miduo_client/Assets/ManagedResources/~Lua/Modules/linglongbaojing/LingLongBaoJingPanel.lua

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local LingLongBaoJingPanel = {}
local data = {}
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---转盘旋转类型
local TableTurnType={
Normal=1,--默认旋转
Expedite=2,--加快旋转
}
local curTurnPos=1 --当前位置
local sortingOrder = 0
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function LingLongBaoJingPanel:New(gameObject)
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local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
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setmetatable(b, { __index = LingLongBaoJingPanel })
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return b
end
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local a,b,c,d
local configs
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---初始化组件(用于子类重写)
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function LingLongBaoJingPanel:InitComponent(gameObject)
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self.spLoader = SpriteLoader.New()
self.luckyTurnPanel = Util.GetGameObject(self.gameObject,"Panel")
self.mask = Util.GetGameObject(self.luckyTurnPanel,"Mask")
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self.time = Util.GetGameObject(self.luckyTurnPanel,"time"):GetComponent("Text")
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self.firstLayer = Util.GetGameObject(self.luckyTurnPanel,"firstLayer"):GetComponent("Canvas")
self.secondLayer = Util.GetGameObject(self.luckyTurnPanel,"turnpanelWai"):GetComponent("Canvas")
self.thirtyLayer = Util.GetGameObject(self.luckyTurnPanel,"TurnTable"):GetComponent("Canvas")
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self.forthLayer = Util.GetGameObject(self.luckyTurnPanel,"forthLayer"):GetComponent("Canvas")
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self.fx_linglongbaojing_changzhu = Util.GetGameObject(self.firstLayer.transform,"fx_linglongbaojing_changzhu")
self.fx_linglongbaojing_changzhu.gameObject:SetActive(true)
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self.fx_linglongbaojing_long = Util.GetGameObject(self.forthLayer.transform,"fx_linglongbaojing_long")
self.fx_linglongbaojing_long.gameObject:SetActive(false)
self.fx_linglongbaojing_chuxian = Util.GetGameObject(self.forthLayer.transform,"fx_linglongbaojing_chuxian")
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self.fx_linglongbaojing_chuxian.gameObject:SetActive(false)
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self.fx_linglongbaojing_longchuxian = Util.GetGameObject(self.forthLayer.transform,"fx_linglongbaojing_longchuxian")
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self.fx_linglongbaojing_longchuxian.gameObject:SetActive(false)
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---跑马灯位置(物品位置)
self.itemList = {}
for i = 1,2 do
if not self.itemList[i] then
self.itemList[i] = {}
end
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self.itemList[i].go = Util.GetGameObject(self.luckyTurnPanel, "ItemList"..i)
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for j = 1,self.itemList[i].go.transform.childCount do
if not self.itemList[i][j] then
self.itemList[i][j] = {}
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end
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self.itemList[i][j].pos = Util.GetGameObject(self.itemList[i].go, "item"..j)
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self.itemList[i][j].item = Util.GetGameObject(self.itemList[i][j].pos, "pre")
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local effect = nil
effect = Util.GetGameObject(self.itemList[i][j].item, "fx_linglongbaojing_waiquanchufacangzhu")
if not effect then
effect = Util.GetGameObject(self.itemList[i][j].item, "fx_linglongbaojing_chouzhonglongtou")
end
self.itemList[i][j].effect = effect
if self.itemList[i][j].effect then
self.itemList[i][j].effect.gameObject:SetActive(false)
end
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self.itemList[i][j].mask = Util.GetGameObject(self.itemList[i][j].item, "mask")
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self.itemList[i][j].itemPos = Util.GetGameObject(self.itemList[i][j].item, "itemPos")
self.itemList[i][j].get = Util.GetGameObject(self.itemList[i][j].item, "get")
self.itemList[i][j].selectKuang = Util.GetGameObject(self.itemList[i][j].item, "selectKuang")
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self.itemList[i][j].selectKuang.gameObject:SetActive(false)
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self.itemList[i][j].itemView = Util.GetGameObject(self.itemList[i][j].itemPos, "icon"):GetComponent("Image")--道具
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end
end
--拥有道具数量
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self.propBtn = Util.GetGameObject(self.thirtyLayer.transform,"Prop")
self.propImage = Util.GetGameObject(self.propBtn, "PropImage"):GetComponent("Image")--道具
