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a/Assets/Framework/Tool/UITool/UIManager.cs b/Assets/Framework/Tool/UITool/UIManager.cs index efac60991..772a8f513 100644 --- a/Assets/Framework/Tool/UITool/UIManager.cs +++ b/Assets/Framework/Tool/UITool/UIManager.cs @@ -41,6 +41,7 @@ public enum UIPanel VIPPenel = 151, JJJPenel = 152, ActivityPenel = 153, + JiGuHuiLi=154, MonthCardPanel = 161, BackPackPanel = 162, diff --git a/Assets/MyGame/Scenes/UIScene.unity b/Assets/MyGame/Scenes/UIScene.unity index 48284e6af..bffc618bb 100644 --- a/Assets/MyGame/Scenes/UIScene.unity +++ b/Assets/MyGame/Scenes/UIScene.unity @@ -7009,6 +7009,8 @@ MonoBehaviour: userMaxDraw: 0 rankingRewardConfig: isEnabled: 0 + isMaintaining: 0 + maintainingMessage: groups: [] user: BaseInfo: diff --git a/Assets/MyGame/Scripts/Net/APIRequestList_Supplement.cs b/Assets/MyGame/Scripts/Net/APIRequestList_Supplement.cs index 59aca8793..99bca2816 100644 --- a/Assets/MyGame/Scripts/Net/APIRequestList_Supplement.cs +++ b/Assets/MyGame/Scripts/Net/APIRequestList_Supplement.cs @@ -1,4 +1,5 @@ using Assets.MyGame.Scripts.Net.API; +using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass; using Assets.MyGame.Scripts.Net.APIRequest.Params; using Assets.MyGame.Scripts.Net.APIResponses; using System; @@ -8,7 +9,7 @@ namespace Assets.MyGame.Scripts.Net { /// /// 补充请求方法:以下接口暂未接入业务,仅注册调用入口。 - /// 字段类型为推测,接入业务前请按后端实际返回再调整。 + /// 响应类型已按 2026-09-02 后端 swagger(/swagger/v1/swagger.json)校对同步。 /// public static partial class APIRequestList { @@ -39,31 +40,31 @@ namespace Assets.MyGame.Scripts.Net } /// 获取捕鱼返利信息(GET /api/User/GetFishingReturnInfo) - public static void GetFishingReturnInfo(Action callback) + public static void GetFishingReturnInfo(Action callback) { - APIManager.Response(APIType.User_GetFishingReturnInfo, callback); + APIManager.Response(APIType.User_GetFishingReturnInfo, callback); } /// 领取捕鱼返利金币(GET /api/User/ClaimFishingReturn) - public static void ClaimFishingReturn(Action callback) + public static void ClaimFishingReturn(Action callback) { - APIManager.Response(APIType.User_ClaimFishingReturn, callback); + APIManager.Response(APIType.User_ClaimFishingReturn, callback); } // ---------------- ActivityConfig ---------------- /// 奖池抽奖活动配置(GET /api/ActivityConfig/lotteryConfig) - public static void GetLotteryActivityConfig(Action callback) + public static void GetLotteryActivityConfig(Action callback) { - APIManager.Response(APIType.ActivityConfig_LotteryConfig, callback); + APIManager.Response(APIType.ActivityConfig_LotteryConfig, callback); } // ---------------- Lottery ---------------- /// 抽奖配置(GET /api/Lottery/Config) - public static void GetLotteryConfig(Action callback) + public static void GetLotteryConfig(Action callback) { - APIManager.Response(APIType.Lottery_Config, callback); + APIManager.Response(APIType.Lottery_Config, callback); } /// 抽奖(GET /api/Lottery/Draw) @@ -73,37 +74,37 @@ namespace Assets.MyGame.Scripts.Net } /// 用户抽奖状态(GET /api/Lottery/UserStatus) - public static void GetLotteryUserStatus(Action callback) + public static void GetLotteryUserStatus(Action callback) { - APIManager.Response(APIType.Lottery_UserStatus, callback); + APIManager.Response(APIType.Lottery_UserStatus, callback); } - /// 已抽奖项(GET /api/Lottery/DrawnPrizes) - public static void GetLotteryDrawnPrizes(Action> callback) + /// 已抽奖项ID列表(GET /api/Lottery/DrawnPrizes) + public static void GetLotteryDrawnPrizes(Action> callback) { - APIManager.Response>(APIType.Lottery_DrawnPrizes, callback); + APIManager.Response>(APIType.Lottery_DrawnPrizes, callback); } // ---------------- SummonCard ---------------- - /// 使用召唤卡(GET /api/SummonCard/use) - public static void UseSummonCard(SummonCardUseParam req, Action callback) + /// 使用召唤卡(GET /api/SummonCard/use,返回字符串消息) + public static void UseSummonCard(SummonCardUseParam req, Action callback) { - APIManager.Response(APIType.SummonCard_Use, req, callback); + APIManager.Response(APIType.SummonCard_Use, req, callback); } // ---------------- Dict ---------------- /// 字典单条查询(GET /api/Dict/GetByCode) - public static void GetDictByCode(DictGetByCodeParam req, Action callback) + public static void GetDictByCode(DictGetByCodeParam req, Action callback) { - APIManager.Response(APIType.Dict_GetByCode, req, callback); + APIManager.Response(APIType.Dict_GetByCode, req, callback); } /// 字典列表查询(GET /api/Dict/GetListByCode) - public static void GetDictListByCode(DictGetListByCodeParam req, Action> callback) + public static void GetDictListByCode(DictGetListByCodeParam req, Action> callback) { - APIManager.Response>(APIType.Dict_GetListByCode, req, callback); + APIManager.Response>(APIType.Dict_GetListByCode, req, callback); } // ---------------- Hall ---------------- diff --git a/Assets/MyGame/Scripts/Net/APIResponses/GameConfig_SubClass/LotteryActivityConfig.cs b/Assets/MyGame/Scripts/Net/APIResponses/GameConfig_SubClass/LotteryActivityConfig.cs index 0bf283cdd..07d66dfd5 100644 --- a/Assets/MyGame/Scripts/Net/APIResponses/GameConfig_SubClass/LotteryActivityConfig.cs +++ b/Assets/MyGame/Scripts/Net/APIResponses/GameConfig_SubClass/LotteryActivityConfig.cs @@ -27,10 +27,25 @@ namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass [Serializable] public class LotteryPrize { - public string type; - public long count; + /// 奖项唯一标识ID(如"A001"、"B002",用于唯一性控制:同一用户不能重复抽中) + public string prizeId; + /// 奖项名称(用于前端展示) public string name; + /// 奖项图标地址 public string icon; + /// 奖励类型 1=金币,2=钻石,3=道具,4=道具碎片 + public int type; + /// 奖励数量 + public long count; + /// 道具/碎片编号(type=3或4时使用) + public string otherId; + /// 道具详情 + public BaseProduct product; + /// 在该等级内的抽中奖权重 public int weight; + /// 该奖项总库存数量(全局,0=无限库存) + public int totalCount; + /// 已抽中数量(运行时统计,用于判断库存是否充足) + public int drawnCount; } } diff --git a/Assets/MyGame/Scripts/Net/APIResponses/GameConfig_SubClass/RankingRewardConfig.cs b/Assets/MyGame/Scripts/Net/APIResponses/GameConfig_SubClass/RankingRewardConfig.cs index fe300cd24..7809a38fd 100644 --- a/Assets/MyGame/Scripts/Net/APIResponses/GameConfig_SubClass/RankingRewardConfig.cs +++ b/Assets/MyGame/Scripts/Net/APIResponses/GameConfig_SubClass/RankingRewardConfig.cs @@ -13,6 +13,10 @@ namespace Assets.MyGame.Scripts.Net.API { /// 总开关 public bool isEnabled; + /// 排行榜维护中开关,开启后前端请求排行榜会提示维护中 + public bool isMaintaining; + /// 维护中提示文案 + public string maintainingMessage; /// 排行榜奖励分组列表 public List groups; } diff --git a/Assets/MyGame/Scripts/Net/APIResponses/SupplementResponses.cs b/Assets/MyGame/Scripts/Net/APIResponses/SupplementResponses.cs index 03d8e9fbd..a75ab9c48 100644 --- a/Assets/MyGame/Scripts/Net/APIResponses/SupplementResponses.cs +++ b/Assets/MyGame/Scripts/Net/APIResponses/SupplementResponses.cs @@ -1,3 +1,5 @@ +using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass; +using Assets.MyGame.Scripts.Net.API.UserData_SubClass; using System; using System.Collections.Generic; @@ -6,7 +8,7 @@ namespace Assets.MyGame.Scripts.Net.APIResponses // ============================================================ // 补充响应类:以下接口暂未接入业务,但已注册到 APIManager, // 方便后续快速接入。按 swagger 路径分组放置。 - // 字段类型为推测,接入业务前请按后端实际返回再调整。 + // 字段已按 2026-09-02 后端 swagger(/swagger/v1/swagger.json)校对同步。 // ============================================================ // ---------------- /api/User/GetUserAssets ---------------- @@ -14,63 +16,35 @@ namespace Assets.MyGame.Scripts.Net.APIResponses [Serializable] public class UserAssetsResponse { - public string userId; public long gold; public int diamond; - public long safeBoxGold; - public int level; - public long exp; - public int vipLevel; - public List props; + public List props; } // ---------------- /api/User/GetFishingReturnInfo ---------------- /// 捕鱼返利信息 [Serializable] - public class FishingReturnInfoResponse + public class FishingReturnDto { - /// 待领取返利金币 - public long pendingGold; - /// 累计返利金币 - public long totalGold; - /// 上次结算时间 - public long lastSettleTime; - /// 是否可领取 - public bool canClaim; + /// 今日捕鱼消耗金币 + public long todayConsume; + /// 昨日捕鱼消耗金币 + public long yesterdayConsume; + /// 是否已领取昨日返利 + public bool isClaimed; + /// 可领取的金币数量 + public long canClaimGold; } // ---------------- /api/User/ClaimFishingReturn ---------------- /// 领取捕鱼返利响应 [Serializable] - public class ClaimFishingReturnResponse + public class ClaimFishingReturnDto { - /// 本次领取金币 - public long claimedGold; - /// 领取时间 - public long claimTime; - } - - // ---------------- /api/ActivityConfig/lotteryConfig & /api/Lottery/Config ---------------- - /// 抽奖活动配置 - [Serializable] - public class LotteryConfigResponse - { - public int lotteryId; - public string name; - public long startTime; - public long endTime; - public List prizes; - } - - [Serializable] - public class LotteryPrizeInfo - { - public int prizeId; - public string prizeName; - public int prizeType; // 1=金币 2=钻石 3=道具 - public int count; - public int weight; // 权重 - public string icon; + /// 领取的金币数量 + public long gold; + /// 结果消息 + public string message; } // ---------------- /api/Lottery/Draw ---------------- @@ -78,65 +52,95 @@ namespace Assets.MyGame.Scripts.Net.APIResponses [Serializable] public class LotteryDrawResponse { - public int prizeId; - public string prizeName; - public int prizeType; - public int count; - public long drawTime; + /// 奖品Id + public string prizeId; + /// 奖品名称 + public string name; + /// 奖品类型 1=金币 2=钻石 3=道具 + public int type; + /// 数量 + public long count; + /// 关联Id + public string otherId; + /// 消耗 + public long cost; } // ---------------- /api/Lottery/UserStatus ---------------- - /// 用户抽奖状态 + /// 用户抽奖状态实体 [Serializable] - public class LotteryUserStatusResponse + public class LotteryUserStatus { - public int lotteryId; - public int freeCount; // 剩余免费次数 - public int paidCount; // 剩余付费次数 - public long lastDrawTime; - } - - // ---------------- /api/Lottery/DrawnPrizes ---------------- - /// 已抽奖项记录 - [Serializable] - public class LotteryDrawnPrizeItem - { - public int prizeId; - public string prizeName; - public int prizeType; - public int count; - public long drawTime; + public string id; + public bool isDelete; + public OptionUserInfo createInfo; + /// 用户ID(每个用户一条状态记录) + public string userId; + /// 用户已抽中的奖项ID列表(唯一性控制) + public List drawnPrizeIds; + /// 用户总抽奖次数 + public int totalDrawCount; + /// 用户活动是否结束(已抽完所有奖项) + public bool isFinished; } // ---------------- /api/SummonCard/use ---------------- - /// 使用召唤卡响应 - [Serializable] - public class SummonCardUseResponse - { - public bool success; - public string message; - public List drops; // 掉落道具列表 - } + // 返回 StringBaseResponse(纯字符串),无需独立响应类。 - // ---------------- /api/Dict/GetByCode ---------------- - /// 字典单条 + // ---------------- /api/Dict/GetByCode、GetListByCode ---------------- + /// 字典实体 [Serializable] - public class DictItem + public class SystemDic { - public string code; + public string id; + public bool isDelete; + public OptionUserInfo createInfo; + public string parentId; public string name; + public int order; + public string icon; public string value; + public string code; public string remark; + public string remark1; } // ---------------- /api/Hall/GetBattleOrderLevelStatus ---------------- - /// 战令各等级奖励领取状态 + /// 战令各等级奖励领取状态响应 [Serializable] public class BattleOrderLevelStatusResponse { + /// 当前等级 public int currentLevel; - public List normalReceivedLevels; // 普通奖励已领取等级 - public List luxuryReceivedLevels; // 豪华奖励已领取等级 - public List supremeReceivedLevels; // 至尊奖励已领取等级 + /// 当前经验 + public long currentExp; + /// 是否已购买豪华版 + public bool isLuxury; + /// 是否已购买至尊版 + public bool isSupreme; + /// 各等级领取状态列表 + public List levelStatusList; + } + + /// 单个战令等级领取状态 + [Serializable] + public class BattleOrderLevelStatus + { + /// 等级 + public int level; + /// 升级所需经验 + public long exp; + /// 普通奖励状态 1=不满足 2=未领取 3=已领取 + public int normalStatus; + /// 普通奖励列表 + public List normalGiftList; + /// 豪华奖励状态 0=未购买 1=不满足 2=未领取 3=已领取 + public int luxuryStatus; + /// 豪华奖励列表 + public List luxuryGiftList; + /// 至尊奖励状态 0=未购买 1=不满足 2=未领取 3=已领取 + 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a/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_JiGuHuiLiPanel.cs b/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_JiGuHuiLiPanel.cs new file mode 100644 index 000000000..908b8871a --- /dev/null +++ b/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_JiGuHuiLiPanel.cs @@ -0,0 +1,86 @@ +using Assets.MyGame.Scripts.Net; +using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass; +using Assets.MyGame.Scripts.Net.APIResponses; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class UIHome_BY_JiGuHuiLiPanel : SubUIBase +{ + public Text txt_MaxCoin;//text=每日返还上限n + public Text txt_currCoin;//text=今日可领取m + public Text txt_currCoinNum;//text=xm + public Button btn_Award;//领取按钮 + + private FishingReturnConfig returnCfg; + private FishingReturnDto returnInfo; + + public override void Awake() + { + base.Awake(); + btn_Award.interactable = false; + btn_Award.onClick.AddListener(OnClaimClick); + } + + protected override void OnShow(object args = null) + { + base.OnShow(args); + RefreshPanel(); + } + + private void RefreshPanel() + { + APIRequestList.GetFishingReturnConfig(cfg => + { + returnCfg = cfg; + APIRequestList.GetFishingReturnInfo(info => + { + returnInfo = info; + UpdatePanel(); + }); + }); + } + + private void UpdatePanel() + { + if (returnCfg == null || returnInfo == null) return; + + txt_MaxCoin.text = returnCfg.dailyMaxReturn > 0 + ? $"每日返还上限{FormatGold(returnCfg.dailyMaxReturn)}" + : "每日返还上限无上限"; + + txt_currCoin.text = $"今日可领取{FormatGold(returnInfo.canClaimGold)}"; + txt_currCoinNum.text = FormatGold(returnInfo.canClaimGold); + + btn_Award.interactable = returnCfg.isEnabled + && !returnInfo.isClaimed + && returnInfo.canClaimGold > 0; + } + + private void OnClaimClick() + { + btn_Award.interactable = false; + APIRequestList.ClaimFishingReturn(res => + { + UIManager.Instance.ShowBoardError(res.gold > 0 + ? $"领取成功,获得{FormatGold(res.gold)}金币" + : "领取成功"); + APIRequestList.GetUser(user => + { + GameManager.Instance.UpdataUserData(user); + RefreshPanel(); + }); + }); + } + + /// 金币数值格式化(万/亿单位) + private static string FormatGold(long gold) + { + if (gold >= 100000000) // 亿 + return $"{(gold / 100000000f):F1}亿"; + if (gold >= 10000) // 万 + return $"{(gold / 10000f):F1}万"; + return gold.ToString("N0"); + } +} diff --git a/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_JiGuHuiLiPanel.cs.meta b/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_JiGuHuiLiPanel.cs.meta new file mode 100644 index 000000000..43608ca3a --- /dev/null +++ b/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_JiGuHuiLiPanel.