miduo_client/Assets/ManagedResources/~Lua/Modules/DynamicActivity/ActivityDetail.lua

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Lua
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local ActivityDetail= quick_class("ActivityDetail")
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local sortingOrder = 0
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local listUpPre={} --限时召唤
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local rate={}
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local listSoulUpPre={} --魂印
local soulRate={}
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local panelType
local detailText={
[1] = HELP_TYPE.TimeLimitedCall,
[2] = HELP_TYPE.QianKunBox,
}
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function ActivityDetail:ctor(gameObject,type,effect)
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self.gameObject = gameObject
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if effect then
self.effect = effect
end
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panelType = type
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self:InitComponent(gameObject)
self:BindEvent()
self:OnShow()
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end
function ActivityDetail:InitComponent(gameObject)
self.closeBtn=Util.GetGameObject(self.gameObject,"close")
self.itemGrid=Util.GetGameObject(self.gameObject,"panel/itemGrid")
self.LookDetailBtn=Util.GetGameObject(self.gameObject,"panel/Image3/updetail")
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self.content=Util.GetGameObject(self.gameObject,"panel/content/Text"):GetComponent("Text")
self.time=Util.GetGameObject(self.gameObject,"tip"):GetComponent("Text")
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end
function ActivityDetail:BindEvent()
Util.AddClick(self.closeBtn.gameObject,function() self:OnHide() end)
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Util.AddClick(self.LookDetailBtn.gameObject,function() self:LookDetailBtnAction() end)
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end
function ActivityDetail:OnShow()
self.gameObject:SetActive(true)
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local str=ConfigManager.TryGetConfigData(ConfigName.QAConfig,detailText[panelType]).content--内容详情可以复用
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str = string.gsub(str,"{","<color=#D48A07>")
str = string.gsub(str,"}","</color>")
str = string.gsub(str,"|","\n")--换行
self.content.text= str
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local str2
--判断抽取的类型
if panelType == 1 then--限时召唤
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self:ReFreshUpHero()
self:RefreshHeroRate()
str2=ActivityGiftManager.GetTimeStartToEnd(ActivityTypeDef.FindFairy)
elseif panelType==2 then--乾坤包囊
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self:ReFreshUpSoul()
self:RefreshSoulRate()
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str2=ActivityGiftManager.GetTimeStartToEnd(ActivityTypeDef.FindFairy)
end
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self.time.text=Language[12170]..str2
end
--============================乾坤包囊功能======================================
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function ActivityDetail:ReFreshUpSoul()
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self.LookDetailBtn:SetActive(false)
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local UpSoul=RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP)
if(not listSoulUpPre) then
listSoulUpPre={}
end
if(not soulRate) then
soulRate={}
end
for n,m in ipairs(UpSoul) do
if m then
if not listSoulUpPre[n] then
listSoulUpPre[n] = SubUIManager.Open(SubUIConfig.ItemView,self.itemGrid.transform)
end
listSoulUpPre[n]:OnOpen(false, {m.Reward[1], m.Reward[2]}, 1.1, true)
local weight = self:ReculateUpSoulRate(m.Reward[1])
local tempName = listSoulUpPre[n].name:GetComponent("Text").text
listSoulUpPre[n].name:GetComponent("Text").text="<color=#EDB64C>"..string.format("%.2f", (weight/100000)*100) .."%</color>"
listSoulUpPre[n].gameObject:SetActive(true)
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table.insert(soulRate,{tag=Language[12223],name=tempName,value=weight})
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end
end
end
--计算所有的比重
function ActivityDetail:ReculateUpSoulRate(id)
local Soul=RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.LOTTERY_SOUL)
for n,m in ipairs(Soul) do
if m and id==m.Reward[1] then
return m.Weight
end
end
return 0
end
function ActivityDetail:RefreshSoulRate()
local list4={}
local list5={}
local list6={}
local list7={}
local soul=RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.LOTTERY_SOUL)
for index, v in ipairs(soul) do
if itemConfig[v.Reward[1]].Quantity==4 and itemConfig[v.Reward[1]].ItemType==13 then
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table.insert(list4,v)--紫色
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elseif itemConfig[v.Reward[1]].Quantity==5 and itemConfig[v.Reward[1]].ItemType==13 then
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table.insert(list5,v)--金色
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elseif itemConfig[v.Reward[1]].Quantity==6 and itemConfig[v.Reward[1]].ItemType==13 then
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table.insert(list6,v)--红色
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else
table.insert(list7,v)--其他
end
end
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table.insert(soulRate,{tag=Language[10193],name=Language[11766]..Language[10193],value=self:ReculateRate(list6)-soulRate[1].value-soulRate[2].value-soulRate[3].value})
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table.insert(soulRate,{tag=Language[10192],name=Language[10192],value=self:ReculateRate(list5)})
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table.insert(soulRate,{tag=Language[10195],name=Language[10195],value=self:ReculateRate(list4)})
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table.insert(soulRate,{tag=Language[11766],name=Language[11766],value=self:ReculateRate(list7)})
for n,m in ipairs(soulRate) do
if m and m.value>0 then
local o=Util.GetGameObject(self.gameObject,"panel/rate/rate/rateprefab"..n)
if not o then
else
o.gameObject:SetActive(true)