self.propText =Util.GetGameObject(self.propBtn, "PropText"):GetComponent("Text")
self.fx_linglongbaojing_kaiqi = Util.GetGameObject(self.propBtn,"fx_linglongbaojing_kaiqi")
self.fx_linglongbaojing_kaiqi.gameObject:SetActive(false)
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-- 奖励预览
self.btnPreview = Util.GetGameObject(self.gameObject, "button/previewBtn")
self.helpBtn = Util.GetGameObject(self.luckyTurnPanel,"button/helpBtn")
self.helpPosition = Util.GetGameObject(self.luckyTurnPanel,"BG/helpPos"):GetComponent("RectTransform").localPosition
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-- self.slider = Util.GetGameObject(self.luckyTurnPanel,"Slider")
-- self.luckyValueNum = Util.GetGameObject(self.slider, "LuckyValue/LuckyValueNum"):GetComponent("Text")--幸运值
-- self.luckySlider = Util.GetGameObject(self.slider, "LuckySlider"):GetComponent("Slider")
-- self.rewardBoxList={}--奖励盒
-- self.rewardBox=Util.GetGameObject(self.slider,"RewardBox")
-- for i=1,5 do
-- if not self.rewardBoxList[i] then
-- self.rewardBoxList[i] = {}
-- end
-- self.rewardBoxList[i].go=Util.GetGameObject(self.rewardBox,"Item"..i)
-- self.rewardBoxList[i].icon =Util.GetGameObject(self.rewardBoxList[i].go,"icon"):GetComponent("Image")--幸运值
-- self.rewardBoxList[i].value =Util.GetGameObject(self.rewardBoxList[i].go,"Value"):GetComponent("Text")--幸运值
-- self.rewardBoxList[i].redPoint=Util.GetGameObject(self.rewardBoxList[i].go,"redPoint")
-- self.rewardBoxList[i].Num=Util.GetGameObject(self.rewardBoxList[i].go,"Num/Text"):GetComponent("Text")--幸运值
-- end
-- self.itemRewardList = {}
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local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig,117)
local strs = string.split(config.Value,"|")
self.costId = tonumber(strs[1])
strs = string.split(strs[2],"#")
a = tonumber(strs[1])
b = tonumber(strs[2])
c = tonumber(strs[3])
d = tonumber(strs[4])
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end
---绑定事件(用于子类重写)
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function LingLongBaoJingPanel:BindEvent()
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--帮助按钮
Util.AddClick(self.helpBtn,function()
--Log("==YSP==点击帮助按钮")
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.LuckyTurn,self.helpPosition.x,self.helpPosition.y)
end)
Util.AddClick(self.btnPreview, function()
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UIManager.OpenPanel(UIName.RewardPreviewPopup,PRE_REWARD_POOL_TYPE.LINGLONG)
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end)
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Util.AddClick(self.propBtn, function()
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if not self.enough then
PopupTipPanel.ShowTip("道具不足")
return
end
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LingLongBaoJingManager.QiMenDunJiaDrawRequest(self.actId,function(idList,drop)
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if not idList[1] then
PopupTipPanel.ShowTip("转盘奖励出错了")
return
end
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self.fx_linglongbaojing_kaiqi.gameObject:SetActive(true)
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-- local drop = {}
-- drop.itemlist = {}
-- local idList = {1,1}
local x = function(isGetBigReward)
LingLongBaoJingManager.SetDataListState(idList)
local tempData = {}
for i = 1,#idList do
table.insert(tempData,data[idList[i]])
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end
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self:RefreshTreasureTypeState(0,tempData)
UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function()
if isGetBigReward then
if LingLongBaoJingManager.IsAllGet() then
LingLongBaoJingManager.SetDataListState(nil,1)
self:RefreshTreasureTypeState(1)
end
LingLongBaoJingManager.SetDataListState(nil,2)
self:RefreshTreasureTypeState(2)
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self.itemList[1][data[idList[2]].address].selectKuang.gameObject:SetActive(false)
self.itemList[2][data[idList[1]].address].selectKuang.gameObject:SetActive(false)
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else
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self.itemList[2][data[idList[1]].address].selectKuang.gameObject:SetActive(false)
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end
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self:SetPropShow()
self.fx_linglongbaojing_kaiqi.gameObject:SetActive(false)
self.itemList[2][1].effect.gameObject:SetActive(false)
self.fx_linglongbaojing_longchuxian.gameObject:SetActive(false)
for i = 1,#self.itemList[1] do
self.itemList[1][i].effect.gameObject:SetActive(false)
end
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end)
end
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curTurnPos = 1
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self:SetTableTurnEffect(TableTurnType.Expedite,2,data[idList[1]].address,function()
