivityVisitCfgArray.Instance.dataArray[0].limitId);
             time = limitData.TotalPlayMax - limitData.PlayTimes;
             _ui.m_visitNum.text = "当前拜访次数:" + time + "/" + limitData.TotalPlayMax;
-
             _ui.m_taskList.numItems = ActivityVisitCfgArray.Instance.dataArray.Length;
-            long timeActivity = ActivityTeaDataManager.Instance.GetEndTime(ActivityType.NewYearVisit) - TimeHelper.ServerNow();
-            _ui.m_time.text = timeActivity > TimeUtil.SECOND_PER_DAY * 1000 ? TimeUtil.FormattingTimeTo_DDHHmm(timeActivity) : TimeUtil.FormattingTimeTo_HHmmss(timeActivity);
-
-            Timers.inst.Add(60.0f, 0, UpdateTime);
+            ActivityOpenCfg _activityCfg = ActivityOpenCfgArray.Instance.GetCfg(activityID);
+            long endTime = TimeUtil.DateTimeToTimestamp(_activityCfg.endTime);
+            long curTime = TimeHelper.ServerNow();
+            TimeUtil.FormattingTime(curTime, endTime, out int num, out string str);
+            _ui.m_time.text = "剩余时间:" + TimeUtil.FormattingTimeTo_DDHHmm(endTime - curTime);
+            Timers.inst.Add(1, 0, UpdateTime);
         }
 
         protected override void OnHide()
@@ -86,9 +87,18 @@ namespace GFGGame
         
         private void UpdateTime(object param = null)
         {
-            long timeActivity = ActivityTeaDataManager.Instance.GetEndTime(ActivityType.NewYearVisit) - TimeHelper.ServerNow();
-            _ui.m_time.text = timeActivity > TimeUtil.SECOND_PER_DAY * 1000 ? TimeUtil.FormattingTimeTo_DDHHmm(timeActivity) : TimeUtil.FormattingTimeTo_HHmmss(timeActivity);
-
+            ActivityOpenCfg _activityCfg = ActivityOpenCfgArray.Instance.GetCfg(activityID);
+            long endTime = TimeUtil.DateTimeToTimestamp(_activityCfg.endTime);
+            long curTime = TimeHelper.ServerNow();
+            if (endTime < curTime)
+            {
+                PromptController.Instance.ShowFloatTextPrompt("活动已结束");
+                Timers.inst.Remove(UpdateTime);
+                GameController.GoBackToMainView();
+                return;
+            }
+            TimeUtil.FormattingTime(curTime, endTime, out int num, out string str);
+            _ui.m_time.text = "剩余时间:" + TimeUtil.FormattingTimeTo_DDHHmm(endTime - curTime);
         }
 
         private void UpdateVisitNum()

+ 25 - 11
GameClient/Assets/Game/HotUpdate/Views/ActivityMainTips/ActivityZCJBChapterView.cs

@@ -4,6 +4,7 @@ using UI.Main;
 using System.Collections.Generic;
 using UnityEngine;
 using System.Collections;
+using Assets.Game.HotUpdate.Data;
 using ET;
 
 namespace GFGGame
@@ -134,17 +135,20 @@ namespace GFGGame
 
             _valueBarController.OnShown();
 
-                UI_ComponentValueBar valueBar = UI_ComponentValueBar.Proxy(_ui.m_valueBar);
-                valueBar.m_c1.selectedIndex = 12;
-                UI_ComponentValueBar.ProxyEnd();
-                _valueBarController.UpdateList(new List<int>() { 3000023, ConstItemID.DIAMOND_PURPLE, ConstItemID.DIAMOND_RED });
-                _ui.m_selectChapter.visible = false;
-                _ui.m_switchChapter.visible = false;
-                _ui.m_bonusBox.visible = false;
-                _ui.m_ActivityZCJB.visible = true;
-                long timeActivity = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(17).EndTime - TimeHelper.ServerNow();
-                _ui.m_ZCJBTimeText.text = "剩余时间:" + (timeActivity > TimeUtil.SECOND_PER_DAY * 1000 ? TimeUtil.FormattingTimeTo_DDHHmm(timeActivity) : TimeUtil.FormattingTimeTo_HHmmss(timeActivity));
-                Timers.inst.Add(60.0f, 0, UpdateActivityTime);
+            UI_ComponentValueBar valueBar = UI_ComponentValueBar.Proxy(_ui.m_valueBar);
+            valueBar.m_c1.selectedIndex = 12;
+            UI_ComponentValueBar.ProxyEnd();
+            _valueBarController.UpdateList(new List<int>() { 3000023, ConstItemID.DIAMOND_PURPLE, ConstItemID.DIAMOND_RED });
+            _ui.m_selectChapter.visible = false;
+            _ui.m_switchChapter.visible = false;
+            _ui.m_bonusBox.visible = false;
+            _ui.m_ActivityZCJB.visible = true;
+            ActivityOpenCfg _activityCfg = ActivityOpenCfgArray.Instance.GetCfg(5006);
+            long endTime = TimeUtil.DateTimeToTimestamp(_activityCfg.endTime);
+            long curTime = TimeHelper.ServerNow();
+            TimeUtil.FormattingTime(curTime, endTime, out int num, out string str);
+            _ui.m_ZCJBTimeText.text = "剩余时间:" + TimeUtil.FormattingTimeTo_DDHHmm(endTime - curTime);
+            Timers.inst.Add(1, 0, UpdateActivityTime);
             //
             _ui.m_t0.SetHook("canHit", () => { GRoot.inst.touchable = true; });
             _ui.m_t0.Play();
@@ -373,6 +377,16 @@ namespace GFGGame
 
         private void UpdateActivityTime(object param = null)
         {
+            ActivityOpenCfg _activityCfg = ActivityOpenCfgArray.Instance.GetCfg(5006);
+            long endTime = TimeUtil.DateTimeToTimestamp(_activityCfg.endTime);
+            long curTime = TimeHelper.ServerNow();
+            if (endTime < curTime)
+            {
+                PromptController.Instance.ShowFloatTextPrompt("活动已结束");
+                Timers.inst.Remove(UpdateActivityTime);
+                GameController.GoBackToMainView();
+                return;
+            }
             long timeActivity = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(17).EndTime - TimeHelper.ServerNow();
             _ui.m_ZCJBTimeText.text = "剩余时间:" + (timeActivity > TimeUtil.SECOND_PER_DAY * 1000 ? TimeUtil.FormattingTimeTo_DDHHmm(timeActivity) : TimeUtil.FormattingTimeTo_HHmmss(timeActivity));
         }