-- <*
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-- @Author: Saber
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-- @Description: 经验快车快速挂机提取收益界面
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-- *>
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ExpQuickHangUpView = ExpQuickHangUpView or BaseClass(BaseView)
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local ExpQuickHangUpView = ExpQuickHangUpView
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local Status = Status
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local Config_Exp = Config.Exp
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function ExpQuickHangUpView:__init()
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self.base_file = "expDun"
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self.layout_file = "ExpQuickHangUpView"
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self.layer_name = "Activity"
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self.destroy_imm = true
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self.use_background = true
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self.is_set_zdepth = true
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self.blur_activity_bg = true
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self.use_show_anim = true
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self.use_hide_anim = true
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self.jump_close = true
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self.is_full = false -- 记录当前是否已经存够时间,防止出现升级后存在进度倒退的情况
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self.receive_type = nil -- 协议返回的快速挂机领取类型
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self.force_gray = false
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self.main_role = RoleManager.Instance.mainRoleInfo
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self.buff_have_time = 0--是否有免费的二倍数次数
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self.cur_lv = self.main_role.level
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self.cur_exp = self.main_role.exp
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self.last_update_time = 0
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self.model = ExpDunModel:getInstance()
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self.dun_model = BaseDungeonModel:getInstance()
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self.load_callback = function ()
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self:LoadSuccess()
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self:AddEvent()
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end
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self.open_callback = function ( )
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self:UpdateView()
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end
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self.destroy_callback = function ( )
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self:DestroySuccess()
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end
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end
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function ExpQuickHangUpView:Open( )
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--self.data = data
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BaseView.Open(self)
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end
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function ExpQuickHangUpView:LoadSuccess()
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local nodes = {
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"content", "content/sub_bg:raw",
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-- 次数及经验信息
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"content/use_num:tmp",
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-- 钻石购买栏
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"content/money_icon1:img:obj", "content/hangup_require1:tmp:obj", "content/receive_btn1:obj:imgex", "content/receive_btn1/receive_btn1_lb:tmp",
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-- vip栏
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"content/hangup_require2:obj:tmp", "content/receive_btn2:obj:imgex", "content/receive_btn2/receive_btn2_lb:tmp",
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--普通
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"content/hangup_require3:tmp", "content/receive_btn3:obj:imgex", "content/receive_btn3/receive_btn3_lb:tmp",
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-- 红点
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"content/receive_btn_red1:obj", "content/receive_btn_red2:obj", "content/receive_btn_red3:obj",
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-- 经验值进度相关
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"content/exp_tip:tmp", "content/level:tmp", "content/exp_progress:tmp", "content/exp_storge:tmp",
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"content/exp_fill:img",
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-- 奖励预览
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"content/award_con",
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--buff相关
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"content/buffText:tmp",
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}
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self:GetChildren(nodes)
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lua_resM:setOutsideRawImage(self, self.sub_bg_raw, GameResPath.GetViewBigBg("exp_hangup_bg"))
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self.exp_tip_tmp.text = "超级加速可获得<color=#fdffc2>大量经验值</color>和<color=#fdffc2>1个小时挂机收益</color>,等级、交易券、装备全都要"
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local function close_callback()
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self:Close()
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end
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self.tabWindowComponent = UITabWindow.New(self.transform, {}, nil, close_callback, self.background_wnd, self.content, UITabWindow.SizeSmallNoTab, nil, nil, true)
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self.tabWindowComponent:SetTitleText("超级加速")
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self.tabWindowComponent:SetBackgroundRes("WindowNew2_bg")
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end
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function ExpQuickHangUpView:AddEvent()
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local function click_event(target)
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if target == self.close_btn_obj then
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self:Close()
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elseif target == self.receive_btn1_obj then -- 备注:协议类型坑爹,配置是123排下去的,但是协议对应是321的顺序
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self:OnReceiveBtnClick(3)
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elseif target == self.receive_btn2_obj then