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if idList[2] and idList[2] > 0 then
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--PopupTipPanel.ShowTip("播放一些开门的特效")
self.Btncoroutine = coroutine.start(function()
self.itemList[2][1].effect.gameObject:SetActive(true)
coroutine.wait(0.4)
self.fx_linglongbaojing_longchuxian.gameObject:SetActive(true)
coroutine.wait(1)
self:RefreshTreasureMaskByType(1,false)
for i = 1,#self.itemList[1] do
self.itemList[1][i].effect.gameObject:SetActive(true)
end
coroutine.wait(1)
curTurnPos = 1
self:SetTableTurnEffect(TableTurnType.Expedite,1,data[idList[2]].address,function()
self:RefreshTreasureMaskByType(1,true)
x(true)
end)
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end)
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else
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x(false)
end
end)
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end)
end)
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end
---添加事件监听(用于子类重写)
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function LingLongBaoJingPanel:AddListener()
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end
---移除事件监听(用于子类重写)
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function LingLongBaoJingPanel:RemoveListener()
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end
--界面打开时调用(用于子类重写)
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function LingLongBaoJingPanel:OnOpen(_activityConfig,_index,parent)
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self.actConfig = _activityConfig
self.pageIndex = _index
self.parent = parent
end
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function LingLongBaoJingPanel:OnSortingOrderChange(_sortingOrder)
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self.sortingOrder = _sortingOrder
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self:SetLayer()
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end
-- 打开,重新打开时回调
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function LingLongBaoJingPanel:OnShow(_sortingOrder)
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--self.parent.tabbox.gameObject:SetActive(false)
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self.gameObject:SetActive(true)
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self.sortingOrder = _sortingOrder
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self.actId = self.actConfig.ActId
self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType
if self.actConfig.IfBack == 1 then
if self.actConfig.ActiveType > 0 then
local id = ActivityGiftManager.IsActivityTypeOpen(self.actConfig.ActiveType)
if id and id > 0 then
self.actId = id
local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.ActivityGroups,"PageType",self.actConfig.PageType,"ActiveType",self.actConfig.ActiveType,"ActId",id)
if config then
self.actConfig = config
end
end
end
end
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self.turnEffect = Timer.New()
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self:RefreshTreasureType()
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self:DelayMaskWithTime(0.5)
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self:SetPropShow()
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--self:CreatBox()
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self:SetTime()
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self:SetLayer()
self.fx_linglongbaojing_chuxian.gameObject:SetActive(true)
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Timer.New(function()
self.fx_linglongbaojing_long.gameObject:SetActive(true)
end,0.5):Start()
end
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function LingLongBaoJingPanel:SetLayer()
self.firstLayer.overrideSorting = true
self.firstLayer.sortingOrder = self.sortingOrder
self.secondLayer.overrideSorting = true
self.secondLayer.sortingOrder = self.sortingOrder + 1
self.thirtyLayer.overrideSorting = true
self.thirtyLayer.sortingOrder = self.sortingOrder + 2
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self.forthLayer.overrideSorting = true
self.forthLayer.sortingOrder = self.sortingOrder + 3
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Util.SetParticleSortLayer(self.fx_linglongbaojing_changzhu,self.sortingOrder)
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Util.SetParticleSortLayer(self.fx_linglongbaojing_long,self.sortingOrder + 3)
Util.SetParticleSortLayer(self.fx_linglongbaojing_chuxian,self.sortingOrder + 3)
Util.SetParticleSortLayer(self.fx_linglongbaojing_longchuxian,self.sortingOrder + 3)
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Util.SetParticleSortLayer(self.fx_linglongbaojing_kaiqi,self.sortingOrder + 2)
for i = 1,#self.itemList do
for j = 1,#self.itemList[i] do
if self.itemList[i][j].effect then
Util.SetParticleSortLayer(self.itemList[i][j].effect,self.sortingOrder + i)
end
end
end
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end
function LingLongBaoJingPanel:SetTime()
if self.timer then
