miduo_client/Assets/ManagedResources/~Lua/Modules/LuckyTurnTable/LuckyTurnTablePanel.lua

874 lines
40 KiB
Lua
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2020-08-25 15:46:38 +08:00
--local LuckyTurnTablePanel= quick_class("LuckyTurnTablePanel")
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--local this = LuckyTurnTablePanel
--function LuckyTurnTablePanel:ctor(mainPanel, gameObject)
-- self.mainPanel = mainPanel
-- self.gameObject = gameObject
-- self:InitComponent(gameObject)
-- self:BindEvent()
--end
require("Base/BasePanel")
LuckyTurnTablePanel = Inherit(BasePanel)
local this = LuckyTurnTablePanel
---背景盘图片切换资源名
local BgName={ "x_xytb_quan_01","x_xytb_quan_03","x_xytb_quan_11","x_xytb_quan_33" }
---奖盒进度圆圈资源名
local RewardName={"x_xytb_dian","x_xytb_dian_02"}
---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
this.thread=nil --协程
this.refreshTimer=nil
this.upView = nil
local maxTimesCount = 0
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---初始化组件(用于子类重写)
function LuckyTurnTablePanel:InitComponent(gameObject)
LuckyTurnTableManager.InitTableData()
LuckyTurnTableManager.GetLuckyTurnRequest()
this.luckyTurnPanel=Util.GetGameObject(self.gameObject,"Panel")
this.upView = SubUIManager.Open(SubUIConfig.UpView, this.luckyTurnPanel.transform, { showType = UpViewOpenType.ShowLeft })
this.mask=Util.GetGameObject(this.luckyTurnPanel,"Mask")
this.helpBtn=Util.GetGameObject(this.luckyTurnPanel,"HelpBtn")
this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition
this.backBtn=Util.GetGameObject(this.luckyTurnPanel,"BackBtn")
--this.activityCountDownText = Util.GetGameObject(this.luckyTurnPanel, "CountDownTimeText"):GetComponent("Text")--活动倒计时
this.luckyTreasureBtn=Util.GetGameObject(this.luckyTurnPanel, "Top/LuckyTreasureBtn")--幸运探宝按钮
this.luckyTreasureSelectBG=Util.GetGameObject(this.luckyTreasureBtn, "SelectBG")
this.luckyTreasureText=Util.GetGameObject(this.luckyTreasureBtn,"Text"):GetComponent("Text")
this.advancedTreasureBtn=Util.GetGameObject(this.luckyTurnPanel, "Top/AdvancedTreasureBtn")--高级探宝按钮
this.advancedTreasureSelectBG=Util.GetGameObject(this.advancedTreasureBtn, "SelectBG")
this.advancedTreasureText=Util.GetGameObject(this.advancedTreasureBtn,"Text"):GetComponent("Text")
this.bg1=Util.GetGameObject(this.luckyTurnPanel, "Content/TurnTableImage/BG/BG1"):GetComponent("Image")
this.bg2=Util.GetGameObject(this.luckyTurnPanel, "Content/TurnTableImage/BG/BG2"):GetComponent("Image")
---跑马灯位置(物品位置)
this.itemList={}
for i = 1,8 do
this.itemList[i]=Util.GetGameObject(this.luckyTurnPanel, "Content/TurnTableImage/ItemList/Item"..i)
end
this.itemEffectIcon={}--跑马灯亮灯
this.itemViewList={}--跑马灯itemviewList
local tab={{14,0},{3,0},{12001,0},{5,0},{4,0},{21,0},{60068,0},{60071,0}}---防白片临时数据
for i = 1, 8 do
this.itemEffectIcon[i]=Util.GetGameObject(this.itemList[i], "Image")
this.itemViewList[i]=SubUIManager.Open(SubUIConfig.ItemView, this.itemList[i].transform)
this.itemViewList[i]:OnOpen(false, {tab[1][1],tab[1][2]},1)
end
--记录
this.recordTextList={}
for i = 1,6 do
this.recordTextList[i]=Util.GetGameObject(this.luckyTurnPanel, "Content/TreasureRecord/RecordTextList/Text"..i):GetComponent("Text")
end
--拥有道具数量
this.propBtn=Util.GetGameObject(this.luckyTurnPanel,"Content/Prop")
this.propImage= Util.GetGameObject(this.luckyTurnPanel, "Content/Prop/PropImage"):GetComponent("Image")--道具
this.propText=Util.GetGameObject(this.luckyTurnPanel, "Content/Prop/PropText"):GetComponent("Text")
this.bottom=Util.GetGameObject(this.luckyTurnPanel,"Bottom")
this.treasureOnceBtn=Util.GetGameObject(this.bottom,"TreasureOnceBtn")
this.treasureOnceText=Util.GetGameObject(this.treasureOnceBtn,"Text"):GetComponent("Text")--探宝次数
this.treasureOnceIcon=Util.GetGameObject(this.treasureOnceBtn,"Icon"):GetComponent("Image")--消耗道具图标
this.treasureOnceNum=Util.GetGameObject(this.treasureOnceBtn,"Num"):GetComponent("Text")--消耗道具数量
this.treasureMultipleBtn=Util.GetGameObject(this.bottom,"TreasureMultipleBtn")
this.treasureMultipleText=Util.GetGameObject(this.treasureMultipleBtn,"Text"):GetComponent("Text")