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self:OnReceiveBtnClick(2)
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elseif target == self.receive_btn3_obj then
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self:OnReceiveBtnClick(1)
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elseif target == self.hangup_require2_obj then -- 跳转贵族
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OpenFun.Open(451, 5)
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self:Close()
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end
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end
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AddClickEvent(self.close_btn_obj, click_event, LuaSoundManager.SOUND_UI.NONE)
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AddClickEvent(self.receive_btn1_obj, click_event)
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AddClickEvent(self.receive_btn2_obj, click_event)
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AddClickEvent(self.receive_btn3_obj, click_event)
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AddClickEvent(self.hangup_require2_obj, click_event)
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-- 升级检测
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local function update_view()
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self:UpdateHangupCountAndCost()
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self:UpdateExpStorge()
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end
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self.on_level_up_id = self.main_role:Bind(EventName.CHANGE_LEVEL, update_view)
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self:BindEvent(self.model, ExpDunModel.UPDATE_QUICKHANGUP_DATA, update_view)
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local function on_receive_reward(vo)
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self.is_full = false
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self.receive_type = vo.reward_arg
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self:UpdateBtnFlag(true)
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end
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self:BindEvent(self.model, ExpDunModel.UPDATE_HANGUP_VIEW, on_receive_reward)
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local function update_quick_hangup_red(type)
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if not type or type == ExpDunModel.Red_Type.QuickHangUp then
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self:UpdateQuickHangupRed()
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end
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end
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self:BindEvent(self.model, ExpDunModel.UPDATE_EXP_RED_BY_REDTYPE, update_quick_hangup_red)
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local function update_exp()
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-- 这个经验会分多段发过来,这边做一个延时
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local function delay_method( )
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self:UpdateRoleLvAndExp()
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end
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if self.update_exp_id then
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GlobalTimerQuest:CancelQuest(self.update_exp_id)
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self.update_exp_id = nil
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end
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self.update_exp_id = setTimeout(delay_method, 0.5)
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end
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self:BindEvent(self.model, ExpDunModel.SHOW_QUICK_HANGUP_ACTION, update_exp)
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local function updata_buff_state(id)
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if id == KfActivityModel.TabID.MaterialSubmit and self.is_loaded then
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self:UpdateQuickHangupRed()
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end
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end
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self:BindEvent(KfActivityModel:getInstance(), KfActivityModel.ANS_UPDATE_VIEW, updata_buff_state)
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end
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function ExpQuickHangUpView:UpdateView()
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self:UpdateBasicData()
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self:UpdateRoleLvAndExp(true)
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self:UpdateQuickHangupRed()
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self:UpdateHangupCountAndCost()
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self:UpdateExpStorge()
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end
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-- 加载基础数据
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function ExpQuickHangUpView:UpdateBasicData( )
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-- 加载期望获得道具
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local reward_list = self.model:GetExpDunExpectDropCfg()
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--如果有BOSS掉落活动 这里要添加展示奖励
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local act_award_list = OperateActivityModel:getInstance():GetBossActDropAward()
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local limit_time_item_len = #reward_list
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if #act_award_list>0 then
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for i,v in ipairs(act_award_list) do
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reward_list[#reward_list + 1] = v[2]
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end
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end
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self.reward_item_creator = self.reward_item_creator or self:AddUIComponent(UI.ItemListCreator)
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local info = {
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data_list = reward_list,
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item_con = self.award_con,
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scroll_view = self.award_con,
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obj_pool_type = UIObjPool.UIType.AwardItem,
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item_width = 62,
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space_x = 7,
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create_frequency = 0.01,
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alignment = UnityEngine.TextAnchor.UpperLeft,
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on_update_item = function(item, i, v)
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item:SetData(v, 1)