self.timer:Stop()
self.timer = nil
end
local time = ActivityGiftManager.GetTaskEndTime(ActivityTypeDef.lingLongBaoJing)
local remainTime = time - GetTimeStamp()
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self.time.text = "活动倒计时:"..TimeToDHMS(remainTime)
self.timer = Timer.New(function()
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remainTime = remainTime - 1
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self.time.text = "活动倒计时:"..TimeToDHMS(remainTime)
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if remainTime <= 0 then
self:ClosePanel()
end
end,1,-1,false)
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self.timer:Start()
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end
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--赋值
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function LingLongBaoJingPanel:RefreshTreasureType()
data = LingLongBaoJingManager.GetRewardList()
for k,v in pairs(data) do
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if v.typeIndex == 2 and v.address == 1 then
else
self.itemList[v.typeIndex][v.address].itemView.sprite = Util.LoadSprite(GetSpriteNameByItemId(v.reward[1]))
end
Util.AddOnceClick(self.itemList[v.typeIndex][v.address].itemPos.gameObject, function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,v.reward[1])
end)
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self:RefreshTreasureTypeState(0,data)
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end
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self:RefreshTreasureMaskByType(1,true)
self:RefreshTreasureMaskByType(2,false)
end
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--刷新状态
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function LingLongBaoJingPanel:RefreshTreasureTypeState(typeIndex,_data)
--只重置_data
local tempData = {}
if typeIndex == 0 then
tempData = _data
--重置typeIndex对应的圈
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else
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data = LingLongBaoJingManager.GetRewardList()
tempData = data
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end
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for k,v in pairs(tempData) do
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if (v.typeIndex == typeIndex) or typeIndex == 0 then
if v.state == 0 then
self.itemList[v.typeIndex][v.address].get.gameObject:SetActive(false)
else
self.itemList[v.typeIndex][v.address].get.gameObject:SetActive(true)
end
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end
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end
end
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--外圈遮罩设置
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function LingLongBaoJingPanel:RefreshTreasureMaskByType(typeIndex,value)
for k,v in pairs(data) do
if v.typeIndex == typeIndex then
self.itemList[v.typeIndex][v.address].mask.gameObject:SetActive(value)
end
end
end
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---界面关闭时调用(用于子类重写)
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function LingLongBaoJingPanel:OnClose()
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--self.parent.tabbox.gameObject:SetActive(true)
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self.fx_linglongbaojing_long.gameObject:SetActive(false)
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self.fx_linglongbaojing_chuxian.gameObject:SetActive(false)
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self.gameObject:SetActive(false)
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if self.thread then
coroutine.stop(self.thread)
self.thread=nil
end
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if self.Btncoroutine then
coroutine.stop(self.Btncoroutine)
self.Btncoroutine=nil
end
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if self.turnEffect then
self.turnEffect:Stop()
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self.turnEffect = nil
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end
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if self.timer then
self.timer:Stop()
self.timer = nil
end
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end
---界面销毁时调用(用于子类重写)
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function LingLongBaoJingPanel:OnDestroy()
self.itemList = {}
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self.spLoader:Destroy()
end
---设置转盘滚动 1旋转类型 2探宝类型 3服务器给的探宝后位置
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function LingLongBaoJingPanel:SetTableTurnEffect(turnType,treasureType,pos,func)
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if turnType==TableTurnType.Normal then --默认旋转
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self:TurnEffectReset(0.5,treasureType)
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self.turnEffect:Start()
elseif turnType==TableTurnType.Expedite then --抽奖旋转 至指定位置
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self:DelayMaskWithBool(true)