Util.GetGameObject(o.gameObject,"star"):GetComponent("Text") .text=m.tag
Util.GetGameObject(o.gameObject,"name"):GetComponent("Text") .text=m.name
Util.GetGameObject(o.gameObject,"rate"):GetComponent("Text") .text=string.format("%.2f",(m.value/100000)*100).."%"
end
end
end
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end
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--============================破阵诛仙功能======================================
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function ActivityDetail:ReFreshUpHero()
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self.LookDetailBtn:SetActive(true)
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local UpHero=RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.TIME_LIMITED_UP)
if(not listUpPre) then
listUpPre={}
end
if(not rate) then
rate={}
end
for n,m in ipairs(UpHero) do
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if m then
if not listUpPre[n] then
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listUpPre[n] = SubUIManager.Open(SubUIConfig.ItemView,self.itemGrid.transform)
end
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listUpPre[n]:OnOpen(false, {m.Reward[1], m.Reward[2]}, 1.1, true)
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local weight = self:ReculateUpHeroRate(m.Reward[1])
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local tempName = listUpPre[n].name:GetComponent("Text").text
listUpPre[n].name:GetComponent("Text").text="<color=#EDB64C>"..string.format("%.2f", (weight/100000)*100) .."%</color>"
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listUpPre[n].gameObject:SetActive(true)
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table.insert(rate,{tag=Language[12171],name=tempName,value=weight})
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end
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end
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end
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function ActivityDetail:ReculateUpHeroRate(id)
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local Hero=RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.TIME_LIMITED)
for n,m in ipairs(Hero) do
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if m and id==m.Reward[1] then
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return m.Weight
end
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end
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return 0
end
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function ActivityDetail:RefreshHeroRate()
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local list3={}
local list4={}
local list5={}
local list2={}
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local hero=RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.TIME_LIMITED)
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for index, v in ipairs(hero) do
if itemConfig[v.Reward[1]].HeroStar[2]==3 then
table.insert(list3,v)
elseif itemConfig[v.Reward[1]].HeroStar[2]==4 then
table.insert(list4,v)
elseif itemConfig[v.Reward[1]].HeroStar[2]==5 then
table.insert(list5,v)
elseif itemConfig[v.Reward[1]].HeroStar[2]==2 then
table.insert(list2,v)
end
end
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table.insert(rate,{tag=Language[12173],name=Language[12174],value=self:ReculateRate(list5)-rate[1].value-rate[2].value-rate[3].value})
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table.insert(rate,{tag=Language[12175],name=Language[12176],value=self:ReculateRate(list4)})
table.insert(rate,{tag=Language[12177],name=Language[12178],value=self:ReculateRate(list3)})
table.insert(rate,{tag=Language[12179],name=Language[12180],value=self:ReculateRate(list2)})
for n,m in ipairs(rate) do
if m and m.value>0 then
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local o=Util.GetGameObject(self.gameObject,"panel/rate/rate/rateprefab"..n)
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if not o then
else
o.gameObject:SetActive(true)
Util.GetGameObject(o.gameObject,"star"):GetComponent("Text") .text=m.tag
Util.GetGameObject(o.gameObject,"name"):GetComponent("Text") .text=m.name
Util.GetGameObject(o.gameObject,"rate"):GetComponent("Text") .text=string.format("%.2f",(m.value/100000)*100).."%"
end
end
end
end
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--通用计算权重功能
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function ActivityDetail:ReculateRate(list)
local weight=0
for index, v in ipairs(list) do
weight=v.Weight+weight
end
return weight
end
function ActivityDetail:LookDetailBtnAction()
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if panelType == 1 then
UIManager.OpenPanel(UIName.HeroPreviewPanel,true,false)
elseif panelType ==2 then
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LogPurple(Language[12224])
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end
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end
function ActivityDetail:OnHide()
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self.gameObject:SetActive(false)
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if self.effect then
self.effect:SetActive(true)
end
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if rate then
for n,m in ipairs(rate) do
if not rate[n] then
local o=Util.GetGameObject(self.gameObject,"panel/rate/rateprefab"..n)
o.gameObject.SetActive(false)
end
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end
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rate={}
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end
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if soulRate then
for n,m in ipairs(soulRate) do
if not soulRate[n] then
local o=Util.GetGameObject(self.gameObject,"panel/rate/rateprefab"..n)
o.gameObject.SetActive(false)
end
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end
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soulRate={}
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end
end
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function ActivityDetail:OnDestroy()
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listUpPre=nil
rate=nil
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listSoulUpPre=nil
soulRate=nil
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end
return ActivityDetail