this.treasureMultipleIcon=Util.GetGameObject(this.treasureMultipleBtn,"Icon"):GetComponent("Image")
this.treasureMultipleNum=Util.GetGameObject(this.treasureMultipleBtn,"Num"):GetComponent("Text")
this.refreshBtn=Util.GetGameObject(this.bottom,"RefreshBtn")
this.freeDetail=Util.GetGameObject(this.refreshBtn,"FreeDetail")
this.detail=Util.GetGameObject(this.refreshBtn,"Detail")
this.costItemImage=Util.GetGameObject(this.detail,"CostItemImage"):GetComponent("Image")
this.costItemNumText=Util.GetGameObject(this.detail,"CostItemNumText"):GetComponent("Text")
this.freeRefreshTime=Util.GetGameObject(this.bottom,"FreeRefreshTime/Text"):GetComponent("Text")
this.slider=Util.GetGameObject(this.luckyTurnPanel,"Slider")
this.luckyValueNum=Util.GetGameObject(this.slider, "LuckyValue/LuckyValueNum"):GetComponent("Text")--幸运值
this.luckySlider = Util.GetGameObject(this.slider, "LuckySlider"):GetComponent("Slider")
this.rewardBoxList={}--奖励盒
this.rewardBox=Util.GetGameObject(this.slider,"RewardBox")
for i=1,5 do
this.rewardBoxList[i]=Util.GetGameObject(this.rewardBox,"Item"..i)
end
this.rewardPanel=Util.GetGameObject(this.slider,"RewardPanel")--幸运值奖励预览面板
this.itemViewParent=Util.GetGameObject(this.rewardPanel,"ItemViewParent")--item父物体
this.rewardPanelMaskBtn=Util.GetGameObject(this.rewardPanel,"Mask")--幸运值奖励预览遮罩按钮
this.rewardItemView=SubUIManager.Open(SubUIConfig.ItemView,this.itemViewParent.transform)
-- 奖励预览
this.btnPreview = Util.GetGameObject(self.gameObject, "Panel/Top/btnPreview")
this.maxTimes = Util.GetGameObject(self.gameObject, "Panel/maxTimes"):GetComponent("Text")
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end
---绑定事件(用于子类重写)
function LuckyTurnTablePanel:BindEvent()
--帮助按钮
Util.AddClick(this.helpBtn,function()
--Log("==YSP==点击帮助按钮")
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.LuckyTurn,this.helpPosition.x,this.helpPosition.y)
end)
--返回按钮
Util.AddClick(this.backBtn,function()
self:ClosePanel()
end)
--幸运探宝按钮
Util.AddClick(this.luckyTreasureBtn, function()
--Log("==YSP==点击幸运探宝按钮")
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
return
end
this.SwitchTreasureType(TreasureType.Lucky)
end)
--高级探宝按钮
Util.AddClick(this.advancedTreasureBtn, function()
--Log("==YSP==点击高级探宝按钮")
if LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
return
end
this.SwitchTreasureType(TreasureType.Advanced)
end)
--幸运值奖励预览遮罩按钮
Util.AddClick(this.rewardPanelMaskBtn, function()
this.rewardPanelMaskBtn.gameObject:SetActive(false)
this.rewardPanel.gameObject:SetActive(false)
end)
Util.AddClick(this.btnPreview, function()
UIManager.OpenPanel(UIName.RewardPreviewPopup, PRE_REWARD_POOL_TYPE.LUCK_FIND)
end)
end
---添加事件监听(用于子类重写)
function LuckyTurnTablePanel:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Activity.OnLuckyTableWorldMessage, this.ShowRecordMessage)
Game.GlobalEvent:AddEvent(GameEvent.Activity.OnLuckyTableZeroRefresh, this.OnShowPanelData)
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end
---移除事件监听(用于子类重写)
function LuckyTurnTablePanel:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnLuckyTableWorldMessage, this.ShowRecordMessage)
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnLuckyTableZeroRefresh, this.OnShowPanelData)
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end
---界面打开时调用(用于子类重写)
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function LuckyTurnTablePanel:OnOpen(_TreasureType)
LuckyTurnTableManager.curTreasureType = _TreasureType and _TreasureType or TreasureType.Lucky
maxTimesCount =tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,53).Value)
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end
---界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function LuckyTurnTablePanel:OnShow()
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if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then--防止当前为高级探宝时 按下探宝后跳转到幸运探宝
this.LuckyTurnOnShow(TreasureType.Lucky)
elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
this.LuckyTurnOnShow(TreasureType.Advanced)
end
end
function this.OnShowPanelData()
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then--防止当前为高级探宝时 按下探宝后跳转到幸运探宝
