默认尺寸
![[Pasted image 20241204091705.png]]
新活动框架
![[Pasted image 20241204100222.png]]
ui管理工具中,对应模块,也是同理
![[Pasted image 20241204100341.png]]
![[Pasted image 20241204103925.png]]
![[Pasted image 20241204110921.png]]
![[Pasted image 20241204111539.png]]
![[Pasted image 20241204111604.png]]
![[Pasted image 20241204111612.png]]
![[Pasted image 20241204111621.png]]
![[Pasted image 20241204111632.png]]
![[Pasted image 20241204111645.png]]
![[Pasted image 20241204111652.png]]
![[Pasted image 20241204111706.png]]
![[Pasted image 20241204111715.png]]
![[Pasted image 20241204111724.png]]
![[Pasted image 20241204111734.png]]
![[Pasted image 20241204113426.png]]
![[img_v3_02h7_4bb910eb-bf3a-4b70-b9b6-cd4dd0abed3h.jpg]]
活动预制体 属性参考
![[Pasted image 20241204135330.png]]
打开活动界面,入口,如果要测试,修改pQueueId为3即可
![[Pasted image 20241204150436.png]]
如果load了图片,可以先加到容器,统一管理
![[Pasted image 20241204154431.png]]
在销毁的时候,再统一释放资源
![[Pasted image 20241204154547.png]]
![[Pasted image 20241205104545.png]]
![[img_v3_02h8_d567816a-cf66-4fa3-922a-e48d6fee01fh.jpg]]
大厅图标入口
![[img_v3_02h8_1baf95f5-286f-4a29-84ee-a799f4ac60dh.jpg]]
配表 活动类型的枚举
![[img_v3_02h8_89d72342-656f-4bf9-bf4a-ecac55a2defh.jpg]]
根据奖励表,拿到itemid,从物品表中实例化图标,还有显示出来的数量
![[Pasted image 20241205165944.png]]
所有表的映射,都在这里,这是物品表:
![[Pasted image 20241205164701.png]]
![[Pasted image 20241205164718.png]]
![[Pasted image 20241205195649.png]]
解析 奖励相关字段
![[Pasted image 20241209094559.png]]
奖励配置表,对应的出口,也就是获取奖励后,播放的动画相关
![[Pasted image 20241209094958.png]]
逻辑上,对应的是这里
![[Pasted image 20241209094820.png]]
lua埋点,调用参考,使用接口:
GameTools.EventRecord
![[Pasted image 20241209134249.png]]
lua播放动画 回调
![[Pasted image 20241209145606.png]]
播放动画,对应的回调相关,是使用的协程,使用数组,进行统一管理
![[Pasted image 20241209153244.png]]
![[Pasted image 20241209153309.png]]
可以遍历数组,进行协程的中止处理
![[Pasted image 20241209153336.png]]
在Ondispose资源释放中,调用
![[Pasted image 20241209153545.png]]
刷新红点,逻辑参考
![[Pasted image 20241209164307.png]]
如果要暴露Dotween曲线,参考这个
![[Pasted image 20241209195121.png]]
整理活动配置
![[img_v3_02he_d46fe9bf-eaf6-49f4-9f57-0d7ba75e029h.jpg]]
参考实现
![[Pasted image 20241210140618.png]]
路径需要调整
![[img_v3_02he_c062e1dc-575d-47e2-812e-057ce52da3fh.jpg]]
通用解锁动画
![[Pasted image 20241211104832.png]]
通用获取奖励动画
![[Pasted image 20241211104858.png]]
解锁调用动画,参考
![[Pasted image 20241211111625.png]]
在对应父节点,克隆一个出来
![[Pasted image 20241211111747.png]]
调用 获取奖品,动画特效,也是同理
![[Pasted image 20241211111949.png]]
![[Pasted image 20241211112032.png]]
需要注意的是,挂载特效的节点,先隐藏起来
![[Pasted image 20241211140743.png]]
要挂载一个深度设置脚本,检查一下,层级深度,是否正常显示
![[Pasted image 20241211141033.png]]
展示的时候,再显示即可
![[Pasted image 20241211141129.png]]
倒计时逻辑参考
![[Pasted image 20241211141543.png]]
时钟组件
![[Pasted image 20241211142633.png]]
添加接口
![[Pasted image 20241211142723.png]]
新活动 添加时钟 接口 参考
![[Pasted image 20241213094218.png]]
真实时间的获取,还有和活动剩余事件差值,参考
![[Pasted image 20241213094301.png]]
演示测试
![[20241211-142024.mp4]]
购买成功,贴图:
![[Pasted image 20241211142306.png]]
红点添加接口,参考
![[Pasted image 20241211142758.png]]
红点显示调用,是0和1
![[Pasted image 20241216114821.png]]
在logic类,注册红点监听
![[Pasted image 20241216114935.png]]
红点配置表,参考
![[Pasted image 20241212101511.png]]
3阶自检
![[Pasted image 20241212135208.png]]
打点注意事项:
![[Pasted image 20241212175701.png]]
埋点配置 工具 使用说明:
https://inspire.larksuite.com/wiki/M8kcw7RqGiZhxJkttKMuoSHVsug
![[img_v3_02hg_772a6db3-1521-41e3-b332-5caecbd19dfh.jpg]]
![[Pasted image 20241213094455.png]]
接受到的网络回包消息:
![[img_v3_02hg_591f4dfc-1310-4e63-b119-2f70130a2bbh.jpg]]
UI界面,所处层级
![[Pasted image 20241213135426.png]]
大厅图标位置配置:
![[Pasted image 20241213135635.png]]
大厅图标,触发事件
![[Pasted image 20241213140451.png]]
对应的红点显示处理:
![[Pasted image 20241213140646.png]]