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item:SetItemSize(62, 62)
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if i > limit_time_item_len then--需要显示限时
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item:SetNumLimitVisible(true,6)
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else
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item:SetNumLimitVisible(false)
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end
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end,
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}
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self.reward_item_creator:UpdateItems(info)
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end
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function ExpQuickHangUpView:UpdateHangupCountAndCost()
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-- 加载快速挂机次数
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local max_count, use_count = self.model:GetHangUpTimeCount()
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local left_count = max_count - use_count + self.buff_have_time
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self.use_num_tmp.text = string.format("<size=%s%%><color=%s>%s</color>%s次</size>",self.buff_have_time>0 and 80 or 100 ,left_count > 0 and ColorUtil.GREEN_DARK or ColorUtil.RED_DARK, left_count, self.buff_have_time>0 and HtmlColorTxt("(+1)", ColorUtil.YELLOW_DARK) or "")
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-- 加载当前等级的配置
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local hangup_exp_cfg = self.model:GetBuyExpBasicExpCfg()
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local base_exp = 0
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if hangup_exp_cfg then
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base_exp = hangup_exp_cfg.base_exp
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end
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-- 加载描述文本
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-- local sup_vip_times_cfg = self.model:GetExpDunConfig("sup_vip_times")
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-- local sup_vip_times = sup_vip_times_cfg.value or 0
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-- self.vip_tips_tmp.text = string.format("激活贵族可多领取%s次", sup_vip_times)
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-- 加载按钮倍数
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self:UpdateBtnsTimes()
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-- 加载花费
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local mult_cost_cfg = self.model:GetExpDunConfig("multi_exp_cost")
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local jin = self.main_role.jin
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-- 缓存类型1的购买花费
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self.type1_cost = mult_cost_cfg and mult_cost_cfg.value or 0
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self.hangup_require1_tmp.text = string.format(" <color=%s>%s</color>",
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self.type1_cost <= jin and "#FDFFC2" or ColorUtil.RED_DARK, self.type1_cost)
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self.hangup_require2_tmp.text = "<u>贵族免费</u>"
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self.hangup_require3_tmp.text = "免费"
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self.receive_btn3_imgex.gray = self.main_role.sup_vip_type ~= 0 or self.force_gray
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SetTMPSharedMaterial(self.receive_btn3_lb_tmp,
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(self.main_role.sup_vip_type ~= 0 or self.force_gray)
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and ShaderTools.TMPSharedMaterialType.FZZZOutlineDarkGrayBtn
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or ShaderTools.TMPSharedMaterialType.FZZZOutlineDarkBlueBtn)
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end
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function ExpQuickHangUpView:UpdateBtnsTimes( )
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local exp_mult_cfg = self.model:GetExpDunConfig("exp_multiple_time")
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if exp_mult_cfg then
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local cfgs = stringtotable(exp_mult_cfg.value)
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for k = 1, 3 do
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self["receive_btn"..k.."_lb_tmp"].text = string.format("%s倍提取", cfgs[k][1])
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-- 缓存类型1的提升倍数
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if k == 1 then
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self.type1_times = cfgs[k][1]
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end
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end
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end
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end
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-- 更新快速挂机累计表现
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function ExpQuickHangUpView:UpdateExpStorge( )
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self:ClearExpStorgeTimer()
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local condition = Config.Modulesub["610@15"].open_lv
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local lv = RoleManager.Instance.mainRoleInfo.level
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if condition > lv then -- 未达到开放等级,默认0进度
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self.exp_storge_tmp.text = string.format("%s级开放超级加速", condition)
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else
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local last_time = self.model:GetQuickHangUpReceiveTime()
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local max_time, use_time = self.model:GetHangUpTimeCount()
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local left_time -- 距离下次刷新的时间
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if last_time ~= 0 and use_time < max_time then
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-- 加载当前等级的配置
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local hangup_exp_cfg = self.model:GetBuyExpBasicExpCfg()
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if not hangup_exp_cfg then
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self:ClearExpStorgeTimer()
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return
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end
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local end_time = last_time + hangup_exp_cfg.time -- 下次刷新的时间戳
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local function quick_hangup_timer()
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left_time = end_time - TimeUtil:getServerTime()
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if left_time < 0 then
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self.exp_storge_tmp.text = string.format("当前存储经验:<color=#ffffff>%s</color>/%s<color=%s>(已满)</color>",