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d12a6faee939b8e48bbd7055d320572a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_ShopPanel.cs b/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_ShopPanel.cs index 6ceb935b3..3a56e18cd 100644 --- a/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_ShopPanel.cs +++ b/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_ShopPanel.cs @@ -340,12 +340,29 @@ public class UIHome_BY_ShopPanel : SubUIBase { APIRequestList.BuyProp(new BuyPropParam { propNumber = item.number, count = 1 }, (response) => { - UIManager.Instance.ShowBoardError("购买成功"); - + // 购买成功后刷新数据,再使用背包里全部VIP经验包(含之前存的) APIRequestList.GetUser(GameManager.Instance.user.id, (a) => { GameManager.Instance.UpdataUserData(a); - RefreshUI(); + + int total = GetBackPackVipExpCount(); + if (total > 0) + { + APIRequestList.UseVipExp(total, (useRes) => + { + UIManager.Instance.ShowBoardError("使用成功"); + + APIRequestList.GetUser(GameManager.Instance.user.id, (a2) => + { + GameManager.Instance.UpdataUserData(a2); + RefreshUI(); + }); + }); + } + else + { + UIManager.Instance.ShowBoardError("购买成功"); + } }); }); }); @@ -521,6 +538,19 @@ public class UIHome_BY_ShopPanel : SubUIBase } } + /// 统计背包里VIP经验类道具的总数量 + private int GetBackPackVipExpCount() + { + var user = GameManager.Instance.user; + if (user?.props == null || user.props.Count == 0) return 0; + + int total = 0; + foreach (var prop in user.props) + if (prop.type == (int)PropEnum.VIP经验) + total += prop.count; + return total; + } + private void RefreshUI() { if (GameManager.Instance?.user?.assets == null) return; diff --git a/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_VIPPanel.cs b/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_VIPPanel.cs index ca02714f1..adfc67edb 100644 --- a/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_VIPPanel.cs +++ b/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_VIPPanel.cs @@ -225,8 +225,16 @@ public class UIHome_BY_VIPPanel : SubUIBase protected override void OnHide() { base.OnHide(); + GameManager.Instance.OnUserDataChanged -= OnUserDataChanged; Destroy(this.gameObject); } + + private void OnDestroy() + { + // 兜底:防止面板被销毁后仍留在事件里(否则之后任何 UpdataUserData 都会调到已销毁的面板) + if (GameManager.Instance != null) + GameManager.Instance.OnUserDataChanged -= OnUserDataChanged; + } private void ShowGiftItems(List gifts, Transform parent) { for (int i = parent.childCount - 1; i >= 0; i--) diff --git a/Assets/MyGame/aa/UI/Home/Sub/UserInfo.prefab b/Assets/MyGame/aa/UI/Home/Sub/UserInfo.prefab index 6f4eaf438..963d62357 100644 --- a/Assets/MyGame/aa/UI/Home/Sub/UserInfo.prefab +++ b/Assets/MyGame/aa/UI/Home/Sub/UserInfo.prefab @@ -3757,7 +3757,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 1 + m_IsActive: 0 --- !u!224 &5187336025624228336 RectTransform: m_ObjectHideFlags: 0 diff --git a/Assets/MyGame/aa/UI/Home/Sub/ZSPanel.prefab b/Assets/MyGame/aa/UI/Home/Sub/ZSPanel.prefab index d627c0ec7..1809452d3 100644 --- a/Assets/MyGame/aa/UI/Home/Sub/ZSPanel.prefab +++ b/Assets/MyGame/aa/UI/Home/Sub/ZSPanel.prefab @@ -133,6 +133,11 @@ PrefabInstance: propertyPath: m_AnchoredPosition.y value: 0 objectReference: {fileID: 0} + - target: {fileID: 4298644773556292445, guid: aab7adfb6126f094f8860d975314558b, + type: 3} + propertyPath: m_SizeDelta.y + value: 0 + objectReference: {fileID: 0} - target: {fileID: 4816861051586960627, guid: aab7adfb6126f094f8860d975314558b, type: 3} propertyPath: m_AnchorMax.y @@ -163,6 +168,11 @@ PrefabInstance: propertyPath: m_AnchoredPosition.y value: 0 objectReference: {fileID: 0} + - target: {fileID: 4870890971057883554, guid: aab7adfb6126f094f8860d975314558b, + type: 3} + propertyPath: m_SizeDelta.y + value: 0 + objectReference: {fileID: 0} - target: {fileID: 4904740237701586725, guid: aab7adfb6126f094f8860d975314558b, type: 3} propertyPath: m_AnchorMax.y diff --git a/Assets/MyGame/aa/UI/Home/Sub/ZhanLing.prefab b/Assets/MyGame/aa/UI/Home/Sub/ZhanLing.prefab index d19525bff..9d0a5e913 100644 --- a/Assets/MyGame/aa/UI/Home/Sub/ZhanLing.prefab +++ b/Assets/MyGame/aa/UI/Home/Sub/ZhanLing.prefab @@ -26160,7 +26160,7 @@ RectTransform: m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} m_AnchoredPosition: {x: 117.685, y: -25} - m_SizeDelta: {x: 235.37, y: 50} + m_SizeDelta: {x: 0, y: 50} m_Pivot: {x: 0.5, y: 0.5} --- !u!222 &4614401808319948171 CanvasRenderer: diff --git a/Assets/MyGame/aa/UI/Home/UIHomeMain.cs b/Assets/MyGame/aa/UI/Home/UIHomeMain.cs index a5abd62a8..04863d522 100644 --- a/Assets/MyGame/aa/UI/Home/UIHomeMain.cs +++ b/Assets/MyGame/aa/UI/Home/UIHomeMain.cs @@ -46,6 +46,7 @@ public class UIHomeMain : UIBase public Button btn_VIP; public Button btn_JJJ; public Button btn_Activity; + public Button btn_JGHL; #endregion [Header("Right")] #region Right @@ -127,6 +128,10 @@ public class UIHomeMain : UIBase { subUIManager.ShowAsync(UIPanel.ActivityPenel); }); + btn_JGHL.onClick.AddListener(() => + { + subUIManager.ShowAsync(UIPanel.JiGuHuiLi); + }); #endregion #region right diff --git a/Assets/MyGame/aa/UI/Home/UIMain.asset b/Assets/MyGame/aa/UI/Home/UIMain.asset index 6d4de2c71..91ee013b3 100644 --- a/Assets/MyGame/aa/UI/Home/UIMain.asset +++ b/Assets/MyGame/aa/UI/Home/UIMain.asset @@ -16,51 +16,72 @@ MonoBehaviour: - name: "\u9009\u62E9\u623F\u95F4\u7B49\u7EA7" type: 101 address: Assets/MyGame/aa/UI/Home/Sub/SelectRoomPanel.prefab + group: 0 - name: VIP type: 151 address: Assets/MyGame/aa/UI/Home/Sub/VIPPanel.prefab + group: 0 - name: "\u4FDD\u9669\u7BB1" type: 166 address: Assets/MyGame/aa/UI/Home/Sub/SafeBox.prefab + group: 0 - name: "\u6551\u6D4E\u91D1" type: 152 address: Assets/MyGame/aa/UI/Home/Sub/JJJPanel.prefab + group: 0 - name: "\u6392\u884C\u699C" type: 164 address: Assets/MyGame/aa/UI/Home/Sub/RankPanel.prefab + group: 0 - name: "\u5546\u5E97" type: 168 address: Assets/MyGame/aa/UI/Home/Sub/ShopPanel.prefab + group: 0 - name: "\u6708\u5361" type: 161 address: Assets/MyGame/aa/UI/Home/Sub/MonthCardPanel.prefab + group: 0 - name: "\u80CC\u5305" type: 162 address: Assets/MyGame/aa/UI/Home/Sub/BackPack.prefab + group: 0 - name: "\u90AE\u4EF6" type: 165 address: Assets/MyGame/aa/UI/Home/Sub/EmailPanel.prefab + group: 0 - name: "\u5BA2\u670D" type: 167 address: Assets/MyGame/aa/UI/Home/Sub/ServicePanel.prefab + group: 0 - name: "\u516C\u544A" type: 163 address: Assets/MyGame/aa/UI/Home/Sub/ZhanLing.prefab + group: 0 - name: "\u8BBE\u7F6E" type: 199 address: Assets/MyGame/aa/UI/Home/Sub/SettingPanel.prefab + group: 0 - name: "\u70AE\u53F0" type: 181 address: Assets/MyGame/aa/UI/Home/Sub/TurretPanel.prefab + group: 0 - name: "\u6218\u795E" type: 182 address: Assets/MyGame/aa/UI/Home/Sub/ZSPanel.prefab + group: 0 - name: "\u7528\u6237\u4FE1\u606F" type: 141 address: Assets/MyGame/aa/UI/Home/Sub/UserInfo.prefab + group: 0 - name: "\u522E\u522E\u5361" type: 900 address: Assets/MyGame/aa/UI/DefaultPanel/GGL.prefab + group: 0 - name: "\u6D3B\u52A8" type: 153 address: Assets/MyGame/aa/UI/Home/Sub/ZhanLing.prefab + group: 0 + - name: "\u51FB\u9F13\u56DE\u793C" + type: 154 + address: Assets/MyGame/aa/UI/Home/Sub/Hl_Act_RebateView Variant.prefab + group: 0