this.LuckyTurnOnShow(TreasureType.Lucky)
elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
this.LuckyTurnOnShow(TreasureType.Advanced)
end
end
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local sortingOrder = 0
---重设层级
function LuckyTurnTablePanel:OnSortingOrderChange()
sortingOrder =self.sortingOrder
for i, v in pairs(this.itemViewList) do
v:SetEffectLayer(sortingOrder)
end
end
---界面关闭时调用(用于子类重写)
function LuckyTurnTablePanel:OnClose()
--Log("==YSP== 关闭幸运转盘")
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
this.rewardPanel.gameObject:SetActive(false)
if this.thread then
coroutine.stop(this.thread)
this.thread=nil
end
if this.turnEffect then
this.turnEffect:Stop()
this.turnEffect=nil
end
if this.refreshTimer then
this.refreshTimer:Stop()
this.refreshTimer=nil
end
if this.timer then
this.timer:Stop()
this.timer = nil
end
if LuckyTurnTableManager._CountDownTimer then
LuckyTurnTableManager._CountDownTimer:Stop()
LuckyTurnTableManager._CountDownTimer=nil
end
LuckyTurnTableManager.ClearSaveData()
end
---界面销毁时调用(用于子类重写)
function LuckyTurnTablePanel:OnDestroy()
this.itemViewList=nil
this.rewardItemView=nil
SubUIManager.Close(this.upView)
end
---打开面板
function this.LuckyTurnOnShow(treasureType)
if not this.turnEffect then
this.turnEffect=Timer.New(nil,1,-1,true)
end
if not this.refreshTimer then
this.refreshTimer=Timer.New(nil,1,-1,true)
end
--初始化幸运探宝
this.SwitchTreasureType(treasureType)
this.SetTableTurnEffect(TableTurnType.Normal)
end
---切换探宝类型
function this.SwitchTreasureType(treasureType)
this.ClearDefault()
if treasureType==TreasureType.Lucky then
LuckyTurnTableManager.curTreasureType=treasureType
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this.maxTimes.text =string.format(Language[11156],LuckyTurnTableManager.luckyTimes,maxTimesCount)
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this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.LuckyTreasure })
this.bg1.sprite=Util.LoadSprite(BgName[1])
this.bg2.sprite=Util.LoadSprite(BgName[2])
--显示免费刷新状态
this.RefreshBtnCountDown()
--设置顶部按钮
this.luckyTreasureSelectBG:SetActive(true)
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this.luckyTreasureText.text=Language[11157]
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--请求跑马灯物品数据
LuckyTurnTableManager.GetLuckyTurnRequest(function(msg)
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this.SetItemViewShow(msg.posInfos,function()
this.SetItemViewGray(LuckyTurnTableManager.luckyData)
end)
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end)
--立即刷新一次转盘记录
if (LuckyTurnTableManager.isCanGetWorldMessage) then
LuckyTurnTableManager.TimeUpdate()
end
--启动定时刷新转盘记录
LuckyTurnTableManager.StartLuckyTurnRecordDataUpdate()
--设置需要材料显示
this.SetPropShow(60,treasureType)
--探宝按钮显示
local oneData,moreData,icon=LuckyTurnTableManager.GetTreasureBtnInfo(treasureType)
this.SetTreasureBtnShow(oneData,moreData,icon)
--探宝泉预览
Util.AddOnceClick(this.propBtn,function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,60)
end)
--探宝1次按钮
Util.AddOnceClick(this.treasureOnceBtn, function()
if LuckyTurnTableManager.GetTreasureTicketNum(treasureType)-oneData[2]>=0
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and LuckyTurnTableManager.luckyTimes + 1 <= maxTimesCount then
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LuckyTurnTableManager.GetLuckyTurnRankRequest(TreasureType.Lucky,false,function()
--Log("==YSP== 幸运探宝返回的是什么"..tostring(LuckyTurnTableManager.luckyTempData.posInfos))
this.SetTableTurnEffect(TableTurnType.Expedite,TreasureType.Lucky,LuckyTurnTableManager.luckyTempData.posInfos[1].pos)
this.SetPropShow(60,TreasureType.Lucky)--更新消耗道具显示
this.RrFreshInfo()
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LuckyTurnTableManager.SetTimes(LuckyTurnTableManager.luckyTimes + 1)
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this.maxTimes.text =string.format(Language[11156],LuckyTurnTableManager.luckyTimes,maxTimesCount)
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end)
else
--PopupTipPanel.ShowTip("幸运探宝券不足!")