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WordManager:ConvertNum(hangup_exp_cfg.base_exp),
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WordManager:ConvertNum(hangup_exp_cfg.base_exp),
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ColorUtil.GREEN_DARK)
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self:ClearExpStorgeTimer()
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self:UpdateBtnsTimes()
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self:UpdateBtnFlag()
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else
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self.exp_storge_tmp.text = string.format("当前存储经验:<color=#ffffff>%s</color>/%s",
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WordManager:ConvertNum(math.ceil(hangup_exp_cfg.base_exp * (hangup_exp_cfg.time - left_time) / hangup_exp_cfg.time)),
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WordManager:ConvertNum(hangup_exp_cfg.base_exp))
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for k = 1, 3 do
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local time_str = TimeUtil:timeConvert2(left_time, "mm:ss")
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self["receive_btn"..k.."_lb_tmp"].text = time_str
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end
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end
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end
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self.exp_storge_timer = GlobalTimerQuest:AddPeriodQuest(quick_hangup_timer, 0.5, -1)
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quick_hangup_timer()
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self:UpdateBtnFlag(left_time > 0)
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else
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self.exp_storge_tmp.text = string.format("当前存储经验:今日次数已用完")
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end
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end
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end
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function ExpQuickHangUpView:ClearExpStorgeTimer( )
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if self.exp_storge_timer then
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GlobalTimerQuest:CancelQuest(self.exp_storge_timer)
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self.exp_storge_timer = nil
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end
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end
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function ExpQuickHangUpView:OnReceiveBtnClick( btn_index )
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local function ok_callback()
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self.dun_model:Fire(BaseDungeonModel.REQUEST_CCMD_EVENT, 61050, 2, btn_index)
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end
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-- 按钮索引3对应配置第一条购买配置,也就是要花钱的那条
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if btn_index == 3 and self.model:GetQuickHangupTypeOneFlag() and self.buff_have_time == 0 then
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local priceText = string.format("<color=%s>%s</color> 彩钻获取%s倍收益?", ColorUtil.YELLOW_DARK, self.type1_cost, self.type1_times)
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local data = {
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insufficientText = "",
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price = self.type1_cost,
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priceText = priceText,
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titleText = "提示",
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ok_callback = ok_callback,
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no_need_toggle = false,
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toggle_function = function()
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self.model:UncheckQuickHangupTypeOne()
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end,
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}
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GlobalEventSystem:Fire(EventName.OPEN_COM_TOGGLE_TIP_VIEW, data)
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else
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if btn_index == 1 and self.main_role.sup_vip_type ~= 0 then -- 免费档位贵族不给买
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Message.show("贵族玩家可领取1.5倍加速", "fault")
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return
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else
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ok_callback()
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end
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end
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end
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-- 修改所有领取按钮的状态 gray:灰化 btn_index:根据协议返回的类型控制按钮状态
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function ExpQuickHangUpView:UpdateBtnFlag( gray )
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local max_time, use_time = self.model:GetHangUpTimeCount()
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-- 这里还需要判断一下剩余次数够不够,不够了全部置灰
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self.force_gray = gray
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gray = gray or use_time >= max_time
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self.receive_btn1_imgex.gray = gray
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self.receive_btn2_imgex.gray = gray
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self.receive_btn3_imgex.gray = gray
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SetTMPSharedMaterial(self.receive_btn1_lb_tmp, gray and ShaderTools.TMPSharedMaterialType.FZZZOutlineDarkGrayBtn
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or ShaderTools.TMPSharedMaterialType.FZZZOutlineDarkOrangeBtn)
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SetTMPSharedMaterial(self.receive_btn2_lb_tmp, gray and ShaderTools.TMPSharedMaterialType.FZZZOutlineDarkGrayBtn
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or ShaderTools.TMPSharedMaterialType.FZZZOutlineDarkOrangeBtn)
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SetTMPSharedMaterial(self.receive_btn3_lb_tmp, gray and ShaderTools.TMPSharedMaterialType.FZZZOutlineDarkGrayBtn
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or ShaderTools.TMPSharedMaterialType.FZZZOutlineDarkBlueBtn)
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end
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-- 更新快速挂机红点
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function ExpQuickHangUpView:UpdateQuickHangupRed( )
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-- local bool = self.model:GetExpRedByRedType(ExpDunModel.Red_Type.QuickHangUp)
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local buff_kind = OperateActivityModel.MaterialSubmitBuffKind.ADVENTURE_EXP --玩家放置冒险获得1次免费2倍速BUFF