self.thread = coroutine.start(function()
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self:TurnEffectReset(0.05,treasureType)
coroutine.wait(2)--2
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self:TurnEffectReset(0.2,treasureType)
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coroutine.wait(0.8)--0.8
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self:TurnEffectReset(0.4,treasureType,true,pos,function()--当效果播放完毕后 从管理器取得数据
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local timer=Timer.New(function()
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self:DelayMaskWithBool(false)
if func then
func()
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end
end,0.5,1,true)
timer:Start()
end)
end)
end
end
---转盘滚动特效重设 1移动速度值越小越快 2是否停止 3停止位置
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function LingLongBaoJingPanel:TurnEffectReset(turnSpeed,treasureType,isStop,pos,func)
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self.turnEffect:Reset(function()
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if curTurnPos > #self.itemList[treasureType] then
curTurnPos = 1
end
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if curTurnPos == 1 then
self.itemList[treasureType][#self.itemList[treasureType]].selectKuang.gameObject:SetActive(false)
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else
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self.itemList[treasureType][curTurnPos - 1].selectKuang.gameObject:SetActive(false)
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end
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self.itemList[treasureType][curTurnPos].selectKuang.gameObject:SetActive(true)
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if isStop then
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if pos == curTurnPos then--如果停到对应位置
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self.turnEffect:Stop()--暂停跑马灯
if func then--回调
func()
end
end
end
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curTurnPos = curTurnPos + 1
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end,turnSpeed,-1,true)
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self.turnEffect:Start()
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end
---设置道具拥有显示 1道具id 2探宝类型
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function LingLongBaoJingPanel:SetPropShow()
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self.propImage.sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(self.costId))
local count = BagManager.GetItemCountById(self.costId)
local singleCount = (a * 1^3 + b * 1^2 + c * 1 ^1 + d * 1^0)
local color
if singleCount <= count then
self.enough = true
color = "FFA000"
else
self.enough = false
color = "FF0000"
end
self.propText.text = string.format("<color=#%s>%s</color>",color,singleCount)
end
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-- function LingLongBaoJingPanel:CreatBox()
-- self:RefreshLuckyValue()
-- end
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-- ---刷新幸运值
-- function LingLongBaoJingPanel:RefreshLuckyValue()
-- configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig,"ActivityId",self.actId)
-- local list = {}
-- for k,v in ipairs(configs) do
-- table.insert(list,v.Values[1][1])
-- end
-- table.sort(list,function(a,b) return a < b end)
-- local pos = self:CalutePos1(self.rewardBox,list)
-- for i = 1,5 do
-- local v3 = self.rewardBoxList[i].go:GetComponent("RectTransform").anchoredPosition3D
-- v3.x = pos[i]
-- self.rewardBoxList[i].go:GetComponent("RectTransform").anchoredPosition3D = v3
-- self.rewardBoxList[i].value.text = configs[i].Values[1][1]
-- self.rewardBoxList[i].redPoint.gameObject:SetActive(false)
-- if i < 5 then
-- self.rewardBoxList[i].Num.text = configs[i].Reward[1][2]
-- self.rewardBoxList[i].icon.sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(configs[i].Reward[1][1]))
-- end
-- end
-- self.luckySlider.minValue = 0
-- self.luckySlider.maxValue = configs[#configs].Values[1][1]
-- end
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-- function LingLongBaoJingPanel:CalutePos1(parent,list)
-- local pos = {}
-- local wi = parent.transform.rect.width
-- for i = 1,#list do
-- local pos1 = wi *(list[i]/list[#list])
-- table.insert(pos,pos1)
-- end
-- return pos
-- end
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---延时遮罩 1按时间
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function LingLongBaoJingPanel:DelayMaskWithTime(delayTime)
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self.mask.gameObject:SetActive(true)
local closeMask=Timer.New(function()
self.mask.gameObject:SetActive(false)
end,delayTime,1,true)
closeMask:Start()
end
---延时遮罩 1按bool
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function LingLongBaoJingPanel:DelayMaskWithBool(b)
self.mask.gameObject:SetActive(b)
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end
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return LingLongBaoJingPanel