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if LuckyTurnTableManager.luckyTimes + 1 > maxTimesCount then
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PopupTipPanel.ShowTip(Language[11158])
return
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,60,nil)
end
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end
end)
--探宝10次按钮
Util.AddOnceClick(this.treasureMultipleBtn, function()
if LuckyTurnTableManager.GetTreasureTicketNum(treasureType)-moreData[2]>=0
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and LuckyTurnTableManager.luckyTimes + 15 <= maxTimesCount then
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LuckyTurnTableManager.GetLuckyTurnRankRequest(TreasureType.Lucky,true,function()
--Log("==YSP== 幸运探宝返回的是什么"..tostring(LuckyTurnTableManager.luckyTempData))
this.SetTableTurnEffect(TableTurnType.Expedite,TreasureType.Lucky,LuckyTurnTableManager.luckyTempData.posInfos[1].pos)
this.SetPropShow(60,TreasureType.Lucky)--更新消耗道具显示
this.RrFreshInfo()
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LuckyTurnTableManager.SetTimes(LuckyTurnTableManager.luckyTimes + 15)
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this.maxTimes.text =string.format(Language[11156],LuckyTurnTableManager.luckyTimes,maxTimesCount)
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end)
else
--PopupTipPanel.ShowTip("幸运探宝券不足!")
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if LuckyTurnTableManager.luckyTimes + 15 > maxTimesCount then
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PopupTipPanel.ShowTip(Language[11158])
return
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,60,nil)
end
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end
end)
--刷新按钮
Util.AddOnceClick(this.refreshBtn, function()
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LogBlue(tostring(BagManager.GetItemCountById(62)))
if BagManager.GetItemCountById(62)>0 then--如果是免费刷新
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this.PlayItemListAnim()
LuckyTurnTableManager.GetLuckyTurnRefreshRequest(TreasureType.Lucky,true,function()
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this.SetItemViewShow(LuckyTurnTableManager.luckyData,function()
this.SetItemViewGray(LuckyTurnTableManager.luckyData)
end)
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this.RefreshBtnCountDown()
end)
else
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LogBlue(tostring(LuckyTurnTableManager.GetRefreshItemNum()-LuckyTurnTableManager.dialRewardSettingConfig[1].Cost[2][4]))
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if LuckyTurnTableManager.GetRefreshItemNum()-LuckyTurnTableManager.dialRewardSettingConfig[1].Cost[2][4]>=0 then--如果材料够
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this.PlayItemListAnim()
LuckyTurnTableManager.GetLuckyTurnRefreshRequest(TreasureType.Lucky,false,function()
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this.SetItemViewShow(LuckyTurnTableManager.luckyData,function()
this.SetItemViewGray(LuckyTurnTableManager.luckyData)
end)
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this.RefreshBtnCountDown()
end)
else
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PopupTipPanel.ShowTip(Language[10497])
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--UIManager.OpenPanel(UIName.ShopExchangePopup, SHOP_TYPE.FUNCTION_SHOP, 10013, "兑换妖晶")
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end
end
end)
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
this.RrFreshInfo()
elseif treasureType==TreasureType.Advanced then
LuckyTurnTableManager.curTreasureType=treasureType
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this.maxTimes.text =string.format(Language[11156],LuckyTurnTableManager.advanceTimes,maxTimesCount)
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this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.AdvancedTreasure })
this.bg1.sprite=Util.LoadSprite(BgName[3])
this.bg2.sprite=Util.LoadSprite(BgName[4])
this.RefreshBtnCountDown()
--设置顶部按钮
this.advancedTreasureSelectBG:SetActive(true)
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this.advancedTreasureText.text=Language[11159]
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--请求跑马灯物品数据
LuckyTurnTableManager.GetLuckyTurnRequest(function(msg)
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this.SetItemViewShow(msg.posInfosAdvance,function()
this.SetItemViewGray(LuckyTurnTableManager.advancedData)
end)
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end)
--立即刷新一次转盘记录
if (LuckyTurnTableManager.isCanGetWorldMessage) then
LuckyTurnTableManager.TimeUpdate()
end
--启动定时刷新转盘记录
LuckyTurnTableManager.StartLuckyTurnRecordDataUpdate(treasureType)
--设置需要材料显示
this.SetPropShow(61,treasureType)
--探宝按钮显示
local oneData,moreData,icon=LuckyTurnTableManager.GetTreasureBtnInfo(treasureType)
this.SetTreasureBtnShow(oneData,moreData,icon)
--探宝泉预览