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local buff_cfg,buff_info = OperateActivityModel:getInstance():GetMaterialBuffInfoByKind(buff_kind)
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local buff_str = ""
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local have_time = 0
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-- buff_cfg = {discount = 80,data = 1}
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-- buff_info = {etime = TimeUtil:getServerTime( )+300,used = {{kdata = 1,vdata=0}}}
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if buff_cfg and buff_info then
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local sec = buff_info.etime - TimeUtil:getServerTime( )
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if sec > 0 then
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have_time = 1
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for k,v in pairs(buff_info.used) do
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if v.kdata == 1 and v.vdata == 1 then--buff有一次免费二倍
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have_time = 0
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break
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end
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end
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local buff_name = Config.Unitebuffkind[buff_kind] and Config.Unitebuffkind[buff_kind].name or ""
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if have_time >= 1 then
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buff_str = string.format("%s生效期间可免费获取%s次",buff_name,buff_cfg.data)
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end
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self:ActBuffTimeLate(sec)
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end
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end
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self.buffText_tmp.text = buff_str
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self.buff_have_time = have_time
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-- 2021年3月16日修改 不再在内层显示红点,全部false
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self.receive_btn_red1_obj:SetActive(have_time >= 1 and self.model:GetExpRedByRedType(ExpDunModel.Red_Type.QuickHangUp))
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-- self.receive_btn_red1_obj:SetActive((bool and self.main_role.jin >= self.type1_cost) or have_time >= 1)
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self.hangup_require1_obj:SetActive(have_time == 0)
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self.money_icon1_obj:SetActive(have_time == 0)
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-- -- vip关联的要检测以下是否是灰化了按钮,灰化情况下不出红点
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-- self.receive_btn_red2_obj:SetActive(bool and self.main_role.sup_vip_type ~= 0 )
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-- self.receive_btn_red3_obj:SetActive(bool and self.main_role.sup_vip_type == 0 )
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-- if bool then -- 红点都刷新了,那就顺便刷一下按钮
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-- self:UpdateBtnFlag()
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-- end
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end
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-- 更新玩家的经验和等级
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function ExpQuickHangUpView:UpdateRoleLvAndExp(force)
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if force or Status.NowTime - self.last_update_time > 1 then
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local add_lv = self.main_role.level - self.cur_lv
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local cur_exp = self.main_role.exp
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local cur_percentage = self.cur_exp / Config_Exp[self.cur_lv].exp
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local target_percentage = 0
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local function get_percentage(lv)
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if lv <= 0 then
|
|
-- 不满一级,则补上最后的百分比
|
|
local last_percentage = self.main_role.exp / Config_Exp[self.main_role.level].exp
|
|
target_percentage = target_percentage + last_percentage
|
|
else
|
|
-- 获得经验的等级超过1级,则图片的填充百分比按整数增加
|
|
target_percentage = target_percentage < 1 and 1 or (target_percentage + 1)
|
|
lv = lv - 1
|
|
get_percentage(lv)
|
|
end
|
|
end
|
|
-- 递归获得提升n级增长的百分比
|
|
get_percentage(add_lv)
|
|
local add_percentage = target_percentage - cur_percentage
|
|
if add_percentage > 0 then
|
|
cc.ActionManager:getInstance():removeAllActionsFromTarget(self.exp_fill)
|
|
local function action_percentage_func(percent)
|
|
percent = percent - 1.0
|
|
local real_pec = percent * percent * percent * percent * percent + 1
|
|
local _, final_percentage = math.modf(cur_percentage + add_percentage * real_pec);
|
|
self.exp_fill_img.fillAmount = final_percentage
|
|
end
|
|
local action_percentage = cc.CustomUpdate.New(1, action_percentage_func)
|
|
cc.ActionManager:getInstance():addAction(action_percentage, self.exp_fill)
|
|
end
|
|
self.exp_fill_img.fillAmount = cur_percentage
|
|
self.cur_lv = self.main_role.level
|
|
self.cur_exp = self.main_role.exp
|
|
self.level_tmp.text = string.format("Lv.%s", self.cur_lv)
|
|
self.exp_progress_tmp.text = string.format("%s/%s", WordManager:ConvertNum(self.cur_exp), WordManager:ConvertNum(Config_Exp[self.cur_lv].exp))
|
|
self.last_update_time = Status.NowTime
|
|
end
|
|
end
|
|
|
|
function ExpQuickHangUpView:DestroySuccess( )
|
|
if self.act_buff_timer_id then
|
|
GlobalTimerQuest:CancelQuest(self.act_buff_timer_id)
|
|
self.act_buff_timer_id = nil
|
|
end
|
|
|
|
if self.on_level_up_id then
|
|
self.main_role:UnBind(self.on_level_up_id)
|
|
self.on_level_up_id = nil
|
|
end
|
|
if self.update_exp_id then
|
|
GlobalTimerQuest:CancelQuest(self.update_exp_id)
|
|
self.update_exp_id = nil
|
|
end
|
|
if self.tabWindowComponent then
|
|
self.tabWindowComponent:DeleteMe()
|
|
self.tabWindowComponent = nil
|
|
end
|
|
|
|
self:ClearExpStorgeTimer()
|
|
cc.ActionManager:getInstance():removeAllActionsFromTarget(self.exp_fill)
|
|
end
|
|
|
|
--活动BUFF时间倒计时
|
|
function ExpQuickHangUpView:ActBuffTimeLate( sec )
|
|
if self.is_loaded then
|
|
if self.act_sec == sec then
|
|
return
|
|
else
|
|
self.act_sec = sec
|
|
end
|
|
if self.act_buff_timer_id then
|
|
GlobalTimerQuest:CancelQuest(self.act_buff_timer_id)
|
|
self.act_buff_timer_id = nil
|
|
end
|
|
local sec = sec or 0
|
|
if sec > 0 then
|
|
local function onTimer()
|
|
sec = sec - 1
|
|
if sec > 0 then
|
|
|
|
else
|
|
if self.act_buff_timer_id then
|
|
GlobalTimerQuest:CancelQuest(self.act_buff_timer_id)
|
|
self.act_buff_timer_id = nil
|
|
end
|
|
self:UpdateQuickHangupRed()
|
|
end
|
|
end
|
|
if not self.act_buff_timer_id then
|
|
self.act_buff_timer_id = GlobalTimerQuest:AddPeriodQuest(onTimer, 1, -1)
|
|
end
|
|
onTimer()
|
|
else
|
|
self:UpdateQuickHangupRed()
|
|
end
|
|
end
|
|
end
|