Util.AddOnceClick(this.propBtn,function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,61)
end)
--探宝1次按钮
Util.AddOnceClick(this.treasureOnceBtn, function()
if LuckyTurnTableManager.GetTreasureTicketNum(treasureType)-oneData[2]>=0
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and LuckyTurnTableManager.advanceTimes + 1 <= maxTimesCount then
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LuckyTurnTableManager.GetLuckyTurnRankRequest(TreasureType.Advanced,false,function()
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LuckyTurnTableManager.SetTimes(nil,LuckyTurnTableManager.advanceTimes + 1)
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this.maxTimes.text =string.format(Language[11156],LuckyTurnTableManager.advanceTimes,maxTimesCount)
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--Log("==YSP== 高级探宝返回的是什么"..tostring(LuckyTurnTableManager.advancedTempData))
this.SetTableTurnEffect(TableTurnType.Expedite,TreasureType.Advanced,LuckyTurnTableManager.advancedTempData.posInfos[1].pos)
this.SetPropShow(61,TreasureType.Advanced)
this.RrFreshInfo()
end)
else
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if not RECHARGEABLE then--(是否开启充值)
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PopupTipPanel.ShowTip(Language[11160])
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else
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if LuckyTurnTableManager.advanceTimes + 1 > maxTimesCount then
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PopupTipPanel.ShowTip(Language[11158])
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return
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,61,nil)
end
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end
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end
end)
--探宝10次按钮
Util.AddOnceClick(this.treasureMultipleBtn, function()
if LuckyTurnTableManager.GetTreasureTicketNum(treasureType)-moreData[2]>=0
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and LuckyTurnTableManager.advanceTimes + 10 <= maxTimesCount then
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LuckyTurnTableManager.GetLuckyTurnRankRequest(TreasureType.Advanced,true,function()
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LuckyTurnTableManager.SetTimes(nil,LuckyTurnTableManager.advanceTimes + 10)
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this.maxTimes.text =string.format(Language[11156],LuckyTurnTableManager.advanceTimes,maxTimesCount)
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--Log("==YSP== 高级探宝返回的是什么"..tostring(LuckyTurnTableManager.advancedTempData))
this.SetTableTurnEffect(TableTurnType.Expedite,TreasureType.Advanced,LuckyTurnTableManager.advancedTempData.posInfos[1].pos)
this.SetPropShow(61,TreasureType.Advanced)
this.RrFreshInfo()
end)
else
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if not RECHARGEABLE then--(是否开启充值)
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PopupTipPanel.ShowTip(Language[11160])
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else
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if LuckyTurnTableManager.advanceTimes + 10 > maxTimesCount then
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PopupTipPanel.ShowTip(Language[11158])
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return
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,61,nil)
end
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end
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end
end)
--刷新按钮
Util.AddOnceClick(this.refreshBtn, function()
LogBlue("高级刷新券 "..BagManager.GetItemCountById(63))
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if BagManager.GetItemCountById(63)>0 then
this.PlayItemListAnim()
LuckyTurnTableManager.GetLuckyTurnRefreshRequest(TreasureType.Advanced,true,function()
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this.SetItemViewShow(LuckyTurnTableManager.advancedData,function()
this.SetItemViewGray(LuckyTurnTableManager.advancedData)
end)
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this.RefreshBtnCountDown()
end)
else
LogBlue("高级刷新券 "..LuckyTurnTableManager.GetRefreshItemNum())
LogBlue("高级刷新券 "..LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4])
LogBlue("高级刷新券 ".. LuckyTurnTableManager.GetRefreshItemNum()-LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4])
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if LuckyTurnTableManager.GetRefreshItemNum()-LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4]>=0 then
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this.PlayItemListAnim()
LuckyTurnTableManager.GetLuckyTurnRefreshRequest(TreasureType.Advanced,false,function()
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this.SetItemViewShow(LuckyTurnTableManager.advancedData,function()
this.SetItemViewGray(LuckyTurnTableManager.advancedData)
end)
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this.RefreshBtnCountDown()
end)
else
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PopupTipPanel.ShowTip(Language[10497])
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end
end
end)
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
this.RrFreshInfo()
end
this.mask.transform:SetAsLastSibling();
this.ShowRecordMessage(LuckyTurnTableManager.curTreasureType)
end
---重置默认
function this.ClearDefault()
this.luckyTreasureSelectBG:SetActive(false)
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this.luckyTreasureText.text=Language[11161]
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this.advancedTreasureSelectBG:SetActive(false)
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this.advancedTreasureText.text=Language[11162]
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--清除红点
Util.GetGameObject(this.luckyTreasureBtn,"redPoint"):SetActive(false)
Util.GetGameObject(this.advancedTreasureBtn,"redPoint"):SetActive(false)
for i = 1, 5 do
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(false)
end
for i = 1, 6 do
this.recordTextList[i].text = ""
end
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
function this.SetTableTurnEffect(turnType,treasureType,pos)
if turnType==TableTurnType.Normal then --默认旋转
this.TurnEffectReset(0.5)
this.turnEffect:Start()
elseif turnType==TableTurnType.Expedite then --抽奖旋转 至指定位置
this.DelayMaskWithBool(true)
LuckyTurnTableManager.isCanGetWorldMessage=false
this.TurnEffectReset(0.05)
this.turnEffect:Start()
this.thread=coroutine.start(function()
coroutine.wait(1)--2
this.TurnEffectReset(0.2)
coroutine.wait(0.4)--0.8
this.TurnEffectReset(0.4,true,pos,function()--当效果播放完毕后 从管理器取得数据
local timer=Timer.New(function()
this.DelayMaskWithBool(false)
if treasureType==TreasureType.Lucky then
UIManager.OpenPanel(UIName.RewardItemPopup,LuckyTurnTableManager.luckyTempData.drop,1,function()
this.SetTableTurnEffect(TableTurnType.Normal)--恢复转盘旋转
LuckyTurnTableManager.isCanGetWorldMessage=true
end)--打开奖励弹窗
this.SetItemViewGray(LuckyTurnTableManager.luckyData)--刷新物品是否置灰
elseif treasureType==TreasureType.Advanced then
UIManager.OpenPanel(UIName.RewardItemPopup,LuckyTurnTableManager.advancedTempData.drop,1,function()
this.SetTableTurnEffect(TableTurnType.Normal)--恢复转盘旋转
LuckyTurnTableManager.isCanGetWorldMessage=true
end)
this.SetItemViewGray(LuckyTurnTableManager.advancedData)
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
function this.TurnEffectReset(turnSpeed,isStop,pos,func)
this.turnEffect:Reset(function()
if curTurnPos==1 then
this.itemEffectIcon[8]:SetActive(false)
else
this.itemEffectIcon[curTurnPos-1]:SetActive(false)
end
if curTurnPos>=9 then
curTurnPos=1
end
if isStop then
if pos==curTurnPos then--如果停到对应位置
this.turnEffect:Stop()--暂停跑马灯
if func then--回调
func()
end
end
end
this.itemEffectIcon[curTurnPos]:SetActive(true)
curTurnPos=curTurnPos+1
end,turnSpeed,-1,true)
end
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---设置跑马灯物品显示 func确保先生成itemview 再置灰
function this.SetItemViewShow(data,func)
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for i = 1, #this.itemViewList do
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LogPink(data[i].luckId)
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local tab={LuckyTurnTableManager.dialRewardConfig[data[i].luckId].Reward[1],LuckyTurnTableManager.dialRewardConfig[data[i].luckId].Reward[2]}
this.itemViewList[i]:OnOpen(false, {tab[1],tab[2]},1, false, false, false, sortingOrder)
end
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if func then
func()
end
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end
---设置跑马灯物品置灰
function this.SetItemViewGray(data)
for i = 1, #data do
if LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum~=0 then
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Util.SetGray(this.itemViewList[i].gameObject,data[i].luckTimes >=LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum)
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end
if LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum==0 then
Util.SetGray(this.itemViewList[i].gameObject,false)
end
end
end
---跑马灯记录
function this.ShowRecordMessage(type)
if LuckyTurnTableManager.isCanGetWorldMessage then
local messageList = {}
messageList = LuckyTurnTableManager.GetShowDataByType(type)
for i = 1, 6 do
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if messageList[i] then
local messageSingleList = string.split(messageList[i],"|")
this.recordTextList[i].text = string.format(GetLanguageStrById(messageSingleList[1]),string.sub(messageSingleList[2], 2),GetLanguageStrById(string.sub(messageSingleList[3], 2)))
end
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end
end
end
---设置道具拥有显示 1道具id 2探宝类型
function this.SetPropShow(itemId,treasureType)
this.propImage.sprite=SetIcon(itemId)
this.propText.text=LuckyTurnTableManager.GetTreasureTicketNum(treasureType)
end
---探宝按钮显示
function this.SetTreasureBtnShow(oneData,moreData,icon)
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this.treasureOnceText.text=Language[11163]..oneData[1]..Language[10048]
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this.treasureOnceNum.text=oneData[2]
this.treasureOnceIcon.sprite=icon
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this.treasureMultipleText.text=Language[11163]..moreData[1]..Language[10048]
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this.treasureMultipleNum.text=moreData[2]
this.treasureMultipleIcon.sprite=icon
end
--------------------------------免费刷新--------------------------------
---打开、切换活动界面,刷新倒计时
function this.RefreshBtnCountDown()
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
if this.refreshTimer then
this.refreshTimer:Stop()
end
if BagManager.GetItemCountById(62)>0 then
--显示免费刷新
this.SetRefreshBtnShowState(true)
this.freeRefreshTime.text=" "
else
--显示道具刷新
this.SetRefreshBtnShowState(false)
--因转换时间计算精度问题 在有免费刷新 未刷新状态下操作
local time=BagManager.GetNextRefreshTime(62)-GetTimeStamp()
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local intervalTime = LuckyTurnTableManager.GetItemRecoverTime(62)
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if time>intervalTime then
time=intervalTime
end
this.freeRefreshTime.text=TimeToHMS(time)--立即刷新一次
this.refreshTimer:Reset(function()
if time<0 then
time=0
this.refreshTimer:Stop()
this.SetRefreshBtnShowState(true)
NetManager.GetRefreshCountDownRequest({62})
end
time=time-1
this.freeRefreshTime.text=TimeToHMS(time)
end,1,-1,true)
this.refreshTimer:Start()
end
elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
this.refreshTimer:Stop()
if BagManager.GetItemCountById(63)>0 then
--显示免费刷新
this.SetRefreshBtnShowState(true)
this.freeRefreshTime.text=" 0:00:00"
else
--显示道具刷新
this.SetRefreshBtnShowState(false)
local time=BagManager.GetNextRefreshTime(63)-GetTimeStamp()
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local intervalTime = LuckyTurnTableManager.GetItemRecoverTime(63)
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if time >intervalTime then
time = intervalTime
end
this.freeRefreshTime.text=TimeToHMS(time)--立即刷新一次
this.refreshTimer:Reset(function()
if time<0 then
this.refreshTimer:Stop()
time=0
this.SetRefreshBtnShowState(true)
NetManager.GetRefreshCountDownRequest({63})
end
time=time-1
this.freeRefreshTime.text=TimeToHMS(time)
end,1,-1,true)
this.refreshTimer:Start()
end
end
end
---控制刷新按钮的显示状态 1是否免费
function this.SetRefreshBtnShowState(isFree)
if isFree then
--Log("免费刷新")
this.freeDetail:SetActive(true)
this.detail:SetActive(false)
else
--Log("不免费刷新")
this.freeDetail:SetActive(false)
this.detail:SetActive(true)
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
this.costItemImage.sprite=SetIcon(LuckyTurnTableManager.dialRewardSettingConfig[1].Cost[1][1])
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this.costItemNumText.text=LuckyTurnTableManager.dialRewardSettingConfig[1].Cost[2][4]..Language[11164]
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end
if LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
this.costItemImage.sprite=SetIcon(LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[1][1])
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this.costItemNumText.text=LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4]..Language[11164]
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end
end
end
---播放刷新动画
function this.PlayItemListAnim()
this.DelayMaskWithTime(1.5)
for i = 1, 8 do
this.itemList[i]:GetComponent("PlayFlyAnim"):PlayAnim(true)
end
end
-----------------------------------------------------------------------
---本地检查红点 幸运高级按钮
function this.CheckRedPoint()
for i = 1, #this.rewardBoxList do
if LuckyTurnTableManager.value_1>=LuckyTurnTableManager.boxReward_One[i].Values[1][1] then
Util.GetGameObject(this.luckyTreasureBtn,"redPoint"):SetActive(LuckyTurnTableManager.GetRewardState(30,LuckyTurnTableManager.boxReward_One[i].Id)==0)
end
if LuckyTurnTableManager.value_2>=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then
Util.GetGameObject(this.advancedTreasureBtn,"redPoint"):SetActive(LuckyTurnTableManager.GetRewardState(31,LuckyTurnTableManager.boxReward_Two[i].Id)==0)
end
end
end
---设置奖盒
function this.SetRewardBox()
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
for i = 1, 5 do
this.rewardBoxList[i]:GetComponent("Image").sprite=SetIcon(LuckyTurnTableManager.boxReward_One[i].Reward[1][1])
Util.GetGameObject(this.rewardBoxList[i],"Value"):GetComponent("Text").text=LuckyTurnTableManager.boxReward_One[i].Values[1][1]
--显示奖盒红点
if LuckyTurnTableManager.value_1>=LuckyTurnTableManager.boxReward_One[i].Values[1][1] then
if LuckyTurnTableManager.GetRewardState(30,LuckyTurnTableManager.boxReward_One[i].Id)==0 then
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(true)
end
end
Util.AddOnceClick(this.rewardBoxList[i], function()
--Log("==YSP==点击幸运探宝奖励盒"..i)
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
--如果幸运值达到奖励要求值
if LuckyTurnTableManager.value_1>=LuckyTurnTableManager.boxReward_One[i].Values[1][1] then
--奖励未领取 先请求领取
if LuckyTurnTableManager.GetRewardState(30,LuckyTurnTableManager.boxReward_One[i].Id)==0 then
NetManager.GetActivityRewardRequest(LuckyTurnTableManager.boxReward_One[i].Id,30,function(drop)
UIManager.OpenPanel(UIName.RewardItemPopup,drop)
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(false)--隐藏红点
this.RrFreshInfo()
end)
else--奖励已领取 可预览
this.OpenRewardPreview(LuckyTurnTableManager.boxReward_One,i)
end
else
--奖励不可领,可预览
this.OpenRewardPreview(LuckyTurnTableManager.boxReward_One,i)
end
end)
end
elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
for i = 1, 5 do
this.rewardBoxList[i]:GetComponent("Image").sprite=SetIcon(LuckyTurnTableManager.boxReward_Two[i].Reward[1][1])
Util.GetGameObject(this.rewardBoxList[i],"Value"):GetComponent("Text").text=LuckyTurnTableManager.boxReward_Two[i].Values[1][1]
--显示红点
if LuckyTurnTableManager.value_2>=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then
if LuckyTurnTableManager.GetRewardState(31,LuckyTurnTableManager.boxReward_Two[i].Id)==0 then
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(true)
end
end
Util.AddOnceClick(this.rewardBoxList[i], function()
--Log("==YSP==点击高级探宝奖励盒"..i)
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
if LuckyTurnTableManager.value_2>=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then
if LuckyTurnTableManager.GetRewardState(31,LuckyTurnTableManager.boxReward_Two[i].Id)==0 then
NetManager.GetActivityRewardRequest(LuckyTurnTableManager.boxReward_Two[i].Id,31,function(drop)
UIManager.OpenPanel(UIName.RewardItemPopup,drop)
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(false)--隐藏红点
this.RrFreshInfo()
end)
else
this.OpenRewardPreview(LuckyTurnTableManager.boxReward_Two,i)
end
else
this.OpenRewardPreview(LuckyTurnTableManager.boxReward_Two,i)
end
end)
end
end
end
---奖盒滑动条奖励背景切换
function this.RewardBgProgress()
for i = 1, 4 do
local bg=Util.GetGameObject(this.rewardBoxList[i],"BG"):GetComponent("Image")
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
if LuckyTurnTableManager.value_1>=LuckyTurnTableManager.boxReward_One[i].Values[1][1] then
bg.sprite=Util.LoadSprite(RewardName[2])
else
bg.sprite=Util.LoadSprite(RewardName[1])
end
elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
if LuckyTurnTableManager.value_2>=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then
bg.sprite=Util.LoadSprite(RewardName[2])
else
bg.sprite=Util.LoadSprite(RewardName[1])
end
end
bg:SetNativeSize()
end
end
---设置奖盒预览信息 并打开面板
function this.OpenRewardPreview(boxReward,i)
--设置奖励预览信息 并打开面板
local tab={boxReward[i].Reward[1][1],boxReward[i].Reward[1][2]}
this.rewardItemView:OnOpen(false, {tab[1],tab[2]},1, false, false, false, sortingOrder)
this.rewardPanelMaskBtn.gameObject:SetActive(true)
this.rewardPanel.gameObject:SetActive(true)
end
---刷新幸运值
function this.RefreshLuckyValue()
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
LuckyTurnTableManager.SetLuckyValue()
local data=LuckyTurnTableManager.GetLuckyValue()
this.luckyValueNum.text=data.."/"..LuckyTurnTableManager.boxReward_One[5].Values[1][1]
this.luckySlider.minValue=0
this.luckySlider.maxValue=LuckyTurnTableManager.boxReward_One[5].Values[1][1]
this.luckySlider.value=data
this.rewardBoxList[1].transform:DOAnchorPosX(-11.4,0)--有时间再优化成动态计算
this.rewardBoxList[2].transform:DOAnchorPosX(125.2,0)
this.rewardBoxList[3].transform:DOAnchorPosX(262,0)
this.rewardBoxList[4].transform:DOAnchorPosX(400,0)
this.rewardBoxList[5].transform:DOAnchorPosX(654.25,0)
elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
LuckyTurnTableManager.SetLuckyValue()
local data=LuckyTurnTableManager.GetLuckyValue()
this.luckyValueNum.text=data.."/"..LuckyTurnTableManager.boxReward_Two[5].Values[1][1]
this.luckySlider.minValue=0
this.luckySlider.maxValue=LuckyTurnTableManager.boxReward_Two[5].Values[1][1]
this.luckySlider.value=data
this.rewardBoxList[1].transform:DOAnchorPosX(-11.4,0)
this.rewardBoxList[2].transform:DOAnchorPosX(125.2,0)
this.rewardBoxList[3].transform:DOAnchorPosX(262,0)
this.rewardBoxList[4].transform:DOAnchorPosX(400,0)
this.rewardBoxList[5].transform:DOAnchorPosX(654.25,0)
end
end
---刷新信息
function this.RrFreshInfo()
this.RefreshLuckyValue()
this.CheckRedPoint()
this.SetRewardBox()
this.RewardBgProgress()
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
end
---延时遮罩 1按时间
function this.DelayMaskWithTime(delayTime)
this.mask.gameObject:SetActive(true)
local closeMask=Timer.New(function()
this.mask.gameObject:SetActive(false)
end,delayTime,1,true)
closeMask:Start()
end
---延时遮罩 1按bool
function this.DelayMaskWithBool(b)
if b then
this.mask.gameObject:SetActive(true)
else
this.mask.gameObject:SetActive(false)
end
end
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return LuckyTurnTablePanel